GamingFiend

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Posts posted by GamingFiend


  1. 2300 AD was a huge ramp up in difficulty, definitely appreciated finding the bolt bow and plasma shot for Lucca! For a brief time even they were out damaging Chrono. I kinda of forgot the Guardian Boss requires to kill the BITs first, oops. Aura Whirl was a god send here.

     

    Those red mutant enemies were BRUTAL, almost like mini boss battles. I have a new found appreciation for the hypnowave tech from Lucca. What a pleasant surprise with Robo, he could even equip the Bolt Bow and do increased damage to machines! I thought I would leave Marle behind for the factory portion however I found her healing to be invaluable, Robo simply didn’t heal nearly enough, so I ended up picking Robo and Marle as my teammates. The scene where all the other.

     

    the next section of the game with the Mystics I didn’t recall how magic was strongly useful here. Robo was not super useful for that reason but I ended up bringing him with me to Heckran cave., making that boss probably harder than he normally would be, cause he kinda kicked my butt.

     

    Similar story with Masamune. Those counter attacks are BRUTAL. I remembered to grab the silver stud and silver earrings. The new rebalanced Silver Stud was a good choice, curious how the good stuff will be rebalanced.

     

    Currently made it to the past with Ayla to acquire the dreamstone for the next part


  2. I havent played CT in about 10 years, my first time ever playing was the Playstation release (never had the SNES game) and last time was with the DS, so i've completed the game twice. I just started a new game with this mod and excited to play!

     

    Start of the game, I forgot how quick this game dives right in, no extended opening sequence, and you can skip the carnival games and get right into it. I recalled that the actions Chrono takes (ie, helping the girl get her kitten) can affect things, I decided to have Chrono be good on this playthrough for the trial part so I didn't eat the guy's lunch. I totally forgot to grab the Soda Tabs in Guardia forest, thankfully ill be able to grab them later. The main exciting thing that happened so far was at the Cathedral, against Yakra. I either forgot how difficult he was, or maybe he got a buff!? He killed Chrono nearly immediately, and I thought I was done for! Fortunately, Frog had plenty of MP to slurp cut over and over again, which im not sure if it slowed him but did consistent high damage, while Lucca became field medic with all those tonics I thankfully found, since I bought none. To my surprise, Yakra fell, all without Chrono's help. I'll be better prepared for the next boss.

     

    I plan to try and emphasize character attributes that are not typically focused on, so for Marle and Lucca I'll increase their Hit, and in this version they have good options with it! Chrono and Frog will go magical, not sure about the others yet.


  3. 18 hours ago, copperflame said:

    Yea - Realm/Strago can be found earlier than many others.  But it sounds like you have the whole gang now?

     

    Cyan's dream has a tricky boss but some great steals from some of the humanoid random encounters.  Frantic Tower has a dragon also but I had to come back for it later.  
     

    I haven’t been taking advantage of the steals! Anything good this late?


  4. Made it through the Phoenix Cave. Pretty fun, was an intricately designed dungeon in a huge fan. Left that Red Dragon for later.

     

    Finally got illumina for Celes, then tackled the Cave on Veldt and finally recruited Shadow. Now I just need to get underleveled characters up to speed and tackle those Dragons!

     

    Will probably first attempt Cyan Dream, and the Fanatic Tower


  5. I did just this! First however I tackled Gogos cave. Picked up the invaluable Red Cap and Aegis Shield. Random encounters here were surprisingly difficult!

     

    To the contrary, the random encounters in Jidoor mansion were quite easy! I brought Terra Mog Sabin and Setzer. The Cats were weak to water and instantly fell to Storm, and the Dahling event weak to poison supplied by Setzer and mog. 
     

    Chardarnook is an easy boss when you understand not right attack the goddess, using that as healing / buffing time. Once again obliterated by double Hell Claws! A lot of fire weak enemies / bosses this mod. Sabin has been my MVP boss slayer. Morphed Terra with Fire 3, and Mog / Setzer took a supportive and healing role
     

    I forgot the exact prizes but Nirvana Band was a huge find, and chocobo hide. In hindsight, I wish I had tackled this dungeon earlier, having Starlet earlier would have been very nice.

     

    Recruited Strago right after. Didn’t realize you could buy Alexander here for 32,000 gil and feel like a dope for missing it. Got Holy for Celes 👍.  Both Strago and Relmare very low leveled. I had them sit in the airship while a team of Umaru with the Storm Orb and snow muffler, Terra Sabin and Celes providing Fire 3, double Hell claw and Holy to take down the DREADED doom Gaze and grab Relm her Bahamut esper so she can starting beasting.

     

    currently working on leveling Strago and Relm and getting them to learn all their spells, I also acquired Odin in an earlier update at ancient cave for Strago. Once they are at a reasonable level, I’ll move onto my next destination.


  6. Next up, I decide to tackle the Ancient Cave! The random encounters though were brutal! There are those things that cast Wavecannon and the others with Tsunami, plus the mephistos with Quake.  A lot of resets and trial and error involved in this run. I went through with Celes Mog Edgar and Sabin

     

    Two Mini-Bosses in the Tonberry and Samurai guy. The Mana-battery was VERY disappointing. Even with a magically invested Edgar going pure Siren, it's just a glorified "free" tincture. Doesnt really heal enough to be worth it. Beating the Tonberry was fun, and one of the few battles where a well timed use of Palidor really paid off!

     

    The enemy titled WEAPON in the ancient cave was a bitch. I attempted the dragon for lawls, got absolutely creamed, and will make a return trip to the ancient cave to battle that SOB at a later date.

     

    I then went to recruit Umaru in Narshe. Sabin with double Hell Claws, Pure Staina Gau with Mantodea/schrapnel, Edgar and a Freshly leveled Cyan. Not the strongest team for the fire weak dungeon, so it was quite a challenge. Tritoch's magic was devastating, and I really wish I had waited to get Relm/Strago so I had someone to use the Zoneseek esper in this battle, but I got through it.

     

    Umaru...despite having access to both Golem and Fenrir, was even more difficult. His physical attacks were insane! Sabin was MVP for damage with DOuble Hell Claws, threw Gau with the Hornet Rage + Bone Club (3x dmg and chance of setting Blink, which was a god send when Fenrir wore off), Edgar on Firetongue jump and Heal duty...and Mog couldn't survive any physical attacks so I had hi whack with the Fire rod and pray that he could proc Fire 2...which would do a MASSIVE 7800 dmg when it landed. Umaru eventually fell.

     

    I ended my journey retackling the Zone-Eater who kicked my ass before, once again with Sabin using Frostgore and Ocean Claw, Terra morphed in the Front row using the Ice Brand (even though I forgot I have Tritoch now and could have learned Ice 3 lol) Setzer for healing and Mog tagging along still due to his being underleveled, using Water Rondo and Snowman Jazz. It was very satisfying to kick the Zone Eator's ass for sweet revenge..

     

    Gogo will soon be mine.

     

    ANny suggestion on where to next? I was considering recruiting Relm and Strago following Gogo

     

     


  7. Recently got through the WoB and starting WoR I wanted to share some thoughts.

     

    With the exception of Dadaluma, WOB simply feels more polished but not significantly more challenging than Vanilla. Until floating continent..

     

     

    I chose Locke, Terra and Celes as my team, a classic trio. For all 3 I focused on HP Espers due to their propensity towards dying in battles. Celes is pure Seraph, Locke is Kirin and Terra is Unicorn, all with approximately 10 EL by the time I reached Atma. The path to Atma was brutal, and the extra HP was a god send.

     

    I gave Icebrands to Locke Celes and Terra (with mystery veil for proc chance), leaving Terra morphed in the front row, Locke in front, Celes in back slamming Ice 2. Shadow struggled to stay alive and played a surprisingly supportive role with float and the image scroll, then went crazy hurling Ninja Stars and casting Dispel when Atma changed forms. I realized this team had no way to set Sap on Atma that I knew of, which was a mistake… but the Terra morphed did insane damage, especislly with icebrand proc.. so bzerked and hasted her. Lockes damage was terrible at this point, so he went to back row and healed almost every turn, desperately trying to keep Morph Terra alive. We’re it not for the unicorn levels she surely would not have. Celes was back up healer and provided reliably Ice 2 damage. Eventually Atma fell, it was satisfying, extremely difficult and glorious.

     

    Had done it over again, I may have brought Setzer instead of Locke to provide healing and Sap through his CHOCObo slots.

     

    WoR The random encounters quickly ramp up. Sabin / Celes we’re taken by surprised in the cave leading up to the Tentacle boss and died a few times. Having not give Sabin any ELs, I put them all into Golem for survivability, fire Dance and Ice 2 with Celes large mp supply helped get through the difficult encounters, along with sufficient mp for healing. I honestly couldn’t imagine Celes without Seraph at this point, the tankiness is a godsend and she needs all the MP badly.

     

    the Tentacles were Tough… I had to reset and gave Celes Flametongue and Sabin double Hell claws to make quick work of the fire weak tentacle. Golem summon was amazing here. Edgar was very weak so he mostly used drill to sap the tentacles and provide emergency Cure 2.

     

    Skip ahead now to Daryl Tomb. I love facing undead enemies, so many weaknesses to exploit, despite the cave being quite challenging. Dullahan, once again double Hell Claw, Edgar is pure Siren with flame tongue and jump, Celes with flametongue. Setzer full time healer. Took a couple of tries to figure out this strategy but ensuing fire damage incinerated Dullahan back to hell.

     

    also, Jump plus Elemental swords is INCREDIBLE with magic Edgar. Had no idea he could do that much damage.

     

    Goal at this is to go through and collect the team facing as few bosses as possible.

     

    Cyan Gau Mog Gogo we’re first on my list… Zoneseeker fucking DESTROYED me though… will need to reorganize myself and plan for him better. Also picked up Terra since Phunbaba isn’t too insane, I was pleasantly surprised to see Terra entered morphed and knew Fire 3.

     

    Updates as I face some of the major bosses going forward


  8. https://gyazo.com/26497911798f4626074bb8ad334c5ddf.png[/img]

     

    Has anyone ever done this? The idea is you randomize all characters cept Gogo and Umaru since they can't equip espers (I included them and crossed them out after I realized lol). Then you randomize the esper list. You line them up and go in order, the first available esper that character can equip becomes their solely their esper for EL bonuses. You must use all EL bonus for that esper, and nothing else. For this challenge I am only making that limitation, you could in theory also have the character only learn their magic from THAT esper, and only able to equip that Esper in battle to make it even harder. No Respecs, if you end up with a WoR esper you're stuck until you get it.

     

    So for this go around I ended up with:

    Edgar: Palidor

    Mog: Maduin

    Celes: Seraph

    Setzer: Starlet

    Sabin: Golem

    Cyan: Bismarck

    Gau: Stray

    Relm: Ifrit

    Strago: Odin

    Shadow: Fenrir

    Terra: Carbunkl

    Locke: Phoenix

    ------------------------------------------------------------------------

    Edgar: Palidor

    Not terrible, fast chainsaws and autocrossbows to finish randoms, will be one hell of Dragoon Jumping DPS machine. Relatively weak utility but Defib will be fast at least, Remedy still helpful and Cure 2 might be ok for an emergency single target heal

    Mog: Maduin

    A very balanced dancer with respectable stats in Mag/Stam

    Celes: Seraph

    She will kinda play similarly to a Vanilla, just with her refined spell options of BnW. Plenty of HP/MP means she can spell spam, and considering what Terra drew down the the line here (OH god...) she will probably be taking the Soul Box. Maybe Merton Spam? The HP/MP affords me the option to essentially build her equipment towards anything I want, ??? is an option, Magic DPS/Healer, or even Physical with Illumina which I will also probably get for her this playthrough. Honestly, pure Seraph is pretty viable. Celes will probably be the MvP this playthrough

    Setzer: Starlet

    The forecast is up, it's gonna be raining hard this playthrough, with a RegenX on the horizon.

    Sabin: Golem

    Another Tank that I DESPERATELY need. Usually you'd like to mix in Terrato before he should have enough HP to suffice in the front row with good support.

    Cyan: Bismarck

    Without ANY Crusader levels he's gonna be iin for a rough time in the front row lol..... I guess put him in a team that has Image support and lots of healing and hope he can murder things brutally with Tempest but he takes hits.

    Gau: Stray

    Mantodea/Shrapnel and a some prayers

    Relm: Ifrit

    LOL!!! Quicksilver Relm to the rescue, maybe try to gear toward Stamina and and spam windbreaker for randoms then before the boss gear toward magic and spam Flare/Meteor until she runs out of MP, which won't be boosted this time unfortunately.

    Strago: Odin

    Full support god, status immune and slow as fuck. Wind Breaker will destroy

    Shadow: Fenrir

    Kinda like Relm, unless Setzer drains all my GP his ammo could be virtually unlimited of skeens and shrurikens so DPS should be fantastic, till he gets hit

    Terra: Carbunkl

    ....Hey, it coulda been Ragnarok.  Even though Stam is high, with no HP boosts at all I probably will want to ignore Morph unless i'm feeling really lucky. Least I can spam spells to my heart's content.

    Locke: Phoenix

    I've run pure Phoenix Locke before. It's a thing of beauty. I got a feeling X-Magic Life 2 will be getting a lot of use this playthrough!

    Random Esper Challenge.png


  9. I'm well aware you can get through the tower with pretty much any team set up, but I like to theory craft a bit on optimizing so each team has access to as many options as possible, for instance:

     

    Life 2/ Defib

    Terra/Locke/Edgar should be all each be on a separate team so 2/3 teams have Life 2 and the 3rd has Defib, which are all more effective than Phoenix downs and Life 1.

     

    Regen X

    Terra/Setzer and Relm should all be on a different team so all 3 teams have access to it

     

    HasteX/Fenrir 

    Shadow and Gau make should be different teams, and both are relatively squishy anyway so you wouldnt want that

     

    Golem

    Edgar and Sabin should be different teams so 2 teams have access to Golem

     

    My tentative line up is:

    Terra
    Sabin
    Celes
    Gau

     

    Sabin can feed Celes/Terra MP as needed, RegenX/Golem/Fenrir/Reflect all here 

     

    Relm
    Edgar
    Strago
    Mog/Gogo

    Edgar can feed all 3 MP, Strago provides excellent support with Protect/shell and can apply Image since Fenrir is not here. RegenX and Golem present.  Edgar can revive well with Defib and functions as your between battle healer.

     


    Setzer
    Locke
    Shadow
    Cyan

     

    Excellent revival with Life 2/ Sage stone option, Fenrir here, Regen X and Cyan is between battle healer, Setzer and Locke managing healing during combat. Has difficulty with Protect/Shell/Reflect support. Seraph summon for party Reraise definitely very welcome

     

     


  10. On 12/17/2018 at 0:46 PM, BTB said:

    Nah, you didn't have a nerve, it's just something that's come up a lot. And Mark Rosewater's first rule of games is "change your game to fit your players, not the other way around".

    The Fenrir change is something else I see a lot, though most people target Phantom. It makes the most gameplay sense of any of the suggestions I've seen at the cost of removing a +2 Speed esper from a character I think thematically deserves one.

     

    Oh Phantom I like it, It's a unique bonus Vig/Stam that works well on both Celes and Shadow. +2 speed for my tastes is boring and usually overkill, I don't use it on Locke or Relm either. Even on Gau who benefits from it the most, 15+ levels of Fenrir how much will extra levels really increase your DPS before diminishing returns start to kick in. Shadow is in many ways the most interesting character to me from a story telling standpoint, the developers put a lot of love into his background while keeping him mysterious at the same time. I think that it is fitting then he'd be more interesting to play rather than a 1 Trick Pony with regards to his Esper build.


  11. 7 hours ago, BTB said:

    I gave Relm and Strago a rod that procs a stamina attack out of sheer annoyance for the lack of respect that their stamina builds get, but it's a very gated weapon that requires you to give up something equally cool. Really, the bigger draw with Stamina Strago in 1.10 is going to be better magic defense and ~200 HP regen ticks.

    As for Edgar, he doesn't really have a "stamina" build so much as he as a "tank" build that stacks HP and just happens to get some stamina on the side.

     

    Oh I apologize if I struck a nerve with my Stamina attack fetish! I think I see where you're coming from where it's meant to be a defensive build option sacrificing some damage/healing output for increased longevity.

     

    What do you think about Fenrir change?

    • Upvote 1

  12. 3 hours ago, BTB said:

    Main observation I see here is something I see get suggested to me a lot, which is "give everyone a stamina attack". I've avoided doing this specifically to avoid homogenizing stamina builds across characters - giving everyone a stamina attack just makes stamina a better (or worse, depending on the attack) version of vigor, and I've really only designed a few characters with "stamina as an attack stat" as a truly viable option. Different characters are meant to get different benefits out of stamina, something I hope will become much more apparent with the regen formula rework in 1.10 (among other things).

    Are Relm/Edgar getting anything in 1.10 to make their Stamina builds more than just a gimmick? I remember reading somewhere Relm was getting a staff that proced a Stamina magic attack


  13. Hello BNW fans. In anticipation for 1.10 I made my own personal edit of BNW 1.9 using FF3UsMe. The changes I made are mostly for personal taste and for the excitement of making your own personalized experience. I have no skills outside of using FF3UsMe for editing and I don't even know how to make a Patch and upload it so others can try this edit, if there is interest and someone can explain how to do that I'd be glad to share it. Here are the changes I made with respect to 1.9

    MP changes for Ramuh/Shiva and Ifrit from 48>>32 and MP cost of status spells reduced as per version 1.10. Also switched the spell list around to reflect Version 1.10 and buffed the strength of respective summon like Maduin/Bismarck and the made changes to Sap/Bio/Dark to reflect version 10. I didn't edit all the spells (like Quake and Break for instance) because I am not sure what their spell powers were changed to following the MP changes. Also Crusader learning Demi/Quarter and Celes learning Life naturally was done.

     

    Ice and Bolt special reduced MP. Ice now costs 5-18-54  (From 6-20-60) and Bolt 6-20-60 (From 8-24-72). It is now proportional with MP>Spell Power and frankly it never made sense to me why Bolt was so much more expensive than Fire but was only 20% stronger.

    Terra:

    Buffed by the changes in Ice/Bolt cost but otherwise the same.

    Celes:

    Holy now STAMINA damage and is buffed to the power of Flare ( now 45mp with a power of 60).  For consistency, Alexander is also Stamina Based now and casts Imp on all enemies. While Stamina Celes didn't necessarily need Holy, it does synergize well with the AoE special ability. This change was more for Cyan which i'll explain in his section

    Due to this being a nerf to Magic Celes, she gets a buff to Merton. Merton now boosted from 120>>150 base power and the HIT ALL gimmick now removed, enemies only. It also causes Sap. Magic Celes may have lost Holy but Ice/Bolt magic have the MP reduced  too.

    Locke: 

    Drain is now STAMINA based, which synergizes extremely well with Kirin's Hp+30/Stam bonus and Atma weapon HP mechanic, making the build even more viable.

    Edgar:

    Warp is replaced with Wind a new spell on Palidor that is essentially a stronger version of Break at 36 MP, spell power 48, defense ignoring, but also STAMINA based.  Now Stamina Edgar isn't completely defenseless. Edgar base Stamina also boosted from 24>>30 to make it so that Wind spell can actually out damage spears.

     

    Note Warp Whistles still function identically to WARP despite the spell no longer existing meaning the item essentially replaces the spell entirely.

     

    I'd like to give Edgar a spear that functions like Atma weapon for Stamina damage or make Bio Blaster a Stamina based Tool for dmg, but it is beyond what I can do in FF3UsMe. Unicorn is an incredibly silly and gimmicky build at this point in time for Edgar

     

    Cyan:

    Holy being Stamina based now means Cyan actually has a reason to use this over Dragon, and with the power boost can out damage Dragon. Alexander mixed with Empowerer gives him even more random clearing potential and a reason to utilize that summon over Eclipse. Kirin also changed back to Stamina making it a one time RegenX cast.

    These changes do serve to further buff the Kirin Cyan who was probably already the superior build. Cyan Vigor boosted from 42>>48 to tie him with Sabin and his Swords buffed in Battle Power

    Kazekiri 150>>160

    Murasame 160>>180

    Masamune 180>>200

    Mutsunokami 210>>240

     

    Sabin:

    For quality of life, I made his Blitz all 1-2 button inputs on the direction pad.

    The Drain change being Stamina greatly benefits him, especially with Terrato levels

    I incorporated some of 1.10 changes to his Blitzes that I could:

    Aurabolt-30>>36
    Sonic Boom 36>>50 Stamina Based no longer ignore defense
    Suplex sets Stop

    Gau:

    Starts with the Magic Bone equipped. I never could find it normally anyway.

     

    Fenrir changed from Spd+2 to Mag+1/Spd+1. Meant as nerf to the stupidly simple speed Gau and to diversify him a bit. Gau's base magic dropped from 30>>24 and base Vigor from 36>>42 to help compensate for speed loss and mitigate early game weakness of attack damage with him. Magic Gau potential to be an absolute monster if used properly.

     

    Shadow:

    Fenrir now Mag+1/Spd+1 instead of Spd+2 actually gives Shadow 2 REAL builds, and a Hybrid build.  Shadow Base magic reduced from 36>>30. Phantom Shadow also benefits from the buffs to Katanas.

     

    As an aside, I am not a big fan of piling on speed, it feels like wasted levels most of the time. I understand the value of it when characters have a lot of Espers to choose from, but with Shadow/Gau only having 2 to choose from and one of them being Spd+2 it felt very limiting.

     

    Relm: 

    Perhaps the biggest change. The spell Slow is completely removed from the game, and is replaced with SlowX in every instance in the Esper list and Terra/Celes natural magic list. This opened up a spell slot for Comet, a STAMINA based spell that hits 4x (like Flurry and Tempest )at a magic power of 20 (x4) at a cost of 60mp. Hits random targets . The spell is learned on Bahamut. Gives Relm a possible reason to build Stamina.

     

    Strago:

    Dark boosted to 72>>90 as per 1.10 and now Raze is STAMINA based.

     

    Quality of life change: Strago starts with all Lores EXCEPT Black Omen. I was never a fan of going through the effort to find and learn them all. Did not edit Lore MP and power values to 1.10 values yet.

    Mog:

    Only really affected by addition of Wind of Palidor which doesn't change him much.

     

    Setzer:

    Blackjack/Trifecta and Solitaire changed to reflect 1.10

    Blackjack 36>>45 no SAP

    Trifecta 75>>90 and causes Sap (no longer stop)

    Solitaire 90>>75

     

    Overall the characters received buffs, which I admittedly did not off-balance with any difficulty increases. You can self-impose difficulty with NO EXP or limiting Esper levels anyway, or use the Nowea Hard Type. The main theme here was definitely introducing more Stamina uses, especially for Relm and Edgar whose Stamina builds were not very good or interesting. Fenrir change should make Shadow/Gau more interesting, even with the nerfs to their base magic end game Fenrir builds on them may be devastating. Comet on Relm having random nature makes it less reliable than Flare/Meteor but it would likely outdamage those spells when hitting single targets like bosses. I may possibly nerf it down a bit so Stamina Relm doesn't become the clear way to go.

     

     

    Anyway, hopefully some of these ideas were interesting to you guys. I haven't given this "version" a playthrough yet, and wanted to make a few more edits based on feedback and adding some more 1.10 stuff in where I am able to with FF3UsMe.

     

     

     


     

     

     

     

     

     

     

    • Upvote 1

  14. Christmas Break at last. I wanted to chime in with a build for Celes. I recently did a playthrough of Seraph 5 levels in WOB and continued it with all Alexander in WOR. It was actually my favorite build on Celes I ever tried. Her Stamina special was plenty strong enough without Stam investment to make her an asset for random encounters, and I never had any qualms about placing her in the front row with a Vigor oriented build or with double long-ranged weapons in the back, whereas I had to constantly worry about her dying before with Ramuh heavy builds. With a heavy Alexander investment Celes is the tankiest character in the game, in large part cause Cyan/Sabin can't equip shields. Want a magic Celes, keep her in the back with magic equipment, her Mag is powerful enough to perform reliable heals and do consistent damage to bosses especially hitting weaknesses. Going Berzerk with a Crusader +25% boost is no longer such a high risk proposition with her sky high HP.  I'd often switch to a Mag build during a boss battle to make her an unkillable Red-Mage, and use Stamina equipment during the dungeon to ease through random encounters. She essentially never died during the playthrough barring instant death spells. With 5 Seraph levels and using the Soul Box MP is hardly concern.

    • Upvote 1

  15. Got it! An in game hint is probably not a bad idea there cause it comes out of no where with no warning

     

    Content mode so far, truly amazing the years of work are showing in spades.  I love the renewed emphasis on elemental attacks and the appearances of the Axem Rangers in early parts of the game. The renewed focus on elemental weaknesses is also great to see. I also love the creative use of the unique items within the game now. I made it to Yardovich now and the dude is kicking my ass.

    Mario: I kind of wish I had invested in his Magic at level up rather than attack. He has very affordable magic attack and a variety of elemental attacks to choose from.

    Mallow: I have to admit losing early game thunderbolt made things a lot tougher early on, ESPECIALLY the Kero Sewers. I'm not sure if it made for a more enjoyable experience tbqh.  Shocker is nice though for consistent boss damage and killing tough random enemies. His renewed focus as a mage is good to see.

    Geno: His timings are difficult, and his Geno Beam is very weak for the cost, with his standard attack outdamaging it consistently. Finally got Genoboost which helps a lot, but I'm not digging him much this time

    Bowser: Fantastic tank, high damage, very simple character. His Fire Breath is low damage but has a Burn effect that works on bosses.

    Peach: Her starting War Fan is her main damage which is very low, and she only has Group Hug and Wishing Star now at level 55? Without an endless supply of Froggiedrinks though, she is really important for bosses with the Group Hug deal.

    -------------------------------------------------------------------------------------------------

    A few constructive criticisms so far from an admittedly novice player to this hack

    My minor complaints are Timings. Especially Geno, I can't seem to get him to do good damage cause I mess up the timings and don't know what to aim for. A quickie guide to the timing even with just text would be very helpful and appreciated.

    Sooner access to vital spells, especially for Peach Bowser and Geno would be nice. Their spell list is very poor for a long time. The only AoE you have access to is Snowy which leaves you a bit locked in a corner against water/ice elemental enemies.

     

    With enemies being much tougher now, more emphasis on status spells that were largely ignored in the original game would be GREAT, like Peach's sleep spell and Bowser's Terrorize.

     

    • Upvote 1