Playing with ritcher after 199% it's imposible
Castlevania - Symphony of the Night - HardType v4.6
#42
20 March 2017 - 11:43 PM
Can't get this to work in Mednafen.
Edit: got this to work in by repairing the ECC Data with ECCregen.
Now for the review.
I like a lot of the changes. I think it brings much needed balance. It would make sense to add an additional "balanced type" mod in addition to "hard-type", which has the balance changes, but isn't as hard.
I think maces and flails got too much of a nerf by being two-handed. This was to nerf the Shield-rod spells right? I think a better way would be to keep them one-handed, but then weaken the shield-rod spells instead.
Early especially game, unarmed, knives, and knuckles reign supreme. Slogra and Gaibon were pretty tough at first. Until I just switched to unarmed, got up close and spammed attack. To solve this, starting with lower Strength, and then compensating other weapons could be how to balance unarmed and knives. So, the short Sword does +6, and you start with 5 less strength. So the short sword and other weapons' damage remains the same, but the basilard and unarmed do far less damage.
And spells are very powerful for the entire game. They could all use a nerf.
Special moves from weapons are incredibly powerful. Do they ignore enemy defense? I was cleaving through enemies and bosses with the Fist of Tulkas and Were-bane's special moves.
Alucard should probably start with less Hearts since you find so many Heart containers in the game. Maybe 10-20 starting?
The inverted castle relics could go from +10 to +5 as well.
Is moving items around in the castle not possible at this stage? Re-arranging some of them might help with balancing.
Edit: got this to work in by repairing the ECC Data with ECCregen.
Now for the review.
I like a lot of the changes. I think it brings much needed balance. It would make sense to add an additional "balanced type" mod in addition to "hard-type", which has the balance changes, but isn't as hard.
I think maces and flails got too much of a nerf by being two-handed. This was to nerf the Shield-rod spells right? I think a better way would be to keep them one-handed, but then weaken the shield-rod spells instead.
Early especially game, unarmed, knives, and knuckles reign supreme. Slogra and Gaibon were pretty tough at first. Until I just switched to unarmed, got up close and spammed attack. To solve this, starting with lower Strength, and then compensating other weapons could be how to balance unarmed and knives. So, the short Sword does +6, and you start with 5 less strength. So the short sword and other weapons' damage remains the same, but the basilard and unarmed do far less damage.
And spells are very powerful for the entire game. They could all use a nerf.
Special moves from weapons are incredibly powerful. Do they ignore enemy defense? I was cleaving through enemies and bosses with the Fist of Tulkas and Were-bane's special moves.
Alucard should probably start with less Hearts since you find so many Heart containers in the game. Maybe 10-20 starting?
The inverted castle relics could go from +10 to +5 as well.
Is moving items around in the castle not possible at this stage? Re-arranging some of them might help with balancing.