coffee potato

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Posts posted by coffee potato


  1. On 5/12/2019 at 11:55 PM, Valenhil said:

    I'm sorry, Raics

    But Spellblade is really, really bad

    No clue who said that about warlock though, they're very capable and very intuitive to use.

    Bit late on this one, but I'd argue they're borderline OP. Decent casters for taking advantage of parallel elements, an AoE move that guarantees hits and Procs, plus innate item throwing and heavy armor access. That's the fun, though, so many classes with their own tricks now. (I love the two tile push potential from Warlocks, though some prefer their casting options, other their items, etc)


  2. I play both versions side by side on a daily basis, and can safely say that both are situationionally difficult at around the same level. Generally speaking with OV, You just have more options to come back, but no ways to revive a unit without losing another one (until angel Knights).  This means that You have a lot more meaningful back and forth while trying to out maneuver the other side. My favorite example is Xaebos. He and his Knights will hold their formation pretty well, preventing access to the healers that will keep them up and running at full health. This makes for more focus on subduing or distracting particular enemies while holding off others. For example maybe You charge up some crossbows and stun them, maybe You try to sneak in some rouges and ninjas (while covering them with an attack by archers and casters), maybe You try to push a side flank with some Warriors, maybe You just try to push through the center and try to trap Xaebos in a Phalanx box (which I did in my last run). There's a lot more consideration to the overall fight, and less "who's Canopus going to delete next?". 

    Not sure if my runs were on that list, but the early ones tend to be steamrolled in all versions, it's not a difficulty mod, it's an immersion mod in my book.

     

    (For a good example of a comeback from nothing, loop up "Last Stand Goddess Felicia")


  3. 14 hours ago, the_E_y_Es_o_0 said:

    Not at all. If you're familiar with the original game, you shouldn't have too much trouble with the mod. And I appreciate all the feedback I can get. VS has always been a niche title, I'm glad there are people willing to re-experience it after all this time. I do hope you have a grasp of the underlying mechanics, though; otherwise you might find it too difficult. TBH the game never did a really good job of conveying some things to the player (how to deal damage effectively, for instance). In any case, I welcome the interest, so yeah feel free to do your thing if you feel like it.

    That I do, it's something I have gone back to time and time again, and was actually introduced to it originally a few years ago when a pretty well known Dark Souls guy suddenly made a series on it. The decision to buy it came dang near instantly. As for the damage mechanics, they may be a tad out there, but it's incredible to see a game actually go out of it's way to show that these armored soldiers and monster units are actually protected by their respective armors. At any rate, looking forward to it!


  4. 37 minutes ago, the_E_y_Es_o_0 said:

    There was a link for the demo, but I can't recommend it at this point. The finished version should be out by the end of January.

     

    Yeah, this game is nearly perfect in my eyes. Probably the only one I'd put this much effort into.

    Gotcha, I can't wait! These last few months have been like a constant Christmas of mod releases of basically the best of everything ever. 

    By the way, do You mind if I do a sort of blind test run series on this? I oten blind test run mods as a hobby, figured it'd be best to ask first. Funnily enough I was looking for an excuse to do a run of this for a while, it's hands down one of my favorites on the PS1. It always seemed funny to me that of all things, VS was what they referenced more than anything in Tactics Ogre, which is what I do tests of most of the time. 


  5. On 11/28/2017 at 9:54 AM, Viz said:

    Just wondering, anyone found a good build for Ninja and Warlock? 

     

    Also, is it normal for enemy's Cleric to dispel Charm instantly? Like, the effect doesn't even last for a single turn.

    I know Cleric can dispel it quickly but to dispel it right when the unit get its turn...  :poker:

    Warlocks are friggin fantastic as light frontliner sword and board units. Just stack evasion on a warlock with your choice of weapon, and let them kinda hang out taking opportunities to use Mindblast to throw units off of stuff. It's hilarious the kind of nonsense You can pull with that move. Sometimes it's good to use it just to make an opening, but personally I prefer a 1kh/shield setup, their counter will occasionally remove a killmove, and they can just generally adapt to a lot of situations, whether You need them for suppressing some units (I have mine with air, so balmy breeze), doing some AoE damage, or if You just want them trying to carve off TP, they're quite good. 

    Ninjas are best for sneak attacks, which may seem like a "yeah, idiot, You don't say" kind of thing, but two daggers or a fist and a dagger work really well if combined with their movement speed. Have someone else distracting their mages or ranged units, or pop deflect on the ninja, and just go to town on their squishies. Best case scenario: Dead. Worse cast, debuffed. It's nifty!

    • Upvote 1

  6. 100% hit chance abilities are causing Cursed weapons to insta-kill every time. I was almost an hour into part 99 when it became clear that a necromancer had taken out several units with his anti tank rifle disguised as a crossbow. He then went and did 800 damage on Candyce and saved a crap ton of time. Best bug ever for PotD.


  7. Great to know about that one, sounds like a good reason to use that comety overdrive sweetness.

    These cursed weapons look really friggin cool. Also really liking the new backgrounds, they're quite nifty. These are all named after FFT Zodiacs, right?

    Thank You for the magic code that makes cool stuff happen!


  8. The wind and ice crossbows seem to have their bonuses switched. Tried to add all cursed weapons, accidentally got all weapons (I did a dumb). Either way, should be good for testing. Can't believe after all of it the Ambicion is somehow on par with the Christmas sword :-0 (but has lasers)


  9. Evacuations work with lobbers on standing targets? That's really cool.

    Thanks on the codes, I'll check the messages, that makes a lot of sense, didn't think of that one, thanks again!

    Dreamesper, for the SNES there's Chronicle Valeria and one other one, DE 1.something I think it was. CV is the overhaul in Japanese, the English patch guy tried for a while, but politely begged to be let off the project, it's a surprisingly hefty mod. The other seemed to make the original have a lot of the balancing issues that plagued the remake, like healer knights.


  10. Hey, it was Holy Draconic 2 that vaporized right? If so it doesn't do that at the moment. 

    Also, yeah, Rudlum is on a whole other level of special in that fight. It took absolutely bulldozing everything to get to that nobel prize winner.

    Rudlum the Champion.jpg

    The SNES version cannot accept PSP patches, unfortunately. This version's very pretty and has some awesome music though!

    (I hope this picture isn't posting multiple times, it shows twice on my end for reasons I can't figure out.)One Vision rud.jpg


  11. I'll test to see if evacuations trigger the dialogue, technically there are revivals, but they're what's there in the lore, so that San Bronsa reaction from Denam upon seeing someone revived finally makes sense. So yeah, revival is possible for generics by zombification and charm of remission, seal of rebirth or ensanguined rood.