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About Reiker

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    Brave New World
  1. For me the answer to this question is always going to be Setzer. Yes, he's not the most powerful character by the end game. But that's okay. He's still the most valuable character. He's the workhorse that gets you there. When I played vanilla FF6 I always thought to myself, "Man, I wish Banon was a permanent character. Health is so powerful!" Well, Setzer is vanilla Banon and more. All you've gotta do is throw this guy in your party and at the very least you have powerful MP-free healing every single turn. That's more than worth it even if you can't learn the other Slots. I see so many streamers complain that the game is too difficult, or that they die too often, yet they refuse to use Setzer. I don't get it! If you have a turn where you don't need the healing of Go Fish, then Setzer also has Solitaire and Blackjack as very respectable MT damage options which I tend to refer to as "mini Ultima." All you really need to do is learn the timing of one of these attacks, but both are easy to learn and learning both gives you the extra edge of being able to squeeze the most damage out of Setzer (as long as you know the defense properties of the enemy(s) that you're facing). If you want to be a real Setzer pro then you can learn Chocobop for MT Stop, Bars for random esper support, and Jackpot for a full party revive (which usually isn't useful enough to be worth learning the timing to be honest). A lot of people roll their eyes when I talk about learning the Slots inputs, but it's not that difficult. For Solitaire you wait about a second after selecting slots for the first input, then about half a second for the 2nd input, and then about half a second for the 3rd input. For Blackjack you press A almost immediately after selecting slots, then about half a second for the 2nd input, and then a little under half a second for the 3rd input. With that rough guide you should be able to create a save state just before you select slots, practice for a couple minutes, and learn both inputs pretty easily. Now you have a single character with the two most powerful and useful RPG abilities: 1) Clearing away groups of enemies, and 2) Fully restoring your entire party's HP. And he doesn't even need to expend resources to do these things. You would think a character with such powerful abilities would be frail as hell, but nope... Setzer is one of the more tanky characters in BNW. And you can hide him away in the back row. Since these abilities never change from the time you recruit him until the end of the game, of course they start to fall off in power by the end. But honestly by then he just starts to feel balanced rather than weak. Because for the first half of the game he sure doesn't feel balanced. It actually reminds me a lot of vanilla Sabin: very strong through most of the game, but falls off at the end due to poor equipment selection and when Blitz/Fight is outshined by Ultima spam. And despite this, most people would probably consider Sabin their vanilla MVP. And yet for some reason people don't give Setzer proper credit for how powerful he is. Not only is he the most valuable character, he's maybe also the most consistently underrated character.
  2. Skills/abilities aren't randomized with a standard Beyond Chaos Gaiden randomization.
  3. It's a lot of fun, especially the Fanatix mode. Might start streaming it.
  4. I like the 1 HP nerf. Items in Final Fantasy games are always stupidly overpowered anyways.
  5. It's an awkward mechanic because A) Almost every characters has a build that's better in the WoB and a build that's better in the WoR, so you're essentially forced into switching builds or ignoring entire characters (if you even can), and B) The 100,000 gp pricetag doesn't prevent the player from swapping builds, it just adds an annoying grinding requirement. Older games did stuff like this, sure, but most of the examples I can think of are pretty much recognized as bad mechanics that more modern games try to avoid. In fact this mod even goes out of its way to remove this type of stuff, ie. the 256 battle requirement to uncurse the Paladin Shield, having to skip chests to get better treasure later on, etc. Attaching a huge grind to spec swapping feels really inconsistent to me.
  6. Some sort of end-game optional super dungeon is something I'd love to see in BNW, to test players' abilities to properly build their characters. Multi-party floating continent would be a great change too.
  7. ^ Confirm, at the Narshe cave section after Whelk with solo Terra, when I choose Cure and cast it on her outside battle I get a similar graphic glitch.
  8. Yeah I agree that none of the "realism" arguments hold any water. Rows inherently aren't realistic and it's just a gameplay mechanic to give some extra defense to characters who don't have to rely on the Fight command. Still don't see the big deal about Shadow tanking, but didn't really want to comment without playing with the changes. I just don't see Shadow becoming OP without the evade nerf. He only has a +1 Stamina EL, so his cover isn't anywhere near guaranteed. He can't get his Evade high enough to block literally everything. When he does get hit he will get hurt, if not killed. And you have to sacrifice offensive power to set him up as an Evade tank. It hurts the entire system just to "fix" something that doesn't seem to need fixing in the first place. I'll see how it actually plays out when 1.9 is out though.
  9. Yeah to be fair I probably don't use X-Zone / Instant-death attacks enough. I'd suggest Stray, but then that'd break the rule of having no more than 2 characters having access to the same Esper.
  10. A) Give Mog access to Odin? He already has access to Doom and the other Poison spells, so the spells make sense for him, so does the +2 Stamina boost. B) Man I'm kinda impartial to the name Mirage Vest. I don't think it's that confusing that it has different equip restrictions from other vest items. Plus, Mirage Vest is kind of a staple item that's used across several games in the series. If it has to be changed, maybe just call it "Mirage"? Kinda like the "Minerva." Or Mirage Suit. I think people would be more confused about why an iconic FF item had its name changed slightly than over the whole vest thing tbh.
  11. I'm curious why it wasn't possible to keep the original script. All I can think of is for space reasons, but I would think that the BNW script is actually larger than the original. I could be wrong there I guess. Also I don't get the second part of what you're saying. Why would people complain about the untouched vanilla translation in a mod? That doesn't make any sense to me. You've gotta admit at least that this is a very unpopular opinion. FFVI isn't exactly an obscure game with few fans. A lot of people love the game, and they love the script and the characters, which is what leads them to seek out a mod like BNW in the first place. For such a large cast of main characters I think Woolsey actually did a pretty good job of making everyone unique. I think you're missing the point with some of this stuff, like Cyan's Old English. It's just used to show that Cyan is a bit of an outsider, he comes from a place with an ancient culture. It's not literally meant to be Old English (which would be unreadable anyways). Neither of those comments were "blanket complaints." They addressed exactly what they didn't like about the script. Sadly I just see this as an inability to accept criticism. There's an excuse no matter what the criticism is. Either they're a complainer, or "they're just looking for something to be upset about," or their complaints are useless... for some unexplained reason? The script/character changes just don't make much sense for the game. I don't understand why Sabin is some weird hillbilly/redneck stereotype. Edgar does all kinds of very clever stuff in the game, he's a genius mechanic, but then BNW has all of these scenes where the joke is that he's a complete moron. Setzer is an older dude who's traveled the world but has the dialogue of an edgy teenager. This isn't just the opinion of some professional whiner, the script really does come off as bad amateur fanfiction.
  12. X-Dark: It seemed like significantly more damage than Black Omen vs. a single target. I'll have to check out exact numbers when I get home. Same with speed, I never really noticed a big speed difference. Lore takes a long time to charge so I don't think it's as significant as you say, but I'll test it. Now, your whole point about Zoneseek vs. X-Shell... I think you've got it completely backwards. Sure, you save 1 turn with Zoneseek vs. X-Shell initially, but with how often characters die and get dispelled, you quickly regain those turns when you can cast 2 Shells per turn vs. 1. As far as damage output, I'm just not sure why I don't have the same experience you do. And I don't even use the Crystal Orb with Strago, I've gotta fill one of his relic slots with Sprint Shoes since admittedly one of the main weaknesses of this group is no access to Haste outside of lucky Ross Brush procs.
  13. I gave some objective criticisms of the script back when this board was Insane Difficulty and the response I received was kinda nasty, which is why I avoid going in depth on it here, but I did feel a need to respond to Xujhan's insinuation that anyone who has concerns with the script changes is just some clueless complainer. Okay yes, of course whether you like it or not is subjective. But if 7 out of every 10 people dislike it, then it's objectively a bad change. There's a lot of opinions out there of Woolsey's work with FFVI, but in my experience it's primarily favorable. This was mostly evident when Final Fantasy 6 Advance came out in 2007 and there was a lot of outcry when the new translation changed classic lines, such as "son of a submariner" to "son of a sandworm." It also introduced a lot of out of place joke lines that referenced current events like "Weapons of Magitech Destruction." BNW goes a lot further into the realm of fanfiction than that. Woolsey's effort wasn't perfect, but after playing so many retranslations and fan translations of this game I have a lot of appreciation for his work. Now, the 7 out of 10 thing was a made up figure for an example, and it's impossible to tell how many people like the script changes vs. the ones who don't like it. Once you travel outside of this forum however, the #1 complaints against BNW is definitely the script changes. You can look at the most recent discussion of the mod on Reddit for an example: Anyways, this is all kinda moot now that BTB has said he's willing to release a vanilla script version of the mod once someone does... whatever one has to do to make that happen. I do feel a little bad complaining about the script without making any sort of effort to help the reversion, but to be honest I have absolutely no idea how to even start doing something like that. As I've said before, the script is the main thing holding me back from recommending this mod as the definitive version of FFVI so I'm looking forward to a vanilla version of the mod, if that ever happens.
  14. I love BNW. The script changes are still bad. "People are just looking for something to be upset about" is such a cop-out. Not even close. Not even close. Anyways, I watched the guy from the podcast stream BNW a bit. He was the kind of guy who completely ignores everything the game tries to teach you, doesn't understand or appreciate the strategy elements the mod tries to introduce, and then just complains about everything because they can't steamroll the game by holding the A button. It was difficult to watch. I went back to see if he finished it, but I guess he deleted all of his BNW videos for some reason.
  15. This is what I was afraid of. If this is the case, definitely nix the 50% chance to evade penalty. Because as it is now, having cover can actually cause you to take more cumulative damage to your party. I was really excited for this whole cover/counterattack change but the more I learn about it and think about it I dislike it more and more. I don't see the point of nerfing evade for cover anyways and considering it can actually be a detriment outside of your control... meh. Yeah I agree that Mogoon is the best build, unfortunately it's also Edgar's best build and you're limited to 1 Dragon Helm per game unless you want to give up the Dragon Hide which I highly advise against. I've always wished they'd add a second Dragon Helm somewhere. Because of this, and the fact that you only get to use 12 out of your 14 available characters, I tend to bench Mog and Umaro. About Chakra... I think Stamina Sabin is highly underrated. The Terra / Sabin / Strago / Relm group is nuts. Sabin has Golem for early defenses and Suplex for slow, but 99% of the time he'll just be spamming Chakra. I usually just go overkill and toss the full 50 Stamina into him to pump about 70 MP per round, which is more than enough to sustain whatever you want to do with magic. Vigor is unnecessary and he has enough HP naturally that I never feel the need for Terrato, but maybe that'll change with cover. You've got Shield and Shell support, Rerise, and everyone has a form of party healing so you can keep up with all the surprise Quasars and such at late-game. For offense, well, you've got it all... level 3 spells, Ultima, Bahamut, Flare, Meteor, Black Omen, X-Magic Dark... which btw is like 8-12k to a single target at end game and for some reason people keep saying Strago can't fill a damage role?? My last 1.8.6 run finished Kefka with that party at an average level of 33.75... which I don't know if that's considered high or low for BNW but I hear level 37 recommended for vanilla FF6 a lot. Considering that BNW is considerably more difficult I think that's pretty decent.