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Everything posted by Reiker

  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. Is this supposed to work? Causes the game to freeze after the title screen for me. Edit: Tried with headered and unheadered. ROM seems to run ROTDS fine until I apply the esper patch. Snes9x 1.56.1
  14. 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.
  15. A certain crest

    Gotta do the South Figaro part first.
  16. BNW:FAQ+Walkthrough

    IMO, and I mean no disrespect to the mod's creators, but feel free to spoil as much of the game as you want. That's the point of a guide or walkthrough. If someone didn't want to be spoiled, then they wouldn't seek out a guide. But make sure you do it outside of this forum because the admins have censored such discussion here before. I don't even like the password-protected documents that come with the mod, especially considering there's still a lot of stuff they remain secretive about. If someone wants to look up what they can steal from a particular enemy then they should be able to. Shrug.
  17. So, I didn't reply with a long breakdown of your post because I was just spitballing some random gameplay / balance ideas while I was bored at work, and your response was a bit aggressive and I didn't want to turn something that was supposed to be pretty casual into an argument. I felt this was pretty condescending considering you are now the second person to try to explain to me that Chakra is the point of Stam Sabin, despite the fact that I myself mentioned that a few times already. It's especially confusing since I'm one of the few people here who defends and uses Stam Sabin. Once again, I understand that Chakra is the point of Stam Sabin, however my point is that "spam one ability over and over" isn't super interesting, and the build has some potential for some additional support synergies, which I mentioned. I've even said before that I'm okay with "spam Chakra" being Sabin's role because it can be quite powerful, but there's been whole threads about people not liking Stamina Sabin and thinking he was under-powered, so I thought this was a reasonable place to address those concerns. If casually providing some gameplay ideas / suggestions is considered complaining now, then I give up on the internet. Anyways, I didn't say I didn't know what Sabin's role was. I said it had potential to be expanded. I didn't complain that Mantra was bad, I said it was a bit redundant in the type of group you'd run Sabin in. And Sabin's role is one-dimensional, and I mentioned that I'm okay with that, but again there's potential to expand the role. These types of posts are exhausting to make and for others to read (which is why I tried to avoid it), so let's try to keep things constructive.
  18. Why do people keep replying to me as if they didn't read anything I wrote. Oh well.
  19. I'd like to see superbosses someday. Nothing is forcing you to over-level for any fight. And right, I understand that Mantra and Chakra are Sabin's Stamina abilities. I mentioned those. My point is that there's some interesting potential to give him some sort of better-defined protector role since he has anti-synergy with actual tanks like Cyan (doesn't need MP), and has synergy with defensively weak characters (mages who need MP). The problem with Mantra is that the characters that you'll want with Sabin all have their own healing spells, and then you can just use Chakra to restore the MP. It is a slight buff since it gives you more flexibility, ie. you need to heal and Terra is at full MP, you can use Ultima and Mantra instead of Cure and Chakra to get some more damage in. And that's still only if Sabin isn't too low since Mantra doesn't heal him.
  20. Correct me if I'm wrong but it seems like all this update is doing is reducing HP/MP gains past level 30 to make those ELs more important. I can see it being a tough balancing act for those ELs since those stats naturally increase as you level, and other stats don't, so you can essentially get "extra" HP/MP ELs by leveling. The game is balanced to be beatable at level 30, and you still definitely gain power by leveling past 30, so I don't think it's that big of a deal. It's not an actual cap. I think the highest any of my characters ever got was like 34. Overall I think the cover/row changes are pretty good. I always found the row anti-synergies kinda awkward, for example Stamina Cyan's attacks (Dragon/Eclipse) aren't affected by row, so naturally you'd want him in the back row, but you can't cover from the back row; you can do C/C but the counter attacks are based on Vigor and you're in a Stamina build. The new katana changes seem to partially address that (the wind damage proc is affected by row, right?), although we're introducing a new anti-synergy with Aurabolt. But like I mentioned I like the row change. Remember that this whole system only affects physical attacks that respect row, which honestly in the grand scheme of things aren't the worst attacks you'll be facing anyways. I'm still trying to pin down Stamina Sabin's role. Traditionally you just stick him in the back row and spam Chakra in a party with 3 mages. This is a pretty squishy setup, and you usually make up for it with Golem/Zoneseek/Shield. But I wonder if there's a potential to give Sabin something to do in the front row and use him as a coverbot. I guess that's supposed to be Aurabolt now, but meh... maybe if Mantra gave Sabin the Image status or something? Shrug.
  21. Review of v1.9

    I think you're getting lost in the details a bit. Making your character controllable and overhauling the trade system to make using the Colosseum meaningful would already be a massive improvement that's worth making. You don't have to make every fight some super technical mega scripted thing. I think 1v1 fights with end-game monsters would be "interesting enough" already. If you want to go back later at some point and reevaluate the scripts then fine, but the 2 changes I just mentioned would already be a really nice addition to a new update.
  22. Review of v1.9

    Is that one of those things that needs T-Edition's "magic" rom expansion or whatever to work? So the situation we're in is that the developers don't want to improve the Colosseum because some streamers fast forward through the auto fights, but it's not possible to give players control of their character. So what's the solution?
  23. Review of v1.9

    Have you ever looked into letting you control your character in the Colosseum?
  24. Review of v1.9

    They are, in BNW Like I said before, it's something I'd like to see implemented if possible. T-Edition has shown that it's possible. And to be clear, I'm not fully defending the vanilla Colosseum. I already admitted that it's a pretty janky system. Remember, this is Final Fantasy VI: EVERYTHING is janky. The point of BNW is to fix that stuff. That said... If this is how the developers of BNW thought, this romhack would never exist. Sketch sucks, no one uses it, so let's not fix it. Cyan sucks, no one uses him, so let's not improve him. That's a terrible attitude to have when conceptualizing updates to a mod whose sole purpose is to take an inherently broken game and improve the shit that's wrong with it. All in all, I like the spirit of the Colosseum: an optional place where you can spend time to gain some extra power. It set a precedent for similar optional side-areas in future Final Fantasy games. It'd be nice to see it preserved and improved upon in standard BNW-fashion.