The issue is that memory is a solution to a problem... while at the same time also creating a whole new problem... while also being subject to the new problems in the game.

1) So you have a memory system that gives you very few slots per point (1 for every 2 you spend).
2) You have a attribute system that constantly wants to keep your primary attribute and constitution as high as possible or else you receive penalties or become helplessly squishy.
3) You have skills that can take 1-10 memory points (3 in the game)
4) You have skills that have very limited use, are not always helpful, or rely HEAVILY on other skills to be useful... and whose points don't necessarily reflect this fact.
5) All the while certain skills are far FAR better than others and have the same cost.

So you are in a situation where you never gain memory points, don't have any points to put into it, have skills that take far too much points, or that rely on skill combos...

And the game often reflects this by making some skills far better then their first game counterpart. Oil, my favorite earth spell of the first game, now does damage as well.

Yet what you often had in the first game that this game cannot do due to it being a waste of memory points are combos...

The whole Blood Rain, To contamination, To Fire combo? 3 memory points... For subpar damage in a game where Zone control is almost completely useless. It would be an amazing combo in the first game! In this one? Pointless and detrimental.

You are actually FAR FAR more rewarded for just choosing 3 high damage CC attacks (because CC doesn't come with the weakness of low damage anymore)... then for choosing skills because they work well together. The only combo I tend to do is Rain + Ice because Rain is an impossible skill to live without.

Which makes Memory feel even more pointless because you aren't looking for combinations or to fill in gaps... Your just flat out looking for power now.

Last edited by Neonivek; 20/09/16 11:13 AM.