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About thzfunnymzn

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    Brave New World
  1. Commenting on 1.9 in general:
  2. Defeated Warring Triad. Only Kefka remaining. Everyone's at 30, except for a few at 31. Team 1 is Team Chakra: HP Sabin, HP/MP Terra, Phantom Celes, mag Strago. After the fork, they'll fight Asura. Also, again, testing out the in-development Dark for 1.10. (Slightly higher BPow, but also slightly higher MP cost). Team 2 is glass cannon team. mag Edgar, mag Relm, spd Gau, vig Cyan. I thought they'd fight Myria (Flurry & Hurtmore), but they fought Isis instead. Oops. Team 3 is a bunch of bulky dudes and a ninja. Kirin Locke, vig Mog, Bank Setzer, and spd Shadow. I thought they'd fight Isis, but they fought Myria instead. Oops. *** Unless Kefka pulls a surprise, Nowea, I think you've gotten most of my feedback. There's a few bosses that need to be looked at (Phunbaba especially), and Back Attacks need to be less "rng kill you". Also gonna agree with Deschain that HP ELs have been lowered a bit too much. I'd at least bring them back up to 2/3 strength (+20, +40). I'll comment more on general 1.9 thoughts some other time.
  3. IIRC, work is being done to make seibaby's encounter patch fit for mainstream release. IIRC, currently, there are technical issues with it. That said, I would definitely appreciate a patch that raises the minimum number of steps taken before an encounter. Hiking to fight the Ice Dragon in NHT got real annoying when every (other) step in town of Narshe was an encounter.
  4. All ready provided. Order of progression is Mt. Zozo -> Veldt Cave (also, nearby Terra and Gau) -> Owzer's Mansion -> Phoenix Cave -> everything else -> Cultist's Tower -> Kefka's Tower. The first three of those dungeons definitely feel easier than stuff like Cyan's Soul, Narshe, or Zone Eater's Cave, with Phoenix Cave kinda in the middle of these two sets in terms of difficulty. Outliers here are Ancient Castle and Ebot's Rock, which feel easy despite coming in the "later" set of WoR dungeons.
  5. Probably best if we use mid-WoB, late-WoB, early-WoR, instead. Even mid-WoR is kinda ambiguous, as it could be split into two.
  6. While better than other parts of the WoB, for the player's current power, the FC mobs aren't as strong as the Zozo and IMF mobs were for the player's current power then. So, a buff to FC mobs isn't necessarily a bad idea. Mog's brutal on the FC. Many versions ago, I had a Mog who solo'd Ultros and Chupon with Earth Blues, whereas I normally have trouble with those buggers. Let alone Forest Suite = Win for Atma. Blood Sword has only just now found itself useful with C/C, so I don't want to nerf it too much. I'd like to see more results from a properly leveled Locke alongside c/c Terra and c/c Celes before drawing conclusions. Also, if FC mobs are buffed, I'd want to see results from that before addressing anything.
  7. FFVI does seem to design Locke's level curve such that he'll be slightly overleveled for the late-WoB, balanced by him returning late in the WoR. That can't really be helped, so it's not really the player's fault if Locke gets overleveled. May even be best to work with mid-game balance assuming an overleveled Locke. Also, I'm all for mid-game balance discussion. It's a little difficult to really do so, but I'm all for it. Though I think it mostly revolves around the Floating Continent portion and the Zozo / Imperial Magitek Factory portions of the late-WoB. Sealed Cave, Burning House, Mt. Thamasa, Sunken Figaro Castle, Daryl's Tomb, all give no choice in party, with many being breather dungeons by design, so there's little balance to discuss there outside of maybe a few cases of "party feels op here, build doesn't quite work here, etc"). Course, that still leaves the balance of the post-Falcon WoR. (Also, the balance of late WoR but not quite end WoR, though that's probably pretty close to endgame balance and/or mostly a breather before the endgame).
  8. I second Schemp. Schemp is amazing. Tbf, though, the Dream Stooges definitely look and act like the juvenile type, so them swearing like sailors doesn't quite reflect so badly on BTB and Synchysi. I'll happily take toning down the obnoxiousness of their swearing, but the stooges are definitely the juvenile type. (Them attacking each other was kinda amusing too. It's their antics that help lead up to Schemp being amusing. All on his own, out of nowhere, Schemp would be out of place). Mog's good at helping Cyan clear his soul, kupo!
  9. I think nowea is right. Looking at the physical damage formula, I am pretty sure that going from 18 to 24 does represent a nearly twofold increase in damage. Cyan being 22 compared to 18 would be a 50% increase in damage output as well, alongside a good chunk of HP.
  10. Hmm...Sacrifice... For Cyan, he can't equip shields and had no op armor. Kirin should be a bulky build, Bismark should hit hard. Seems like the issue is that Cyan can too easily get high HP/bulk and high damage in midgame, eliminating any need to choose one. (Hyper Wrist c/c is a good catch. 20% more damage than Power Glove to boot). Locke, I'm less certain on. Maybe it is just bulk vs damage again, but Locke's not as simple as Cyan, and I don't want to shoehorn everything into that paradigm. (I'm a wee bit too numbers oriented). He is still relatively simple though, maybe? I, unfortunately, have little experience with the new c/c, and it is starting to show.
  11. Hmm....half damage on C/C definitely reduces its ability as an offensive move (emphasizing its defensive benefit), but that asks the question of whether or not all C/C characters are doing op damage at multiple points in the game, or if its just Locke and Cyan on the FC. I'm about to run a C/C Phantom Celes through the final dungeon with an auto-crit (uses MP on critical) weapon, so we'll see if the damage keeps up in the WoR's equivalent of the FC. MP maintainence is a potential issue with it, as is whether or not Celes can take the hits (though that may be an issue of deliberately playing hard type, >_>). The weapon also ain't a drain weapon. Self-healing being the problem, iunno. Self-healing potential has definitely been around long before C/C, though if a large enough set of people try C/C and come to similar conclusions, we could induce that maybe that's the issue. Otoh, Celes and Terra, like Locke, have Drain Attack potential, alongside self-heal, dual-wield (Drain Blade + Scimitar), good armor, HP ELs (Seraph, Unicorn), etc, etc. Locke's got speed, but they have way more healing potential then he does at the moment. Anyone able to test Blood Sword + Scimitar C/C FC strats with Unicorn/Bismark Terra and/or Seraph/Phantom Celes? Mog, IIRC, cannot C/C and Dance at the same time. Dance doesn't allow for Cover. Sounds like C/C Mog will come into his own more in the WoR, when he gets better HP+ access as well as really, really good Rods. (Doomstick and Punisher are what I'm eyeballing). Unfortunately, WoB Mog is mostly Dance Mog; he can evolve several different ways afterwards, but for now, looks like he's stuck Dancing. Edgar has Cover on Spears, yeah, but unfortunately, he's trying to play the "Cover as a defensive manuever" game, which doesn't work out to well. There's no spear that's really good for non-Dragoon damage, and even if there was, damage Edgar is what vig Edgar is for. >_> I can definitely see Hyper Wrist as not op in this case. Hyper Wrist Cyan in those fights ain't nothin' you can't do with Flurry Cyan. : p
  12. Budcakes, you are talking to the man who been infamous for years for huge, long rants about minute points of balance in a mod of a 20 year old SNES game. I, at least, ain't throwing a single stone at you for your posts. *** You are using the Hyper Wrist, something I've never toyed with. Another veteran used to use that thing in randoms to kick butt, so perhaps Hyper Wrist is just bonkers for randoms, balanced by the fact that few people bother? Iunno, rarely bothered with it. Did you miss the Golem esper? Sabin has an HP esper for the WoB. It is a reduced HP esper (HP/vig), and yeah, Sabin ain't good for c/c, too little def & eva. Only half of a character's evasion is supposed to apply when Covering. Does it feel like Locke's dodging less often when he Covers, or might there be a bug? Cover being mostly useful as an offensive tool when paired with Counter kinda bugs me, as the whole idea of Covering for someone is to take a hit for them. Obviously, you'd counter the opponent in return, but fundamentally, it's concept is that of a defensive manuever. The issue there is mostly one of % rates, not working for single-target magic attacks, and not working for AoEs. Working for single-target magic attacks would be interesting at least. Not sure I'd want to see the other two changed. Kirin Cyan is stupidly powerful, possibly op, for the mid-game. I think he always has been, I've seen a returning veteran continue to think so for a recent version prior to C/C, and I think I remember another good player think him quite strong on the FC with c/c. I'll have to parse more of what you said later (still points to be made). Right now, looks like there might be a midgame balance issue with the two Kirin builds. Dunno where the issue lies though. Later
  13. ...huh. I knew Kirin Locke was best Locke for FC. Didn't know he was that good. Hmm.... At least part of the issue is that, early on, you want HP. Granted, everyone who can wants a handful of HP ELs, but they also definitely want them up-front. Less options in the WoB means your stats matter more, and HP is the stat that gives the most immediate power. Also, player HP vs enemy damage is a tighter race in the WoB than the WoR (open-world design problems), and, again, HP is the easiest solution to that given the tools available. Another part of that Cover/Counter strats were only just introduced (1.9), so they may not be finely tuned yet. Which...leads into the idea of what all C/C strats in the midgame are imbalanced. We got "Kirin" Locke, "Kirin" Cyan, Phantom Celes, "Unicorn" Terra (probably Uni/Bis), "Unicorn" Edgar, and Maduin Mog. Maybe Ocean Claw c/c Sabin? Sabin might not last under fire though. (I hear some people like c/c Shadow >_>). Purely in terms of characters, Locke, Cyan, and Edgar all stick out as being able to equip for all three of "Counterattack", "Cover", and "Physical Damage +25%". (Technically, so can Mog and Shadow, but I'm doubtful on their usability). I didn't find Unicorn Edgar particularly op when I tried him (didn't tried 2H Spear, granted, but I doubt it). If Cyan ain't op, maybe part of the issue is that Ninja Mask comes to early? (It's endgame worthy, it could theoretically come in the WoR). There's also the idea that Cover is meant to be a party defender option while Counter is supposed to be extra offense, yet they both key off of stamina. Granted, C/C strats should exist, but maybe keying off of stamina, alongside lower Cover rate with higher Counter rate, creates a problem? Problems with the calculations, however, are harder to prove and require a lot more playtesting and data. I'd rather not push for those changes without hearing more about how other c/c character perform in the midgame, lategame, and endgame. *** I should mention, as a technically, that Locke's WoR esper is actually pretty important for his builds. Locke likes his MP. Also, as a gameplay tip, FC Shadow is probably better off running support (you noticed Healing Shivs; Smoke Bombs, Float, Haste, and Rerise also help) rather than trying to dps. Also, Shadow's Throwables are buyable back in Jidoor, actually easily forgotten. I'd prefer if some of his Throwables were also buyable in Thamasa, as a timely heads up to the player. Otherwise, welcome to the community, and with what a bang do you enter. Certainly good points to ponder over.
  14. Yeti's a jerk, definitely. Myria's tough, but there are some strats to that make her very manageable. Mostly having to do with elemental resistances and countering her status game in Aero (Sap), Overcast (zombie) and Mind Blast (multiple).
  15. So, mostly just "nulling one element won't completely nullify a multi-elemental attack"?