SharmatOfLove
Reputation: 7
Good
- Group:
- Member
- Active Posts:
- 18 (0.06 per day)
- Joined:
- 13-July 16
- Profile Views:
- 0
- Last Active:
- A day ago
- Currently:
- Offline
My Information
- Member Title:
- Novice
- Age:
- Age Unknown
- Birthday:
- Birthday Unknown
- Gender:
- Not Telling
Contact Information
- E-mail:
- Private
Topics I've Started
-
Just finished this hack - thoughts and comments
21 August 2016 - 09:04 AM
Like the title says, I just finished this hack after playing FF6BNW and wanting to try some more difficulty mods. Gotta say, plenty of kudos for all the work done! Chrono Trigger has always one been of my favorite snes RPG's, but the game is damn easy that anything save for a few bosses poses no threat of dying at all. This mod did an excellent job of balancing techs and enemies to make entire game challenging from start to end. Having armor and elemental resistances becoming crucial adds a nice touch of strategy to a rather simple game. I rank this up there with BNW as the sort of hack that improves things so much that there's no real reason to play the unmodded version ever again - and I'm often not very enthusiastic about fan patches.
For anyone who might be interested I'll post some short notes about particular fights I thought noticably. During the game I gave most magic and speed tabs to Frog/Robo for their AoE healing but otherwise never did anything especially challenging like a low-level run.
The hack started out great: began a new game and promptly got my ass kicked by the forest enemies. Probably a first that regular enemies can cause a game over in this game. Think I did fine up until the Dragon Tank - had to get a few mid tonics from the guards, then I realized using whirl on the body damages all part except the head, thereby avoiding the healing counter. Battle became managable after the grinder was down. Yakra and the Guardian boss were still pretty easy.
Elemental resistence really becomes a thing in 65.000 BC, when many of the dino mobs start using fire attacks that can one-shot you otherwise. Black and Rust Tyranno were still a total snoozefest, but I've never liked fighting them in the original anyway. Golem fights in 12.000 BC also feel a lot easier, especially since you can change their attacks into whatever elemental your armor resists.
Sidequests were WAY harder than I anticipated, with Retinite causing multiple deaths - Mother Brain was also a cause of many resets, until I figured out how to outdamage her 'enrage' timer of sorts. Having easy acces to all endgame armors and helmets makes switching gear much less of a hassle, considering you do really need them in the final parts of the game.
Despite what I've read in some other threads here, the mutants at the Black Omen weren't all that hair-pullingly difficulty. Giga Mutant is managable with R'Bow helmets (charmed from the beasts in 12.000 BC) and water-resistant gear. Then it's just a matter of remembering its attack patterns and knowing when to heal.
Final bosses were fittingly rather difficult. I especially like seeing how how the stat progression of the game was taking into account (HP, MP and Mdef hitting their caps pretty early) with fights being based around that. Having attacks one-shot you unless you got either barrier or shield up makes these items and effect-providing armors much more useful.
Zeal's first form was surprisingly challenging (having her being a 'DPS' race of sorts is neat) until I started using Firesword 2, which feels like its been buffed incredibly. I estimate her HP being somewhat in the 20K, which took me about four dual techs hitting around 4K each and some attacks dealt by Frog. The Mammon machine is hard to lose to if Frog just keeps leap slashing every turn and Zeal's second form is a lot easier to handle.
I went to Lavos straight away after entering the EoT and got killed by the boss rush' dragon breath hitting for over 3K. While I hoped that somehow the entire boss rush was changed to be challenging to endgame parties, most of the damage was still in the piddling 50-100 range with Barrier + maxed Mdef. I think the HP totals are changed though.
Lavos' first form is a total b**** and fitting to be a final boss. My party consisted of Robo, Marle and Crono each equipped with Prism Helms / Nova Armor (shield + barrier for the guys) and the Safe Helm / Prism Dress for Marle. Shield is needed to live through the 'melee' thingies the arms throw, Barrier just because I figured there'd be a lot of magical damage. Lost when Lavos inflicted party-wide confusion, so Marle got an Amulet for my second attempt. With all defenses up + haste + lifeline the fight becomes easier once one of the arms is down, and a properly tabbed Robo has no problem keeping the parties' HP maxed with haste. I think I saw an enrage timer of sorts as Lavos eventually one-shotted my entire party with his Doom Blaze attack despite nobody having any status ailments and having auto-shell, but lifeline got me through that.
The inner core feels very weak in comparison... both Dreamless and Stone are simply healed through, Invading Light is remedied by haste and the two bits still don't seem very dangerous. I think my current party somehow managed to be the perfect counter to every problem the fight can cause - without haste and lifeline I probably wouldn't have won.
So, my compliments again on a very well-made hacks
Btw, if anyone here has any other suggestions on enjoyable difficulty hacks here or elsewhere (especially SNES/PS era RPG's) feel free to tell me -
Starting playing a while ago - comments and questions
13 July 2016 - 12:06 PM
Okay, so let me start by saying this has been an amazing hack so far (version 1.7.4). I'm at the point just before tackling the Floating Continent and I love how balanced and more interesting things are. Every character so far has their own uses (and is actually usable now), especially Cyan got a much-needed buff. At first I thought the pop-culture jokes would kinda ruin the setting, but the new dialogue is pretty fun - like everything Ultros says - while lampshading some of the ridiculous stuff in the vanilla game.
Anyway, with how things are changed right now I was wondering if I missed some important items or if they've simply been placed somewhere else. If anyone would help with the following things, that would be greatly appreciated:
- My current tools for Edgar are the bow, bioblaster, drill and soundblaster. I know the chainsaw has been replaced with a Thieves' Glove, but did I miss the flashing tool somehow?
- Any important lores or rages that will not be available in the WoR? I already got Raid and Holy Wind for Strago, but I can't think of any others to get and prefer not to spoil myself too much with the Printme doc.
- Has Ultima Weapon been relocated? I couldn't find it in the cave to the sealed gate.
- Does turning off exp also disables EL and SP gain? It seems that way for me.
And lastly, how are my levels right now? I got Strago and Relm at 20, with everyone else around 23ish (Locke being at 25 due to the amount of time he is forced in the part). I feel like putting off exp gain for a while, but maybe the FC will change my mind on that.
Comments
SharmatOfLove has no profile comments yet. Why not say hello?