SirNewtonFig

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About SirNewtonFig

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    SNES RPGs
  1. I think there's the point. "Her's" is an incorrect form of "hers".
  2. Yeah, I mean, all it takes is for the address of something recorded in the save data to change in the new version to cause mayhem. Just imagine that the location of a whole bank of counters shifts by a few positions, and suddenly Shadow's speed becomes Gau's Vigor, or your GP becomes someone's EP. Or the location of spells or items change, and now Cyan's Holy (which he shouldn't even have now to begin with) becomes Goner or something, and his Mutsunokami becomes a Ribbon. I have no idea how the ROM or savedata are organized, so these are just contrived examples, obviously. I'd be curious to know what sort of things are recorded in the savedata that could cause softlock upon load in the new version though, I find that kinda neat.
  3. It really depends on preference and playstyle. As someone who ranks Shadow in the top 50% of the cast easily, I'd consider it foolish to sacrifice him for a relatively minor buff to Relm. Meanwhile, as someone who struggles to make effective use of Gau in the endgame, he and Umaro are an easy pass for the final gauntlet. I'd try it in the interest of self-challenge, but otherwise Shadow is a shoe-in. In short, Shadow + regular Relm >> Interceptor Relm + Gau, IMO.
  4. I think you will have to restart to see the full range of changes. Stats and spell lists are being tweaked, and those changes won't automatically apply to an existing save. Not sure if any new item(s) come at the expense of retiring old ones, but that sort of thing can cause weird results too. Any treasure locations being shuffled around could cause you to miss certain items (or receive unintended extras) as well. It's generally a good idea to start over if you want the intended experience, unless it's a minor/patch update that doesn't adjust any of these sort of properties.
  5. I tend to think of the current implementation of Stamina as a sort of "Spirit" stat already, as I feel most of its uses fit such a theme. I see it as embodying the character's measure of willpower, determination, bravery, resilience, etc., moreso than just a measure of durability as the word "Stamina" might suggest. On the subject of how such a Spirit stat could contribute to healing, I don't think it necessarily would have to be used as the casting stat. Imagine it instead contributing to the amount healed based on the target's score — like an inverse of its current role in magical damage variance mitigation, or an X/256 bonus healing factor, or somesuch. It would go hand in hand with Regen ticks on making high Stamina characters bounce back faster, synergizes with Stamina's tanking role, etc.
  6. I keep thinking about this modification, and I'm curious about the numbers on it. What's the plan for the extent this will have on the probability of being targeted?
  7. Neat idea. I always loved those parts of Secret of Evermore, even if they did ultimately reduce down to a path optimization exercise in the end.
  8. I think you just pointed out the disadvantage of the back row yourself. Its disadvantage and its advantage are the same thing — the increased threat to your front liner(s). Before this proposed change, there was actually no disadvantage to the back row, but now there is. Vig Sabin, Morph vig Terra, and Shadow (to a lesser extent), who all want that front row action, are now hurt when their buddies hide behind them. This makes the choice of putting your other squishes in the back row more significant. These glass cannon characters now demand at least one other front liner to share the responsibility, so this also adds one more variable to the party composition thought process — something I certainly appreciate. The only part that concerns me a little is the inability for front-liners to Cover one another, but I'm willing to see how this plays out before I cry too hard about that one.
  9. Love these ideas. I feel like the half-turn setback would be appropriate for weapon/shield swapping too, if that gets implemented.
  10. I can get behind this, in theory. Remove the random action gimmick, make it an honest to goodness 1v1 arena with a bit of challenge, with the challenge scaled to the reward. I could see it being hard to balance in practice though, with certain characters being far more suited for 1v1 survivability/ass kicking than others (though maybe that's not a bad thing). I also like the idea of gauntlet challenges that provide rewards, but these would have to be things like Ethers/X-Potions/Phoenix Tears/Ninja Stars rather than things like Hero Rings, unless they're only beatable once. (One tangentially related thought I had while playing around in the WoR the other day was that it would be neat if some of the rare stealables had Colosseum trade options. Nothing too grandiose, but something like a Shiv -> Snake Oil -> Slim Jim -> Shiv loop, Multiguard <-> Lazy Shell swap, Stat Hat <-> (?), etc. Or even have some of these be able to "trade up" to slightly improved Colosseum-exclusives: +7 Stat Hats, Shivs that can also proc Remedy, etc. Just spitballin' here.) I'd be reluctant to see the Colosseum become a shortcut/duplication method for endgame gear, though. I really like the trades that work cyclically/bidirectionally, as you can change up your loadout a bit without permanent consequence. I'm less fond of the trades that funnel powerful items like Ribbons or Hero Rings down into things like Life Bells or Elixirs, or that lead into loops that don't include the original item. I like leaving options open, and not having decisions on equipment or build be permanent. I am likewise a fan of the EL reset. I realize BTB is not so much a fan of these things, so I likely won't have the Colosseum of my dreams in BNW, but alas. And for the record, I am also of the camp that the vanilla Colosseum is a steaming pile of trash, but the Illumina/Minerva/Marvel Shoes are too hot to pass up so you do what you gotta do . FF7's version was much more enjoyable, though the randomized cumulative handicaps still made it a bit of a groaner. I just booted up my FC testing savestate and ran it with this exact party. Terra/Locke were Lvl18/EL10 starting out, Edgar/Shadow were Lvl17/EL8/7. It was a bit of a slog, but no game overs. I find Rerise (and most buffs in general, with the exception of Float ) not to be so critical here, since Atma uses his AoE pseudo-dispel numerous times during the fight anyway. I didn't really miss it, at any rate. I put an Amulet+White Cape on Edgar and designated him my Remedy bot, and outside of a couple of close calls, the cleanup after Mind Blast wasn't usually too awful. Could have been a harder time without those relics. I guess that makes it a bit of a gear check, but I don't think it's outlandish for the player to have accumulated at least a Fairy Ring or Amulet by this point; and there's a save point right before Atma, so the player has opportunity to see the pattern, fail, learn, and adjust loadout accordingly. If you don't have status protection relics (and/or a source of Harvester spam), then I guess you're learning a late lesson that status effects matter in BNW and that having the ability in your pocket to deal with the worst ones when necessary is good policy. It's not like the FC is so long or gruelling that a second tour is going to ruin your day, and all that cash from your first pass will fund all the Spirit Rings, Amulets, and White Capes that you will ever need for Atma and the WoR beyond! Re: the strategy vs. solution argument, I'll add that liberal application of Slow and Float are 100% strategic moves, generally speaking. You can get by without them (excepting a rogue Quake sketch by Relm in certain places, which can often mean game over – though that's a topic for another discussion), but they're a quality-of-life improvement. Dispel is too, when you're removing known buffs; but if the buffs are invisible, or if casting Dispel actually alters enemy AI, that's less strategy and more <do X to win specific fight Y easier> (i.e. a solution). This isn't necessarily a bad thing. I see BTB mentioned Phunbaba, and his "don't turtle" mechanic. This is a fine example of a "solution" put into practice well, as the game warns you about it first: "If you run into Phunbaba again, don't stop attacking". I don't recall if there's anyone who gives you this heads up about Atma's solution, or if you're just meant to deduce it from the "Atma is storing power" etc. text cues. Does he get Safe/Shell when he hulks out? I didn't recall seeing my damage outputs change, but that'd be a tangible indicator that there's buffs at play.
  11. It is certainly true that spell availability in the menu does not update if an MP-altering effect resolves while the menu is open, but I opened and closed the menu a few times in this case and Life and Regen remained selectable. It may be possible that I had the menu open on a previous turn as Celes was counterattacking with her Illumina, and that the menu simply got stuck that way until her MP updated again. Could it be something in the routine for deducting MP for MP-crit weapons maybe? At Celes's level here, an MP crit would cost her about 13 MP, so it would make sense that Reraise would have already been unavailable when the glitch occurred, while Life and Regen would be affected.
  12. If Celes only has 8 MP, why does the menu want to let her try casting Regen for 15 MP?
  13. Shouldn't the rats only cast Poison if you're over leveled (like > lv 7 or so)? It's so the early enemies can still be relevant when you have to backtrack there later. You shouldn't need to grind levels so early as to encounter Poison as solo Terra.
  14. Huh, I didn't realize the Radiant Gown still gave a bonus to brush proc rates. EDIT: Turns out I had things flipped – it was the MP boost that had been removed a ways back, and the brush boost was added. Goes to show how little I use Brushes for their rider effects...
  15. No haste proc on the Ross brush makes the name seem less appropriate. Picasso brush, maybe? Stoked for this to drop. Great stuff, devs!