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* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.

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* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales Chaldea Boys Collection series of Chaldean Heavy Industries" event, events, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.
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* One of the most prominent and '''''the most potentially fatal''''' example is the usage of Transfer Numbers instead of a dedicated account. In order to continue the progress after changing to another phone or an emulator, the player must issue a transfer number and bind them with a password. This transfer number ''can be used only once'', meaning you cannot use the same number for subsequent transfers. What makes things worse is that if the game is uninstalled before the transfer number is issued, the progress is '''''permanently erased'''''. While there is a way to recover the lost progress, it requires the player to memorize an '''''enormous''''' amount of details -- not only the friend code, but also the number of Saint Quartz, details of the servants owned (especially the grailed ones), and numerous other details that can potentially be missed. It is very telling that one of the most requested features is account binding to prevent the investment from being grinded to dust either by accident or events beyond the players' control, which the Chinese server has done so far. This setup also has creates the added "bonus" of making cross-play between phone and emulator (a common way for players to save up on phone battery life) practically not worth the risk as all it takes to lose everything is to forget creating a new Transfer Number.

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* One of the most prominent and '''''the most potentially fatal''''' example is the usage of Transfer Numbers instead of a dedicated account. In order to continue the progress after changing to another phone or an emulator, the player must issue a transfer number and bind them with a password. This transfer number ''can be used only once'', meaning you cannot use the same number for subsequent transfers. What makes things worse is that if the game is uninstalled before the transfer number is issued, the progress is '''''permanently erased'''''. While there is a way to recover the lost progress, it requires the player to memorize an '''''enormous''''' amount of details -- not only the friend details[[labelnote:Which includes...]]The account's Friend code, but also the current number of Saint Quartz, details of the servants and Craft Essences owned (especially the [=MLBed=] / grailed ones), and numerous other details that can potentially be missed.missed[[/labelnote]]. This setup also creates the added "bonus" of making cross-play between phone and emulator (a common way for players to save up on phone battery life) practically not worth the risk as all it takes to lose everything is to forget creating a new Transfer Number. It is very telling that one of the most requested features is account binding to prevent the investment from being grinded to dust either by accident or events beyond the players' control, which the Chinese server has done so far. This setup also has creates the added "bonus" of making cross-play between phone and emulator (a common way for players to save up on phone battery life) practically not worth the risk as all it takes to lose everything is to forget creating a new Transfer Number.
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* Inflicting the [[OneHitKO Death status]] will kill the enemy before damage is dealt, and, crucially, then stop dealing damage at all, preventing Overkill/Overgauge. This doesn't sound bad, especially for single target Servants, but since many Arts-focused Servants like Nitocris and Ryougi Shiki depend on dealing large damage numbers to refund their NP gauge, inflicting Death will serve as a hindrance. While this isn't a problem for enemy Servants since they [[TheComputerIsACheatingBastard will have their Death Resist cranked up to impossible levels, despite them still being able to inflict the Death status to you]], the same can not be said for {{Mook}} enemies.

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* Inflicting the [[OneHitKO Death status]] will kill the enemy before damage is dealt, and, crucially, then stop dealing damage at all, preventing Overkill/Overgauge. This doesn't sound bad, especially for single target Servants, but since many Arts-focused Servants like Erice, Nitocris and Ryougi Shiki depend on dealing large damage numbers to refund their NP gauge, inflicting Death will serve as a hindrance. While this isn't a problem for enemy Servants since they [[TheComputerIsACheatingBastard will have their Death Resist cranked up to impossible levels, despite them still being able to inflict the Death status to you]], the same can not be said for {{Mook}} enemies.
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* One of the most prominent and '''''the most potentially fatal''''' example is the usage of Transfer Numbers instead of a dedicated account. In order to continue the progress after changing a phone, the player must issue a transfer number and bind them with a password. This transfer number ''can be used only once'', meaning you cannot use the same number for subsequent transfers. What makes things worse is that if the game is uninstalled before the transfer number is issued, the progress is '''''permanently erased'''''. While there is a way to recover the lost progress, it requires the player to memorize an '''''enormous''''' amount of details -- not only the friend code, but also the number of Saint Quartz, details of the servants owned (especially the grailed ones), and numerous other details that can potentially be missed. It is very telling that one of the most requested features is account binding to prevent the investment from being grinded to dust either by accident or events beyond the players' control, which the Chinese server has done so far.

to:

* One of the most prominent and '''''the most potentially fatal''''' example is the usage of Transfer Numbers instead of a dedicated account. In order to continue the progress after changing a phone, to another phone or an emulator, the player must issue a transfer number and bind them with a password. This transfer number ''can be used only once'', meaning you cannot use the same number for subsequent transfers. What makes things worse is that if the game is uninstalled before the transfer number is issued, the progress is '''''permanently erased'''''. While there is a way to recover the lost progress, it requires the player to memorize an '''''enormous''''' amount of details -- not only the friend code, but also the number of Saint Quartz, details of the servants owned (especially the grailed ones), and numerous other details that can potentially be missed. It is very telling that one of the most requested features is account binding to prevent the investment from being grinded to dust either by accident or events beyond the players' control, which the Chinese server has done so far. This setup also has creates the added "bonus" of making cross-play between phone and emulator (a common way for players to save up on phone battery life) practically not worth the risk as all it takes to lose everything is to forget creating a new Transfer Number.



* Raid bosses can be this depending on how many lives the devs give to each boss. Raid bosses always give lots of item drops at reasonable rates, making them lucrative to spend apples on. This means that most players will immediately pounce on the bosses and farm them to death in short order. If the devs give the raid bosses a low number of lives, expect the bosses to die in an hour or two at most. If you happen to be working, sleeping, or otherwise busy for some reason when the boss is opened? Too bad, you're out of luck. Better hope that the devs give a runback like with Barbatos in the El-Melloi event or god forbid, the event reruns next year at a better time. The Tunguska Sanctuary event got the worst of it since it was composed entirely of raid bosses, leaving players to with nothing to do but twiddle their thumbs until the next boss came along. Most players wish that rather than giving raid bosses lives, the devs instead make it so the bosses are free to farm during a set period of the day as many times you wish so everyone has a chance to fight them.

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* Raid bosses can be this depending on how many lives the devs give to each boss. Raid bosses always give lots of item drops at reasonable rates, making them lucrative to spend apples on. This means that most players will immediately pounce on the bosses and farm them to death in short order.order, if they themselves didn't get disconnected due to server overload first. If the devs give the raid bosses a low number of lives, expect the bosses to die in an hour or two at most. If you happen to be working, sleeping, or otherwise busy for some reason when the boss is opened? Too bad, you're out of luck. Better hope that the devs give a runback like with Barbatos in the El-Melloi event or god forbid, the event reruns next year at a better time. The Tunguska Sanctuary event got the worst of it since it was composed entirely of raid bosses, leaving players to with nothing to do but twiddle their thumbs until the next boss came along. Most players wish that rather than giving raid bosses lives, the devs instead make it so the bosses are free to farm during a set period of the day as many times you wish so everyone has a chance to fight them.
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* While mostly due to events, players who want to farm from other materials in events more efficiently have to find a friend who has the servant equipped with the corresponding Craft Essence. Seems simple, right? Unfortunately, due to [[ComplacentGamingSyndrome players preferring to stack their servant with the highest-rarity CEs in the event]], this means that trying to find a servant equipped with a different event CE is ''extremely tedious'' without looking for friend [=IDs=]. And to make matters worse, the game lists the support servants by those who have logged in recently and showing only 29 support servants ''at best''. One could use the filters to find the support servants they want, only to be met with a page that is blank due to not being able to find the criteria.

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* While mostly due to events, players who want to farm from other materials in events more efficiently have to find a friend who has the servant equipped with the corresponding Craft Essence. Seems simple, right? Unfortunately, due to [[ComplacentGamingSyndrome players preferring to stack their servant with the highest-rarity CEs in the event]], this means that trying to find a servant equipped with a different event CE is ''extremely tedious'' without looking for friend [=IDs=]. And to make matters worse, the game lists the support servants by those who have logged in recently and showing only 29 support servants ''at best''. One could use the filters to find the support servants they want, only to be met with a page that is blank due to not being able to find the criteria. This problem is further exacerbated if the banner was proven to be unattractive, further decreasing the chances of finding a servant with a certain CE the player wishes to utilize.
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Re-adding with further clarification


* The game lumps together all Extra Classes in the same category for Support lists. This was fine during the game's early days when Extra Classes were extremely rare in size and variety, but several years in the game's life and with all the Servants from ''eight'' Classes packed together under one tiny umbrella, it is bar none the most crowded category in the Support lists, and finding the Servant you want from that crowd is a gacha unto itself. The most common suggestion is that the devs split off the Ruler-Avenger-Moon Cancer and Alter Ego-Foreigner-Pretender Class triangles to give it some breathing room.

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* The game lumps together all Extra Classes in the same category for Support lists. This was fine during the game's early days when Extra Classes were extremely rare in size and variety, but several years in the game's life and with all the Servants from ''eight'' Classes packed together under one tiny umbrella, it is bar none the most crowded category in the Support lists, and finding the Servant you want from that crowd is a gacha unto itself. The most common suggestion is that the devs split off the Ruler-Avenger-Moon Cancer and Alter Ego-Foreigner-Pretender Class triangles to give it some breathing room.room.
* While mostly due to events, players who want to farm from other materials in events more efficiently have to find a friend who has the servant equipped with the corresponding Craft Essence. Seems simple, right? Unfortunately, due to [[ComplacentGamingSyndrome players preferring to stack their servant with the highest-rarity CEs in the event]], this means that trying to find a servant equipped with a different event CE is ''extremely tedious'' without looking for friend [=IDs=]. And to make matters worse, the game lists the support servants by those who have logged in recently and showing only 29 support servants ''at best''. One could use the filters to find the support servants they want, only to be met with a page that is blank due to not being able to find the criteria.
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None


* Shimosa introduced fights where, instead of simply being offered a story-related Servant that granted extra Friend Points to use for Support alongside your usual available list, the story-related Servant was mandatory as Support and had to be put on the front lines. This mechanic was hated by the community for not only robbing players of their Support List, but also making them use a Servant that may clash with their teams and are weaker than possibly your copy of the Servant. Musashi has the misfortune of being the most infamous example as she was also introduced in Shimosa, and one of her forced fights is against a very powerful Archer that puts her on the wrong end of TacticalRockPaperScissors. It took until Yuga Khsetra (Lostbelt 4) for Forced Supports to finally get a unique Craft Essence to alleviate the issue some, but lacking the teams for them was still an issue until Heian-Kyo (Lostbelt 5.5) where the developers finally started gearing the Forced Supports towards the fights they were forced into.

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* Shimosa introduced fights where, instead of simply being offered a story-related Servant that granted extra Friend Points to use for Support alongside your usual available list, the story-related Servant was mandatory as Support and had to be put on the front lines. This mechanic was hated by the community for not only robbing players of their Support List, but also making them use a Servant that may clash with their teams and are weaker than possibly your copy of the Servant. Musashi has the misfortune of being the most infamous example as she was also introduced in Shimosa, and one of her forced fights is against a very powerful Archer that puts her on the wrong end of TacticalRockPaperScissors.TacticalRockPaperScissors, not helped by her third skill (that gives Invincibility and Debuff Removal) being unavailable for most of them. It took until Yuga Khsetra (Lostbelt 4) for Forced Supports to finally get a unique Craft Essence to alleviate the issue some, but lacking the teams for them was still an issue until Heian-Kyo (Lostbelt 5.5) where the developers finally started gearing the Forced Supports towards the fights they were forced into.
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* With the release of Ordeal Call, its nodes are revealed to provide over '''2500 bond points at base''' and provide more EXP than any node that came before. To prevent the previous other nodes from being made obsolete, entry requires a resource called "Storm Pods" which is only given at a rate of three per day. What undercuts it is that it is capped at a measly '''nine''', meaning that you can only accumulate only up to three days worth of entry tickets before you have to start spending them. What's worse is that they consume 40AP, meaning that during events and new story releases, you often find yourself having to stop whatever you are doing to quickly make room for at least 3 "Storm Pods". This small cap turned what is meant to be a rewarding bonus level into a grind fest and distraction. Also, since the Ordeal Call nodes are the only way to get Stellar Sand alongside the Challenge Quests, expect it to be very tedious fast.

to:

* With the release of Ordeal Call, its nodes are revealed to provide over '''2500 bond points at base''' and provide more EXP than any node that came before. To prevent the previous other nodes from being made obsolete, entry requires a resource called "Storm Pods" which is only given at a rate of three per day. What undercuts it is that it is capped at a measly '''nine''', meaning that you can only accumulate only up to three days worth of entry tickets before you have to start spending them. What's worse is that they consume 40AP, meaning that during events and new story releases, you often find yourself having to stop whatever you are doing to quickly make room for at least 3 "Storm Pods". This small cap turned what is meant to be a rewarding bonus level into a grind fest and distraction. Also, since the Ordeal Call nodes are the only way to get Stellar Sand alongside the Challenge Quests, expect it to be very tedious fast.fast.
* The game lumps together all Extra Classes in the same category for Support lists. This was fine during the game's early days when Extra Classes were extremely rare in size and variety, but several years in the game's life and with all the Servants from ''eight'' Classes packed together under one tiny umbrella, it is bar none the most crowded category in the Support lists, and finding the Servant you want from that crowd is a gacha unto itself. The most common suggestion is that the devs split off the Ruler-Avenger-Moon Cancer and Alter Ego-Foreigner-Pretender Class triangles to give it some breathing room.
Is there an issue? Send a MessageReason:
None


* One of the most prominent and '''''the most potentially fatal''''' example is the usage of Transfer Numbers instead of a dedicated account. In order to continue the progress after changing a phone, the player must issue a transfer number and bind them with a password. This transfer number ''can be used only once'', meaning you cannot use the same number for subsequent transfers. What makes things worse is that if the game is uninstalled before the transfer number is issued, the progress is '''''permanently erased'''''. While there is a way to recover the lost progress, it requires the player to memorize an '''''enormous''''' amount of details -- not only the friend code, but also the number of Saint Quartz, details of the servants owned (especially the grailed ones), and numerous other details that can potentially be missed. It is very telling that one of the most requested features is account binding to prevent the investment from being grinded to dust either by accident or events beyond the players' control.

to:

* One of the most prominent and '''''the most potentially fatal''''' example is the usage of Transfer Numbers instead of a dedicated account. In order to continue the progress after changing a phone, the player must issue a transfer number and bind them with a password. This transfer number ''can be used only once'', meaning you cannot use the same number for subsequent transfers. What makes things worse is that if the game is uninstalled before the transfer number is issued, the progress is '''''permanently erased'''''. While there is a way to recover the lost progress, it requires the player to memorize an '''''enormous''''' amount of details -- not only the friend code, but also the number of Saint Quartz, details of the servants owned (especially the grailed ones), and numerous other details that can potentially be missed. It is very telling that one of the most requested features is account binding to prevent the investment from being grinded to dust either by accident or events beyond the players' control.control, which the Chinese server has done so far.
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One of the most requested features is Account Binding, which is justified by the potential hazard to the investment if the game is accidentally uninstalled.

Added DiffLines:

* One of the most prominent and '''''the most potentially fatal''''' example is the usage of Transfer Numbers instead of a dedicated account. In order to continue the progress after changing a phone, the player must issue a transfer number and bind them with a password. This transfer number ''can be used only once'', meaning you cannot use the same number for subsequent transfers. What makes things worse is that if the game is uninstalled before the transfer number is issued, the progress is '''''permanently erased'''''. While there is a way to recover the lost progress, it requires the player to memorize an '''''enormous''''' amount of details -- not only the friend code, but also the number of Saint Quartz, details of the servants owned (especially the grailed ones), and numerous other details that can potentially be missed. It is very telling that one of the most requested features is account binding to prevent the investment from being grinded to dust either by accident or events beyond the players' control.
Is there an issue? Send a MessageReason:
None


* Shimosa introduced fights where, instead of simply being offered a story-related Servant that granted extra Friend Points to use for Support alongside your usual available list, the story-related Servant was mandatory as Support and had to be put on the front lines. This mechanic was hated by the community for not only robbing players of their Support List, but also making them use a Servant that may clash with their teams and are weaker than possibly your copy of the Servant. The infamous example being Musashi being mandatory in a fight against Archer of Inferno, who is incredibly strong and can kill her in only around two hits. They also lack Craft Essences, meaning they make fights harder without any way to fix them. This feature was repeated a few times in the Lostbelt chapters, before being alleviated with Lostbelt 4, where ''all'' story support Servants now have a Craft Essence that gives 50% NP at the start and increases the NP gather rate of the Servant by 50% as well, meaning that they at least start nearly able to use their NP, and will be able to remain helpful. Later on, the game introduced fights where ''all'' the Servants in a team must be predetermined supports, and it might not even be the full team of six.

to:

* Shimosa introduced fights where, instead of simply being offered a story-related Servant that granted extra Friend Points to use for Support alongside your usual available list, the story-related Servant was mandatory as Support and had to be put on the front lines. This mechanic was hated by the community for not only robbing players of their Support List, but also making them use a Servant that may clash with their teams and are weaker than possibly your copy of the Servant. The Musashi has the misfortune of being the most infamous example being Musashi being mandatory as she was also introduced in a fight Shimosa, and one of her forced fights is against a very powerful Archer of Inferno, who is incredibly strong and can kill that puts her in only around two hits. They also lack Craft Essences, meaning they make fights harder without any way to fix them. This feature was repeated a few times in on the Lostbelt chapters, before being alleviated with Lostbelt 4, where ''all'' story support Servants now have wrong end of TacticalRockPaperScissors. It took until Yuga Khsetra (Lostbelt 4) for Forced Supports to finally get a unique Craft Essence that gives 50% NP at to alleviate the start and increases issue some, but lacking the NP gather rate of teams for them was still an issue until Heian-Kyo (Lostbelt 5.5) where the Servant by 50% as well, meaning that they at least start nearly able to use their NP, and will be able to remain helpful. Later on, developers finally started gearing the game introduced Forced Supports towards the fights where ''all'' the Servants in a team must be predetermined supports, and it might not even be the full team of six.they were forced into.

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Changed: 107

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Visionary Flames are related to bond levels, so moving it to the Bond Level entry (preferably as a sub-entry) makes more sense.


** To make things worse, Using Visionary Flames to unlock further tiers of Bond after 10 is considered similarly grindy and lengthy at best. To elaborate, reaching bond level 11 alone requires at least ''60% of the accumulated bond points required to get to Bond level to 10 from a scratch''. The bond points requirement increases for subsequent levels, up to Bond level 15 which requires roughly the same amount of bond points required to get to Bond Level 10. Adding insult to the injury is that each bond level after 10 requires one Visionary Flame. The only saving throw of this system is that these bond levels reward 30 Saint Quartzes upon completion.



* 4-star Fou cards are used to increase a Servant's stat from 1,000 to 2,000. Each one only increases it by a paltry ''20'' points (for reference, this makes the stat increase of 4-star Fou cards equivalent to 2-star cards when 3-star cards increase by 50) and are in very short supply during events. If you want to buy just ''one'' from the Rare Prism shop, you need 3 of them which requires burning either one SSR Servant for 5 Rare Prisms or burning three SR Servants for three Rare Prisms, making the process of getting a Servant's stats to 2,000 long and tedious even for whales. Using Visionary Flames to unlock further tiers of Bond after 10 is considered similarly grindy and lengthy.

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* 4-star Fou cards are used to increase a Servant's stat from 1,000 to 2,000. Each one only increases it by a paltry ''20'' points (for reference, this makes the stat increase of 4-star Fou cards equivalent to 2-star cards when 3-star cards increase by 50) and are in very short supply during events. If you want to buy just ''one'' from the Rare Prism shop, you need 3 of them which requires burning either one SSR Servant for 5 Rare Prisms or burning three SR Servants for three Rare Prisms, making the process of getting a Servant's stats to 2,000 long and tedious even for whales. Using Visionary Flames to unlock further tiers of Bond after 10 is considered similarly grindy and lengthy.
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* The way critical stars are distributed. Each class has a built-in crit star absorption modifier, meaning some classes naturally soak up more stars than others. For example; Riders and Archers have among the highest, while Berserkers have the lowest. The issue with this system though is two hidden details: star absorption rate is affected by the characters Luck stat, and each turn three cards are randomly given extra crit star absorption. [[GuideDangIt Neither of these factors are things the game]] ''[[GuideDangIt tells you exist,]]'' meaning certain combinations of classes and stats will result in crit stars going all over the place. For example, Berserker Kintoki will get almost no crit stars because his Berserker class's already worse crit star absorption combined with his low Luck stat (C) means he will virtually never get any crit stars unless you get lucky or have close to fifty stars (which would mean every single card has 100% crit chance), while any Caster support with him will inherently soak up more stars even if their Luck is worse then him (Merlin, for example, has D rank Luck, but due to class modifiers will soak up more stars). Combined with the random crit star absorption per turn, this makes it where a player has almost no control over the flow of crit stars, creating situations where a player's primary damage dealer isn't able to get any crit stars because of outside factors like their Luck stat, class, and random card chances. Worse yet, skills that increase crit star absorption don't inherently mean the character will gain all the crit stars, instead, it means they just increase the chances of directing the crit stars to them, meaning if you don't have enough stars, other cards will still soak up stars. It's one of the primary reasons players sometimes solo certain bosses, as ensuring crit stars go to the intended target is more important at times, or rely on Archers and Riders as their main damage dealers, as both have the highest star absorption.

to:

* The way critical stars are distributed. Each class has a built-in crit star absorption modifier, meaning some classes naturally soak up more stars than others. For example; Riders and Archers have among the highest, while Berserkers have the lowest. The issue with this system though is two hidden details: star absorption rate is affected by the characters Luck stat, and each turn three cards are randomly given extra crit star absorption. [[GuideDangIt Neither of these factors are things the game]] ''[[GuideDangIt tells you exist,]]'' meaning certain combinations of classes and stats will result in crit stars going all over the place. For example, Berserker Kintoki will get almost no never get crit stars because due to his Berserker class's already worse crit star absorption combined with his class and low Luck stat (C) means he will virtually never get any crit stars unless you get lucky or have close to at least fifty stars (which would mean every single card has 100% crit chance), while any Caster support with him will inherently soak up more stars even if their Luck is worse then him (Merlin, for example, has D rank Luck, but due to class modifiers will soak up more stars). Combined with the random crit star absorption per turn, this makes it where a player has almost no control over the flow of crit stars, creating situations where a player's primary damage dealer isn't able to get any crit stars because of outside factors like their Luck stat, class, and random card chances. Worse yet, skills that increase crit star absorption don't inherently mean the character will gain all the crit stars, instead, it means they just increase the chances of directing the crit stars to them, meaning if you don't have enough stars, other cards will still soak up stars. It's one of the primary reasons players sometimes solo certain bosses, as ensuring crit stars go to the intended target is more important at times, or rely on Archers and Riders as their main damage dealers, as both have the highest star absorption.
Is there an issue? Send a MessageReason:
None


* With the release of Ordeal Call, its nodes are revealed to provide over '''2500 bond points at base''' and provide more EXP than any node that came before. To prevent the previous other nodes from being made obsolete, entry requires a resource called "Storm Pods" which is only given at a rate of three per day. What undercuts it is that it is capped at a measly '''nine''', meaning that you can only accumulate only up to three days worth of entry tickets before you have to start spending them. What's worse is that they consume 40AP, meaning that during events and new story releases, you often find yourself having to stop whatever you are doing to quickly make room for at least 3 "Storm Pods". This small cap turned what is meant to be a rewarding bonus level into a grind fest and distraction.

to:

* With the release of Ordeal Call, its nodes are revealed to provide over '''2500 bond points at base''' and provide more EXP than any node that came before. To prevent the previous other nodes from being made obsolete, entry requires a resource called "Storm Pods" which is only given at a rate of three per day. What undercuts it is that it is capped at a measly '''nine''', meaning that you can only accumulate only up to three days worth of entry tickets before you have to start spending them. What's worse is that they consume 40AP, meaning that during events and new story releases, you often find yourself having to stop whatever you are doing to quickly make room for at least 3 "Storm Pods". This small cap turned what is meant to be a rewarding bonus level into a grind fest and distraction. Also, since the Ordeal Call nodes are the only way to get Stellar Sand alongside the Challenge Quests, expect it to be very tedious fast.
Is there an issue? Send a MessageReason:
None


* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.

to:

* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.lag.
* With the release of Ordeal Call, its nodes are revealed to provide over '''2500 bond points at base''' and provide more EXP than any node that came before. To prevent the previous other nodes from being made obsolete, entry requires a resource called "Storm Pods" which is only given at a rate of three per day. What undercuts it is that it is capped at a measly '''nine''', meaning that you can only accumulate only up to three days worth of entry tickets before you have to start spending them. What's worse is that they consume 40AP, meaning that during events and new story releases, you often find yourself having to stop whatever you are doing to quickly make room for at least 3 "Storm Pods". This small cap turned what is meant to be a rewarding bonus level into a grind fest and distraction.

Removed: 484

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The game's Craft Essence filters for events have been around for actual years now.


* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.
* While mostly due to events, players who want to farm from other materials in events more efficiently have to find a friend who has the servant equipped with the corresponding Craft Essence. Seems simple, right? Unfortunately, due to [[ComplacentGamingSyndrome players preferring to stack their servant with the highest-rarity CEs in the event]], this means that trying to find a servant equipped with a different event CE is ''extremely tedious'' without looking for friend [=IDs=].

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* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.
* While mostly due to events, players who want to farm from other materials in events more efficiently have to find a friend who has the servant equipped with the corresponding Craft Essence. Seems simple, right? Unfortunately, due to [[ComplacentGamingSyndrome players preferring to stack their servant with the highest-rarity CEs in the event]], this means that trying to find a servant equipped with a different event CE is ''extremely tedious'' without looking for friend [=IDs=].
lag.
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* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.

to:

* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.lag.
* While mostly due to events, players who want to farm from other materials in events more efficiently have to find a friend who has the servant equipped with the corresponding Craft Essence. Seems simple, right? Unfortunately, due to [[ComplacentGamingSyndrome players preferring to stack their servant with the highest-rarity CEs in the event]], this means that trying to find a servant equipped with a different event CE is ''extremely tedious'' without looking for friend [=IDs=].
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* The lack of a dedicated and consistent way of leveling up Craft Essences is an annoying aspect of the game that has basically been untouched since launch. Unlike Servants, which have several ways of getting Embers used for leveling, the game doesn't provide any consistent ways of leveling Craft Essences save for occasional events where EXP Craft Essences are available that are meant to be fed to the Craft Essence you want. These rewards are incredibly rare though, effectively requiring the player to throw unwanted Craft Essences at them to level them, which takes a huge amount of time and QP to do so. Unless the player spends a lot of time creating "CE Bombs"[[note]]Essentially feeding 1 star CE's enough EXP to level, then max limit breaking before feeding them to one to build up accumulated EXP, then feeding it to the desired CE so it gets a ton of extra EXP[[/note]], then expect to have Craft Essences be stuck below level 20 unless lucky.

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* The lack of a dedicated and consistent way of leveling up Craft Essences is an annoying aspect of the game that has basically been untouched since launch. Unlike Servants, which have several ways of getting Embers used for leveling, the game doesn't provide any consistent ways of leveling Craft Essences save for occasional events where EXP Craft Essences are available that are meant to be fed to the Craft Essence you want. These rewards are incredibly rare though, effectively requiring the player to throw unwanted Craft Essences at them to level them, which takes a huge amount of time and QP to do so. Unless the player spends a lot of time creating "CE Bombs"[[note]]Essentially feeding 1 star CE's enough EXP to level, then max limit breaking before feeding them to one to build up accumulated EXP, then feeding it to the desired CE so it gets a ton of extra EXP[[/note]], then expect to have Craft Essences be stuck below level 20 unless lucky.lucky.
* While a minor issue overall, the game only allows you to download all new data at once in the options menu and not at the title screen. This was mostly a issue right at the launch of the game, but it became much more prevalent during the "White Day Spectacles" event and the "Tales of Chaldean Heavy Industries" event, which played cutscenes ''after'' the player got past the title screen but before going into the options menu, resulting in the scene taking longer to load than expected, and making it annoying for players due to the lag.
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* The way critical stars are distributed. Each class has a built-in crit star absorption modifier, meaning some classes naturally soak up more stars than others. For example; Riders and Archers have among the highest, while Berserkers have the lowest. The issue with this system though is two hidden details: star absorption rate is affected by the characters Luck stat, and each turn three cards are randomly given extra crit star absorption. [[GuideDangIt Neither of these factors are things the game ''tells you exist'']], meaning certain combinations of classes and stats will result in crit stars going all over the place. For example, Berserker Kintoki will get almost no crit stars because his Berserker class's already worse crit star absorption combined with his low Luck stat (C) means he will virtually never get any crit stars unless you get lucky or have close to fifty stars (which would mean every single card has 100% crit chance), while any Caster support with him will inherently soak up more stars even if their Luck is worse then him (Merlin, for example, has D rank Luck, but due to class modifiers will soak up more stars). Combined with the random crit star absorption per turn, this makes it where a player has almost no control over the flow of crit stars, creating situations where a player's primary damage dealer isn't able to get any crit stars because of outside factors like their Luck stat, class, and random card chances. Worse yet, skills that increase crit star absorption don't inherently mean the character will gain all the crit stars, instead, it means they just increase the chances of directing the crit stars to them, meaning if you don't have enough stars, other cards will still soak up stars. It's one of the primary reasons players sometimes solo certain bosses, as ensuring crit stars go to the intended target is more important at times, or rely on Archers and Riders as their main damage dealers, as both have the highest star absorption.

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* The way critical stars are distributed. Each class has a built-in crit star absorption modifier, meaning some classes naturally soak up more stars than others. For example; Riders and Archers have among the highest, while Berserkers have the lowest. The issue with this system though is two hidden details: star absorption rate is affected by the characters Luck stat, and each turn three cards are randomly given extra crit star absorption. [[GuideDangIt Neither of these factors are things the game ''tells game]] ''[[GuideDangIt tells you exist'']], exist,]]'' meaning certain combinations of classes and stats will result in crit stars going all over the place. For example, Berserker Kintoki will get almost no crit stars because his Berserker class's already worse crit star absorption combined with his low Luck stat (C) means he will virtually never get any crit stars unless you get lucky or have close to fifty stars (which would mean every single card has 100% crit chance), while any Caster support with him will inherently soak up more stars even if their Luck is worse then him (Merlin, for example, has D rank Luck, but due to class modifiers will soak up more stars). Combined with the random crit star absorption per turn, this makes it where a player has almost no control over the flow of crit stars, creating situations where a player's primary damage dealer isn't able to get any crit stars because of outside factors like their Luck stat, class, and random card chances. Worse yet, skills that increase crit star absorption don't inherently mean the character will gain all the crit stars, instead, it means they just increase the chances of directing the crit stars to them, meaning if you don't have enough stars, other cards will still soak up stars. It's one of the primary reasons players sometimes solo certain bosses, as ensuring crit stars go to the intended target is more important at times, or rely on Archers and Riders as their main damage dealers, as both have the highest star absorption.
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* The inability to replay Story nodes. Want to test new meta-breaking Servants against older bosses with cheating gimmicks like Goetia? Outside of the annual Memorial events or Main Interlude events, ''you have to create a whole new account, breeze your way through the game and hope that you get the Servant you want to test before the gacha expires''. Players who had to do this are noted to have multiple accounts on a single server that could have been a single super account as a result, something that could have been avoided if the ability to replay was available from the start.

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* The inability to replay Story nodes. Want to test new meta-breaking Servants against older bosses with cheating gimmicks like Goetia? Outside of the annual Memorial events or Main Interlude events, ''you have to create a whole new account, breeze your way through the game and hope that you get the Servant you want to test before the gacha expires''. Players who had to do this are noted to have multiple accounts on a single server that could have been a single super account as a result, something that could have been avoided if the ability to replay was available from the start. Some players had worked around this by [[MundaneSolution simply having their alternates be friends with their main account to access the Servant]] but this doesn't change the fact that you still have to replay the story and quickly quit before the battle results got saved.
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* The lottery events only allow you to redeem one or ten items out of a ''300'' item raffle at a time. While they later implemented the ability to redeem faster by allowing you to press the redeem button immediately again, there is still no option to redeem by the ''box''. This results in many overloaded gift boxes and even more sore fingers, as the more active grinders, can easily breach '''100''' redeemed boxes. Christmas 2021 alleviates this by adding an option to redeem ''100'' items at a time. However, it will only appear from the 11th box onwards rather than right from the start, making it still a pain obtain the event CE.

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* The lottery events only allow you to redeem one or ten items out of a ''300'' item raffle at a time. While they later implemented the ability to redeem faster by allowing you to press the redeem button immediately again, there is still no option to redeem by the ''box''. This results in many overloaded gift boxes and even more sore fingers, as the more active grinders, can easily breach '''100''' redeemed boxes. Christmas 2021 alleviates this by adding an option to redeem ''100'' items at a time. However, it will only appear from the 11th box onwards rather than right from the start, making it still a pain to obtain the event CE.
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* The lottery events only allow you to redeem one or ten items out of a ''300'' item raffle at a time. While they later implemented the ability to redeem faster by allowing you to press the redeem button immediately again, there is still no option to redeem by the ''box''. This results in many overloaded gift boxes and even more sore fingers, as the more active grinders, can easily breach '''100''' redeemed boxes. Christmas 2021 alleviates this by adding an option to redeem ''100'' items at a time.

to:

* The lottery events only allow you to redeem one or ten items out of a ''300'' item raffle at a time. While they later implemented the ability to redeem faster by allowing you to press the redeem button immediately again, there is still no option to redeem by the ''box''. This results in many overloaded gift boxes and even more sore fingers, as the more active grinders, can easily breach '''100''' redeemed boxes. Christmas 2021 alleviates this by adding an option to redeem ''100'' items at a time. However, it will only appear from the 11th box onwards rather than right from the start, making it still a pain obtain the event CE.
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** Similarly, the timegating of Lostbelt 6, Avalon le Fae, was largely disliked. Instead of locking off individual chapters, the entire story arc was split into three parts and each was released like previous full story arcs had been. The problem is, previous story arcs were released with a fair amount of extra time, to allow the player to approach the story at their own pace and give them some time to complete the new area's free quests. But those arcs ended on conclusive notes as self contained chapters, whereas the Avalon le Fae's first two parts ended on cliffhangers that left the player waiting weeks to progress. The aforementioned issue involving the free quests of the chapter didn't matters. Adding in the dearth of events around this period to avoid competing with the story quests, and many fans decried this as an obvious case of {{Padding}}.

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** Similarly, the timegating of Lostbelt 6, Avalon le Fae, was largely disliked. Instead of locking off individual chapters, the entire story arc was split into three parts and each was released like previous full story arcs had been. The problem is, previous story arcs were released with a fair amount of extra time, to allow the player to approach the story at their own pace and give them some time to complete the new area's free quests. But those arcs ended on conclusive notes as self contained chapters, whereas the Avalon le Fae's first two parts ended on cliffhangers that left the player waiting weeks to progress. The aforementioned issue involving the free quests of the chapter didn't help matters. Adding in the dearth of events around this period to avoid competing with the story quests, and many fans decried this as an obvious case of {{Padding}}.
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Dupe entry as the free quests being locked is already mentioned beforehand in this page.


** Similarly, the timegating of Lostbelt 6, Avalon le Fae, was largely disliked. Instead of locking off individual chapters, the entire story arc was split into three parts and each was released like previous full story arcs had been. The problem is, previous story arcs were released with a fair amount of extra time, to allow the player to approach the story at their own pace and give them some time to complete the new area's free quests. But those arcs ended on conclusive notes as self contained chapters, whereas the Avalon le Fae's first two parts ended on cliffhangers that left the player waiting weeks to progress. Making matters worse, since the story wasn't finished, the free quests weren't released. Not only did this mean almost all players completed the story and then had nothing to do for the rest of the release window, but since the new characters released required materials only available in Avalon le Fae, there simply were not enough materials obtained from the story to fully upgrade them without being to farm the materials from free quests. Adding in the dearth of events around this period to avoid competing with the story quests, and many fans decried this as an obvious case of {{Padding}}.

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** Similarly, the timegating of Lostbelt 6, Avalon le Fae, was largely disliked. Instead of locking off individual chapters, the entire story arc was split into three parts and each was released like previous full story arcs had been. The problem is, previous story arcs were released with a fair amount of extra time, to allow the player to approach the story at their own pace and give them some time to complete the new area's free quests. But those arcs ended on conclusive notes as self contained chapters, whereas the Avalon le Fae's first two parts ended on cliffhangers that left the player waiting weeks to progress. Making matters worse, since the story wasn't finished, The aforementioned issue involving the free quests weren't released. Not only did this mean almost all players completed the story and then had nothing to do for the rest of the release window, but since the new characters released required materials only available in Avalon le Fae, there simply were not enough materials obtained from the story to fully upgrade them without being to farm the materials from free quests.chapter didn't matters. Adding in the dearth of events around this period to avoid competing with the story quests, and many fans decried this as an obvious case of {{Padding}}.

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