Reiker

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About Reiker

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    Brave New World
  1. Final Dungeon Setups?

    Yeah I'm gonna remain highly skeptical of that claim. I never had problems keeping this group alive before Cover, when much less defensively capable characters like Relm and Strago would be more susceptible to attacks. This composition has Golem, Safe, Shell, and Rerise support. Sabin taking some occasional hits away from Relm and then regenerating the health back can only be an improvement. These characters have some of the weakest defenses in the game. With defensive support abilities that doesn't matter. When you can set up Golem, Shell, Safe on the entire party and Rerise on half of the party within the first two rounds, it doesn't really matter how much damage you take from that point forward in the fight because you're already so ahead. That's a synergy that this composition exploits.
  2. Final Dungeon Setups?

    For end-game WoR: I have one primary team in BNW that I feel has the strongest synergy and they carry me through anything difficult in the game. This team is: Terra w/ full Maduin ELs - Spams Ultima for top DPS and still has great utility with Life 2, Cure 3, Slow, etc. Moderately defensive even. Sabin w/ full Stray ELs - Sets Golem and spams Chakra to support the rest of the team. I haven't played through BNW since 1.8 but I figure Sabin makes this team even stronger now with Cover support. A more modern build might add in some Terrato ELs, I have to experiment with 2.0. Also sets Slow, Safe, and Float as needed. Strago w/ full Shiva ELs and Sage Stone - Primary job is to keep the party protected with Shell (Zoneseek or X-Magic) and Safe (Shield). When those are set up he does respectable damage with Black Omen, 2x Dark, etc. Relm w/ full Zoneseek ELs - Rerise, RegenX, Cure 3, Meteor, Flare, Bahamut. Big damage and all the restorative utility you need. Very similar to Terra, but Rerise is absolutely necessary. The other teams are a lot more fluid and I generally just set up each character with whatever I feel is their best build and just create balanced teams with healing, damage, etc. Unfortunately there are only so many synergies you can take advantage of in this game, so the above team feels pretty optimized. The game lacks options to boost physical DPS characters. Like, there's no "physical Chakra" which would be something like a buff that increases each party member's physical damage for their next turn only. Like I mentioned, I haven't played since 1.8, but I suspect that the way Cover works makes physical builds drop off even harder in the end-game, primarily because of the whole evade thing. The exception turns out to be Sabin since he relies more on hitpoints and regen ticks than he does evade, which just further pushes you towards making a magic-focused team like the one above. The WoB is very different and to me just revolves around using the overpowered characters as a crutch. These are like: S Tier: Setzer A Tier: Cyan, Gau B Tier: Edgar, Sabin So some combination of those, depending on where you are in the story.
  3. I'll guess I'll ask it like this. What are all of the differences between the current version and the release version? I think I asked this before and the answer was "virtually nothing." And if that's the case I guess I don't understand the difference between the current beta and the full release if there won't be any noticeable change on the player's end. You could call the fully integrated version 2.1 or something. Shrug. Also if the Woolsey patch is still happening, I'm assuming that won't be until full release or is that available now too?
  4. The explanations are still a bit confusing. What content is Bropedia working on? What will change between the currently available 2.0 beta and the final release version? Is it just the purple stuff? --> The basement level of the Ancient Castle is no longer hidden (I don't really know what this means) • Restored Crusader's full vanilla sprite These things don't seem to be important enough to hold up a release, maybe put em in as 2.1 later?
  5. I can't view the following thread while I'm logged in: I can view it however if I'm not logged in. I don't seem to have this issue with any other thread while logged in. Edit: Whenever I paste the topic URL it just inserts a grey box. Shrug.
  6. Damn, that's a disappointment.
  7. Are you guys planning on fixing the ME bug? Or is it unfixable or something? That would be a shame.
  8. This happened in 1.9, maybe earlier too. Usually it's an encounter every step though, until eventually you reach a tile where it goes back to normal.
  9. Yeah don't get me wrong, I have faith that you guys have done a good job with this, but I won't know until I get to play through 2.0.
  10. Stamina Redux Redux

    I think a lot of people think that it's weird that Stamina is used in damage calculations. I kinda of like the spirit of the suggestion, that "Heart" (why Heart? What's wrong with Stamina?) would be a purely defensive stat, but I think you're going to find that it falls apart in application. Balancing would be a nightmare. It has to be very effective for it to trump a standard Vigor or Magic build, which means enemies have to become a lot stronger, which means the mod will become a lot more punishing to players who don't want or understand how to build a purely defensive Stam-Tank. And every party would essentially require one. I just don't see it working out. I also disagree with this: The animation shows the character throwing themselves in front of another character to defend for them. Why would they not attempt to use their shield or weapon to block said attack? As it is, I don't even like the 50% evade penalty. A lot of times it makes a cover character a detriment for the player, which feels terrible since the cover character required a an investment on the player's part.
  11. Nah, I've been saying the same thing. I'm also hoping that BNW doesn't become too easy. It's a tough balancing act because I want to recommend BNW to new time FF6 players and I don't want people to be put off by difficulty, yet I don't think BNW (1.9) is difficult at all. Hell, I've seen people seriously say that vanilla FF6 is a hard game. How do you win when people are that bad at a simple game? And those are usually the first people to start complaining. I've never even noticed that Inferno had "bugged" HP, fights have always seemed pretty normal and tense in BNW, as opposed to normal classic RPGs where the boss falls over as soon as you start figuring out the fight. I do agree that fights tend to devolve into a "rhythm" of using the same abilities on your characters for a few minutes straight, but I'd rather that be fixed with more dynamic scripting as opposed to just slashing HP values. Maybe at some point it might be worth branching off a "normal" version of BNW and a "hard" version of BNW. I realize that there's a hard mode mod for BNW already, but "enemies have doubled speed" just isn't a very interesting difficulty mechanic vs. different scripting.
  12. Celes Chere: Dog Of The Empire

    IMO it's because stacking HP isn't very useful and other characters have a lot more options. But, I don't really like the HP ELs on Sabin or Setzer either. They have plenty of survivability to get through the game without it.
  13. Save state request

    If you're using SNES9x check if it created a .oops savestate. If your PC bluescreened or something it may not have had enough time to create this, but it's worth a look. It should save to where your normal save states are saved, but just be aware that when you load a state you have to select "all files" to see the .oops savestate. SNES9x generates a .oops savestate when you reset the game or load a save state without saving a state for 5 minutes.
  14. A certain crest

    Gotta do the South Figaro part first.