A quick look at how combat actually works in The Last Summoner's Legacy, because it's the part that makes it tick.
Each of the 15 skill categories covers only one or two elements. And each character can use only two categories. So no single hero covers much of the elemental spectrum, your party, as a whole, defines what you can hit hard and what you can't.
Here's why that matters: most bosses have an elemental weakness. Bring a team that can't exploit it, and the fight turns into a grind. Bring the right composition, and it clicks. Reading the encounter and building around it is the strategy.
Early on you can get away with a favorite lineup. But in the endgame, that stops working, because you can't out-level or out-gear the toughest bosses. Raw stats won't save you. You have to think: what does this fight punish, and which two-category characters answer it?
It's the opposite of "grind until you win." It's "understand the fight, then build for it." If you miss RPGs that made you actually plan your party, this one's built for you.
Wishlist to follow along, more deep-dives coming before launch.
