Disc 3 Easier Than Expected....
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#1
07 February 2013 - 10:27 AM
The difficulty was great during the entire game, I loved it. However when I got to disc 3, I felt the Weapons and Sephiroth were just too easy, The dmg limit hack ruins the game for me tbh, being able to do 32k dmg with a coin throw and just miming it, is totally brainless. It makes the fights un rewarding and trivial. I would half that dmg, 15k seems a little bit more reasonable. IMO disable throw, it is such a cheap tactic. I was lvl 99 with 2 master commands 2 master magics, and the final fight was just a push over. I wish Galen would make the Weapons/Sephiroth even harder than they are now. The hack is fun and all. But in the end it was just about grinding and not actually using your brain to fight. I even did the fights without throw coin/mime and it was still just too simple. Is there anyway to add additional attacks to the game for the end fights? On a side note, remove Sephiroths stupid meteor attack and replace it with something that doesn't take 2 minutes to complete. Overall the mod was fun but really fell flat on disc 3, thanks for the mod I enjoyed it.
Edit; If further work on this mod is ever to be done, I would add back in magic pots, and make the whole grind to 99/Max materia a lot less time consuming, that does not make anything harder, and in fact does the total opposite. For instance make the grind to max characters much much faster, then tune the fights for characters of that level.
Edit; If further work on this mod is ever to be done, I would add back in magic pots, and make the whole grind to 99/Max materia a lot less time consuming, that does not make anything harder, and in fact does the total opposite. For instance make the grind to max characters much much faster, then tune the fights for characters of that level.
#4
07 February 2013 - 10:52 AM
Obob, on 07 February 2013 - 10:42 AM, said:
There's your problem...
This.
I don't know if there's a way barring the equivalent of an ASM hack (I wanna say FF7 is also coded in Assembly, but I'm not sure) to make enemies scale to your level in a good way, but that would be the best option if possible. Vanish did the whole tuning end/post-game for max level thing, and I for one just did not like that approach.
What COULD be done -- and would be far easier, reasonable, and less annoying -- is turning an optional area into a post-game dungeon; something that tests you fully and assumes you're pretty much leveled and geared the fuck out.
#5
17 February 2013 - 02:47 PM
Pesk, on 07 February 2013 - 10:27 AM, said:
Edit; If further work on this mod is ever to be done, I would add back in magic pots, and make the whole grind to 99/Max materia a lot less time consuming, that does not make anything harder, and in fact does the total opposite. For instance make the grind to max characters much much faster, then tune the fights for characters of that level.
This...
Great mod, although whats with the removal of magic pots AND the nerfing of movers.
I really have no idea where to level my materia now other than the log before the ancient's city.
Got all 3 on berserk with 2x-3x growth, grinding and grinding...
#6
17 February 2013 - 08:13 PM
There is no need to level to 99 and master materias in order to beat this game. Being in the 70's is MORE than enough, and it is surely beatable in the 60's. If you've attained 100,000 AP over the course of the entire game that should be more than enough, and really 50,000 AP should make everything quite doable.
The weapons might be a different matter; I didn't bother with them.
If you've got maxed out Enemy skill materias that will be all the magic you really need for the final battles. Sephiroth can be beaten using nothing other than Pandora's Box, Angel's Whisper, White Wind, and some elixirs/turbo ethers.
The problem with FF7 is that the materia system is so horribly broken at high levels that you can become essentially invincible to anything that doesn't instantly kill your party (and there's still final attack-phoenix for this). The only way to keep anything resembling a challenge is to encourage players to beat the game before attaining this godlike status.
The weapons might be a different matter; I didn't bother with them.
If you've got maxed out Enemy skill materias that will be all the magic you really need for the final battles. Sephiroth can be beaten using nothing other than Pandora's Box, Angel's Whisper, White Wind, and some elixirs/turbo ethers.
The problem with FF7 is that the materia system is so horribly broken at high levels that you can become essentially invincible to anything that doesn't instantly kill your party (and there's still final attack-phoenix for this). The only way to keep anything resembling a challenge is to encourage players to beat the game before attaining this godlike status.
#7
17 February 2013 - 08:32 PM
Obob, on 17 February 2013 - 08:13 PM, said:
The problem with FF7 is that the materia system is so horribly broken at high levels that you can become essentially invincible to anything that doesn't instantly kill your party (and there's still final attack-phoenix for this). The only way to keep anything resembling a challenge is to encourage players to beat the game before attaining this godlike status.
That, or nerf the broken shit (put a certain % chance on Final Attack to proc.. maybe 35-40% or so when Mastered) so you can't become a God, and make that post-game dungeon I mentioned before. That's the kind of stuff I'd like to see.
#9
30 August 2014 - 09:14 AM
I haven't played this mod yet (haven't played ffvii in man years) but i intend to, because I'm one of those people who did a challenge to take out the weapons around level 35, and succeeded.
BTB and Synchysi did the Brave New World hack for FFVI, and i found the level cap to be an exceedingly successful adaptation to the problem of overlevelling. I'm sure Galen could conceivably institute that change in this mod as well.
A level cap of 50 usually makes an difficulty-improved mod actually challenging, especially if there is a string of code that enables enemy abilities/resistances/counters when players hit certain levels
(i.e., "if --> player_level(40)" yes, then --> *name*_ability(certaindeath)=1").
These considerations not only reward lower-level runs, but challenge higher ones.
Send him a message requesting this change.
BTB and Synchysi did the Brave New World hack for FFVI, and i found the level cap to be an exceedingly successful adaptation to the problem of overlevelling. I'm sure Galen could conceivably institute that change in this mod as well.
A level cap of 50 usually makes an difficulty-improved mod actually challenging, especially if there is a string of code that enables enemy abilities/resistances/counters when players hit certain levels
(i.e., "if --> player_level(40)" yes, then --> *name*_ability(certaindeath)=1").
These considerations not only reward lower-level runs, but challenge higher ones.
Send him a message requesting this change.
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