Nesouk

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Everything posted by Nesouk

  1. Edit : Read an old post my bad. You can get Murasame at Doma in World of Balance actually.
  2. Dolan: What the actual crap.

    I guess it depend of playstyle, I wasn't using tech that much on my first playthrough, so I got wiped out by his gimmick plenty of time, and it's kinda frustatring due to the lack of clue, but yeah if you had an heavy tech build I can see the player avoiding his gimmick potentially without even realising it exist.
  3. Since you have Magus and Duelist for mob fight you could get an armor with better defensive stat, use Magatama on Magus and she can inflict Curse with Dark Force, for ennemy that absorbs/reflect Dark use Duelist's Antimagic, can also use the new Shields available on Deen and Altena on Duelist for increase defense and draw the aggro, for a stronger heal try to grind Warrior Monk's Final weapon, you can use Power Down with him to reduce the damage take. On hardest difficulties having to heal often is normal.
  4. Correct you need the Fire Spirit to learn Power Up, to be honnest you shouldn't aim for it while in Class 2, in this mod you are suppose to change to Class 3 at least just after getting Salamando and Undine, so at best Power Up on Monk is only for 1 dungeon and 1 boss fight if you go for Salamando first, and personnaly I prefer going for Undine first, as she teach Power Down (or Water Jutsu for Dark Hawk), making mob fight and the second Bill and Ben fight much easier.
  5. Honnestly I don't know I run several party but none strike me as OP per say, the mod is pretty well balance each party has it's pro and con. The party I found the best for me was Duelist, Arch Mage and Vanadis this is really good especially on the God Beast part, due to having really high damage potential both in Magic and Physical and a good support with Vanadis, but even that party has it cons, the biggest one being the lack of Heal Light up to LV42 IIRC which unless you grind a lot mean you won't get Heal Light until Gildervine at least, and while it's manageable when you know what you're doing, not having Heal Light is quite annoying.
  6. Mod Updates

    Yeah I find Offensive Magic really bad in DQVIII outside of Magic Burst compare to physical, the fact it lack a buff similar to Oomph and most spell have a damage cap IIRC really underplay Magic in this game and the physical abilities are so strong anyway. I'll maybe give it a shot later.
  7. I think it's in Vanilla the devs probably didn't thought someone would come back, and so the ennemies are automatically scale to a LV you're suppose to have when you come back later. To be fair you do have Kevin and Duran which for the early game (until you change Class) are IMO the best character of the mod ^^
  8. Mod Updates

    OH a Dragon Quest VIII mod, I'm actually really interest, thought there wasn't any mod for this game, care to share the changes you made on that one ?
  9. Duelist is really easy to place in a team, he does a lot of damage with his techs, has Aura Wave for that, Saber to ehance the damage even further and even Antimagic for ennemies that resist physical. Magus is a good pair for him she get Power Up to increase his damage, he has Saber to increase Magus's damage and with recent patch you can use the Leaf Coat augment with Magus's Poison Bubble to increase Duelist tech damage even further. Warrior Monk is good here as he is the only healer with the 2 most important debuffs, Heal Light is great to have, and he can deal some damage himself. You'll be missing Protect Up but unless you play on the hardest difficulty, it should be fine, otherwise probably will have to grind some Bulette scales from Ogre Boxes. As for leveling to sum up up to Full Metal Hugger STR is the most important stat, even for Angela and Charlotte don't bother with anything else as FMH is a Damage Race so you want as much damage as possible.
  10. Kevin's definitly one of the big change in last version, I also hesitate trying Dervish, the Anti-Magic must certainly be nice ^^. However next team I'll play will be with Warrior Monk the idea of it being the only healer with debuff spells makes him interesting think I'm gonna do Warrior Monk, Star Lancer and Swordmaster on my next play.
  11. Alright been a while I haven't posted here (or rather have actively play the mod), so even tough 2.0 is on the way, I'm gonna give my thought in regard to the new Death Hand, played up the the God Beasts only Zable Fahr left, my team is Gran Divina, Ninja Master and Death Hand, Gran Divina and Ninja Master haven't change at all (just Ninja Master getting Transshape) gonna focus on Death Hand here. He lost a bit of raw power but overall this is still Kevin and he can still deal high damage, plus he gain great utility with Magic Shield still convince this is a great support spell, especially with Gran Divina who has Heal Light but neither Mind Up or Magic Shield herself and has a high INT giving her quite a huge MP Pool and a good MP regen rate. For his other spell Aura Wave is always nice to have and he can put it on other character unlike before, Dark Saber is situationnal and MT Lunatic is welcome, don't have much use for Speed Up as Gran Divina already have it. His new final weapon is really nice on bosses since they tend to take quite a while, 2 fights in perticular when it comes really handy : -Dolan : Since you are gonna use LV2/3 a lot in this fight, and he has a great defense but with his Final Weapon Death Hand help against his high defense (since Fireblaze is hard to use in this fight due to the need to save TP for LV2/3) making Death Hand really good in this fight. -Land Umber : Granted you can already do it with Fireblaze and landing counter but Death Hand's LV2/3 is easier to use basically his Final Weapon makes him the Perfect Counter against Land Umber gimmick (Ninja Master being also great to counter his gimmick with his Final Weapon + Fireblaze) as it doesn't matter how much he raise his defense can always lowering it ^^. So yeah the new Death Hand is fun, less power but more utility, like it. While I'm on it opinion on other changes : -Yellow Number heal type of weapon : Already discuss this on Discord but while it is a good reason to invest in Luck early, this weapon is broken especially on Hawk and Kevin to the point that I stop using it after a certain point, the effect is a good idea but it should be nerf a bit. -Consume HP to cast accessory : Well this is pretty big nerf, basically the only character that beneficiate from this accessories now are the character that can cast Heal Light, assuming the PIE make Heal Light strong enough it can give an infinite heal light, pretty much the only use for this accessory now is to save Magic Walnut on Heal Light user ^^ (won't work on Lightgazer tough for obvious reason), infinite cast of LV3 Spells with Rune Master, Half Vanish on Wanderer might be possible with intense healing from external source. Anyway think it's good it still have some uses, but isn't as broken as before. -Crit Reworks : Well this is one change I'm less fan of, while yeah Crit are more viable now, this change ends up beneficiate the ennemies more than the player, the amount of Crit the ennemies get has become ridiculous and their damage is through the roof, on Hard now LCK is pretty much a stat you MUST invest to have decent chance of not getting one shot left and right by ennemies crit.
  12. Pure Random Esper Challenge

    What program did you use to do that, that could be a fun challenge.
  13. Road to 2.0

    Well some ideas : Duran : Paladin : Deadly Undead Lord : Free Counter Swordmaster : Critical only Duelist : Proxi Tech Up Kevin : God Hand : Counter Extend Warrior Monk : TP Heal Boost Death Hand : Armor Breaker Dervish : Berserk Wolf Hawk : Wanderer : Full Vanish Rogue : Critical Spell Nightblade : Desperate Tech Angela : Grand Divina : Painful Saber Archmage : Super Weakness Rune Master : MT LV3 Spell Magus : Full MT Damage Carlie : Bishop : Fighting Cleric Sage : Team Regen Evil Shaman : Weaken Ennemy Lise : Vanadis : Sabered Summon Star Lancer : Speed Cast UP Dragon Master : Antimagic 2 Fenrir Knight : Healing Counter No ideas for Ninja Master and Necromancer.
  14. Road to 2.0

    OH My that such great quality of life here.
  15. Y allow you use your tech in battle and holding it why selecting a spell allow to invert the targetting, like casting Heal Light on ennemies, or offensive spells on your party (has his use in some set up). I don't get the Y+B thing myself, weither it's in or out battle the menu is open by pressing X, the main menu is open by pressing Start and the inventory menu only by pressing Y out of battle.
  16. Road to 2.0

    And it is such a good spell ^^
  17. For the spike armor, your idea of making ennemies type immune to it was a good one I think, you should make more type of ennemies immune to it, I think if like half the ennemies were immune it would still be relevant to the other type not immune, but to OP thanks to quite a lot of ennemies being immune. It doesn't interact with but it can actually straight up trivialize fights (Bigieu and Black Rabite most notably) or just be a big help (Archdemon first phase when he uses Jutsus). Day bonus system is a pretty neat mechanic, I wish there was a way to simply sleep at a inn and being wake up on whatever day you want, would make it easier to use properly, 25% is quite a lot especially considering it stavk with other stuff, 10% would be enough, a good little bonus but not to important.
  18. Originally I discover your mod with an LP that called him Seiken Densetsu 3 Hardtype, IIRC that's how it was called on Insane Difficulty, if this is just a mistake on this Let's Player then sorry for the inconvenience. People that discover your mod now won't guess you put 6 years, now I know it but back when I first play this I I didn't. Well I call the spike armor OP actually, I remember when I finish this mod for the first time in my conclusion, I actually say that Spike Armor were outshining the other armors (the high HP armor to but I was wrong about these). Admitadly for the 6 Beastman Collars I call the trick amazing, since you didn't react I thought you were fine with it. The Day Bonus being a core mechanic of the game since vanilla, and since I got no bad reaction from you on using it, I end up assume you include it in the design of the mod. Ultimately I'm sorry if this comed out as rude, I still love your mod and will keep playing it regardless.
  19. Unless you are deep into the discussion in this forum and KNOW the fact you balance the gimmicks to be done by any team. What says that it is ? What guaranteed that you won't ask for a specific ability considering many spell can be use through items, and you sold your mod as an Hardtype mod and Hardtype mod can be crazy and ask for specific things ? If I am a stranger looking to play SD3 with a mod and pick your mod what guaranteed me that you actually won't require a specific spell or item at one point ? So not every people will exclude having to need a specific spell/items for the God Beast, for instance first time I played your mod before I become active here and discuss more and understand your design for this, I legit think I needed Anti-Magic to deal with Mispolm upon seeing he was reflecting my physical damage and took nothing from magic, only after I saw LV2/3 where the key, same deal with Dolan at first I thought he had put a debuff on my team with either the first Spiral Moon or his Roar so I use Stardust Herbs, it fails, then I thought about Energy Ball giving a buff and since the ONLY way to normally get rid of buff on ennemies in this game is Anti Magic (or casting the opposite debuff) I thought I need it, so I exit the dungeon buy Specter's Eye and it fails again, took me some more attempts to figure it. To be honnest for all the love I have for your mod and all the fun I have with it, I have issues here you are really stubborn and don't listen or ignore feedback I don't know, a lot of people have already come here complaining about not being able to figure out Dolan's gimmick and you can guess there will be more people coming, so there is obviously a problem here, yet you keep denying it. And this isn't the first you seemed to ignore stuff just for my own perspective : -I and other mention several times for mounth how Spike damage were OP, you didn't address it until last version -I told here several time over multiple month how the armor that make spell neutral was glitched sometime just after post of yours, yet when the matter was bring on discord it's as if you discovered it. -I mentionned several time Day Bonus could be exploit to increase damage, yet it only became an issue because a guy who didn't even know the mechanic complain about it on discord. -I also mentionned multiple how you could use Earth Bracelet to get the Final Weapons earlier, yet again it became an issue when someone who didn't even know about it complain about it. -The stacking 6 beastman collars one is even sillier, I got insulted for suggesting it on Discord, while originally it was someone on this forum (think it was Serafie actually) who suggest it to me after I run into money problem on my first run, and it actually save my first run, I used it on every run afterward and mention a LOT of time it's efficiency, so it's effiency and fact it broked the money curve was prove since at least 2 years, yet became only a problem when a guy who didn't know about it complain about it on Discord. I mean at this point I'm wondering why I'm even bothering giving feedback here and pointing stuff, when apparently I'm getting ignored most of the time.
  20. The issue with Dolan in particular (the other God Beast are nowhere near as bad) is the tell is pretty hard to figure and the way to cancel it is even harder to figure, between 2 Spiral Moons he does a bunch of moves, which one trigger the 999 ? Is it a buff is it a debuff, no way to tell for sure at first, after some tries you might figure out it has something to do with Energy Ball, now the logical reflex would be to get Anti-Magic to dispel his buff, you try and you get reckt.... again now you are wondering if you were wrong, now you have to guess that LV2/3 tech cancel his Energy Ball, and since you are most likely occupied debuffing him at the beginning you might not even get to use one early in the fight (cause waiting that he is debuff to maximize damage for instance), so your only way to guessed it is get a tech between the 2 Spiral Moons see that the second doesn't do 999 and pull the pieces together and all of that with absolutly 0 clues. And on top of that his gimmick can screw because of lag preventing the game to load your tech or him casting Energy Ball then going straight into a guard where you can't hit him and get tech points. Now you are the modder so of course you know the gimmick already, now I want to know for players who play this mod and manage to figure out his gimmick legit without looking up on Internet or having someone tell you how many tries it tooks to guessed it ? This fight is frustrating cause keep getting killed over and over for something that you can't clearly guess. And yes lot of RPG has bosses like that but there is generally a good tell either a visual clue (Odin raising his sword or Bahamut starting a countdown) or a dialogue that give you an hint (Trumpeter's dialogue at the beginning of the fight in SMT Nocturne) or whatever... Dolan has non of that it's all pure guessing.
  21. You have 2 ways : 1-You counter them, counter bypass physical résistances and will deal damage. 2-You use Heal Light on them, be aware that Heal Light can't kill so you'll have to finish them off normally.
  22. Where in Golden Road did you test that ?
  23. Lise was my tank in this set up, so I had pretty much always her with a Shield to allow Angela and Carlie to nuke ^^
  24. I actually run Gran Divina, Star Lancer, Necromancer an all around great team, that has almost everything cover, just lack some physical damage.