Dynasty Warriors: Godseekers - Rise of the Dragon | Part 3
The last tutorial stage. They mostly let us play this stage on our own but before that they introduce the most broken mechanic in this game Synchro Attacks.
Synchro Attacks are performed with 2-5 party members once the Synchro Meter at the top of the screen is completely filled. Once used, it will allow any units that have already acted the opportunity to take an additional turn as well as restore 5 AP. After you finish all the actions with each unit a part of the attack, you will be able to move a 3x3 square around the last character that moved.
This square completely ignores terrain and anything else that would usually get in the way. You can use it to attack anywhere that’s within 5 squares of the last character that acted. It deals more damage the more people are involved In the attack and you can increase it further by mashing X during its animation. If you use this on a group of enemies, you are likely to get the entire Synchro Gauge to refill itself immediately after doing the attack.
Chaining together Synchro Attacks is how you break this game wide open. You can use it to defeat enemies locked behind gates, defended by waves of troops and officers, archers on higher ground than you, etc. And you’re likely to refill it at least halfway after every use, allowing you to spam it until you run out of enemies to spam it against.
Different unit types have different formations they can use to initiate the Synchro Attack. Speed types have the easiest, as it’s just 2 squares in all directions around them. Others require a bit more thought and are more spread out.
Now, a few other basic mechanics.
The core stats in this game are:
HP: Health points.
AP: Action points - You start with 8 and refill 3 every turn.
Strength: Attack damage.
Defense: Damage reduction.
Dexterity: Accuracy, critical chance.
Agility: Evasion chance.
Spirit: Increases all parameters depending on Morale.
Morale is affected by fulfilling battle objectives, defeating enemies, and performing Synchro Attacks.
Units also do not have to attack every turn. You can choose to Defend, which cost 0 AP, and will give you enhanced defense from frontal and side attacks. You can also use an Item, which every unit can carry 3 of. Using an item does not prevent you from performing an action, but you MUST do something with that character’s turn after you use an item.
All units in the game take bonus damage from the sides and even further damage from behind. It can be difficult to get behind an enemy however because units must come to a complete halt when passing by an enemy, allowing you to attack their side at most. Speed type characters can ignore this restriction and move past an enemy without stopping, but this will usually put them out in front and in danger from other enemy units.
While enemy peons aren’t much of a threaten unless in great numbers, enemy officers can potentially defeat your units in just 2 attacks. Perhaps 1 if you play on higher difficulties, are under leveled, or someone like Lu Bu hits you from behind.
Alright, I think that information along with that the game has shown covers the basics. I also run through the menus at the end to show the tutorial boxes for all that and to see how weapons and skill upgrades work.
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