Vaylen

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Everything posted by Vaylen

  1. Locke and Midgame Balance

    For the big mid-WoR part, I think that restrictions could allow for a better balance curve. As is, you can go basically everywhere after early WoR. This makes balancing all the different areas rather... difficult. Personally, I only encountered any sort of resistance in the Veldt Cave(Probably cause I got there rather early) and felt like I steamrolled every other dungeon without much trouble, despite working hard to keep my lvls in check.
  2. Locke and Midgame Balance

    I'd say~ For midgame, the final stretch of WoB - Magitek Facility through FC.
  3. Locke and Midgame Balance

    Personally, I'd like some opions on Zozo regarding how hard you can gimp yourself via teamcomp. Just curious there, really. Additionally, Magitek Facility, Sealed Gate Cave. Those were the points I felt OP at, to be honest. The burning house in Thamasa felt like a joke to me, too(Aqua Rake=GG).
  4. Locke and Midgame Balance

    C/Cs reliance on Stamina makes it much less appealing in many cases - especially for characters with poor base stamina/stamina growth(Edgar comes to mind). Stamina does not add dmg to your counter, but is necessary to keep the C/C chance reliable enough. Additionally, Cover needs at least some form of tankiness that does not solely rely on dodge(This makes Shadow a poor Cover user). The problems are setups that "cheat" that inherent balance of Stamina=/=damage. However, the reliance on stamina for C/C builds is largely what keeps them in check: Many character simply do not benefit enough from Stamina(Like Locke) to make their C/C build optimal in the long run. But... We are talking about midgame balance here. And midgame balance is~ kind of a mess. I noticed that myself in my playthrough. To "fix" that problem, one could swap ELs around... for example, granting Locke not access to Stam+HP, but rather MP+HP. That would keep his midgame C/C setups in check. Would need to crunch through all the midgame problems to make any proper calls on this, though - along with checking availability of each build going into the WoR. Another possible "fix" for the midgame problem could... to actually just straight-up buff it. Thamasa, Sealed Cave and FC all need serious buffs, I feel. After all, taking options away from the player is not fun - but upping the challenge very well might be. Some characters are definitely OP midgame. Cyan and Locke are the ones that come to mind first. However, I think it was established that you grossly overlevelled somehow. To prevent this, one could change the XP curve to spike MUCH more heavily past 20(Similar to the post 30 spike) and scale the WoR enemy XP up to compensate. This would prevent levelling characters post 20 in WoB by accident. Your results are definitely mainly caused by overlevelling - and accidental overlevelling feels crappy, especially if you are looking for a challenge.
  5. Talking about the Enemy Skill learned from Mu's - it turns grants all targets invincible, reflect, barrier and mbarrier. I am using 7th heaven and downloaded the june 23rd version. Is the bug simply not fixed? Edit: Saw there was an update(30th june version). Downloaded the Iro and installed it via 7th Heaven. Quarry Fuse still makes enemies invincible, though. Edit 2: Tested a few things. Ran the main installer(on my vanilla steam-file) and tested Quarry Fuse. Works as intended there, but not in the 7th Heaven version. Completely reinstalled 7th Heaven from scratch. Tested without any other mods - but the issue persists.
  6. Quarry Fuse Problem

    Sure thing. If I find anything, I shall post it on Qhimm. On that note: Clouds Past, Shinra Mansion basement. When first getting there, part of the dialogue(By Sephiroth) is unfunctional. This issue may very well stem from Beacause/Menu Overhaul, though - and I can't really check it on a clean install atm anyway. The Dialogue boxes appear, but disappear almost immediately. May be worth checking(If it is easy to do for you), but as mentioned, I'd expect other mods to be the culprit.
  7. Quarry Fuse Problem

    Nice. This made me wonder: Are there currently any other known bugs? Not the small stuff,, but things affecting abilities would be nice to know as a heads up.
  8. Quarry Fuse Problem

    Thanks a bunch.
  9. Hello there. I recently played through the ff6 mod BNW and, as I wanted to re-play 7 next anyway, I stumbled upon this mod. Haven't started so far, but I'd like a bit of a heads-up on what to expect. Some advice on builds on each character would be very appreciated. Additionally, any advice/hints on key differences in this mod would be welcome. Lastly, is there a newer version in the works and could I upgrade to it mid-playthrough?
  10. Okay, thanks. Very helpful, I'll keep those tips in mind as pointers.
  11. Hello there. Is the mod compatible with the various model/texture/animation mods out there? Any specific ones I should avoid? Recommendations would also be very welcome. I am using 7th Heaven for the installation.
  12. Compatibility

    Okay, thanks a lot.
  13. Soo, to put it shortly... Cloud is a main mage? Seems.. off. But I guess he has the main character syndrome(Jack of all trades). Tifa is the resident glass cannon. Barret is a tank. That said, a character that is just a TANK and nothing else is pretty useless. What is his main offence(M or P) and does he have good utility? Aerith as a mage, makes sense. Red is... another hybrid M/P, I guess? Yuffie is another glass cannon~ish character, but with high evasion. Vincent... I guess a mage primarily, or are physical builds also strong? Cait Sith~ I might be the only one who kinda likes Cait Sith... Though, the one I like is Reeves. I guess he is a utility mage/tank. Cid is "bruiser". Strong phys, strong defence. Got that about right? Ozma, huh... The superboss of FF9 was called Ozma, too.
  14. Compatibility

    Hm, I think there is a compability issue with me and the language there x) Google translate will probably spit out a mess, so can you tell me about the installation and what the mod exactly overhauls?
  15. Don't think the learning process of dances have been changed(Exactly the same method as vanilla). But sometimes, codes just don't work due to stuff. And well, as mentioned... just google around. I found another code on this site: https://www.almarsguides.com/retro/walkthroughs/snes/games/Finalfantasy6/gamegenie/ Hopefully, this helps you out. Might also be worthwhile to look at action replay variants for the codes instead o game genie.
  16. That would probably not be as easy. But just google for it, maybe you'll come up with something(Just save before). Double-check the code and if you did everything right. If Mog has water rondo, you don't have to worry at all - as you can get all other dances in WoR(AFAIK). And also... go through some code sites, maybe you'll find a different code for learning dances - and that one may work then.
  17. Deserts for general farming(Money, EL, EXP) Fanatics is really good for EL farming. For money, forest near WoR Jidoor. The frogs and, especially, movers give lotsa money. For EXP, Dino Forest is still good. You level pretty fast there anyway - at least, till lvl 30. Leveling past 30 is intended to be real hard(As 30~ish is the intended "maximum").
  18. I see. Well, you should always remember that you can increase the challenge yourself by imposing some rules on the run In, for example, FF8, I made it a decently difficult(Yet more fun) challenge to limit the spells, junctions and abilities of each character to make them more unique and tried my best to not exploit the game in any way. So, if you find something that looks really good, but is not hard enough for your tastes(Like BNW without Nowea's patch), you can always try to alter the difficulty via self-imposed challenges and restrictions. And yeah, arbitrary difficulty... sucks. Sometimes, though... It is all a game needs. There are many games that have strong combat systems, but ultimately are too easy for you to use "advanced tactics" and/or have some exploits that ruin the difficulty curve.
  19. Do you actually want arbitrary "hard modes", or are you more looking for a re-balance to emphasize strategy? Many hard-types out there are just... annoying. Way too beefy enemies, making them a drag... oftentimes requiring absurd amounts of grinding~ With little thought put into the actual combat system. BNW and, from what I gather, new threat both mainly aim at making the gameplay "better", not harder. As a side effect, the games get harder(As easy games don't really allow for strategy). So do you just want a "hard-type", or first and foremost gameplay overhaul?
  20. Recently finished bnw myself and am also interested in this. I heard about the aforementioned ff7 mod - if anyone here as on hand experience with it, I'd be interested to hear.
  21. Hm, ya might be right. I tend to use claws for elemental sniping primarily and slapped a black belt onto Sabin. Can be useful vs multiple foes, too. I view them more as a secondary damage tool. A decent tool nonetheless, but secondary. Tying the bulk of Stam Sabin's damage output to counters would make them more of a main damage output. But yeah, beserking vig Sabin is pretty strong - though, weaker than bumrush spam(when not elemental sniping) I'd wager...?
  22. Whoops, totally forgot those. However, this Love Token situation is the first one I experienced of the creeping Gau and it happened consistently when his Zap got covered by an Ally, not in any other circumstance. I hope this info may at least help in identifying the problem.
  23. One, possibly two, bugs encountered during the Isis fight, both having to do with Gau. Had Gau with the conjurer rage. When he attacks using "Zap" while someone is enticed by Love Token to cover, Gau will inch forward. Nothing gamebreaking, but annoying. Secondly, Gau only casted Rerise on his side of the field, never on the opposing side. Maybe I just got really unlucky with the RNG, but it could be worth looking into it. He should be able to cast rerise on anyone in the party, after all. Incidentally, that made the fight a lot harder.
  24. But Vig Sabin is strong already. That's the one stam Sabin really has to compete with in terms of powerlevel - and a very awkward counter wouldn't help. I'd also oppose granting him more basic defence via claws. He has low defence, rather medium dodge.. but very high health. That's fine as it is. Thematically, I do not see where there is really a disconnect. Stamina already being THE counter stat and all. As mentioned, bonus damage based on Stamina could also be possible. I just want to push claws more into the limelight, really. While they are plenty strong on Vig builds, you'd probably just Rush over them in most scenarios. Sabin being low in the pecking order in general is fine, but Stam Sabin shouldn't be noticeably less desiraable than Vig Sabin(A very solid dps). He is bulky enough to not require the autos. Think Speed is a much more appreciated stat on Stam Sabin especially. Heh, that was my first idea that started this. Stamina based Damage Reduction while covering - this would rather clearly make this a Stam-Sabin only move. But~ I think we fleshed out the idea a bit. Some kind of skill that allows Sabin to C/C with(maybe) stamina based DR and stamina based counter. I like the idea, as it fits for a monk-style character, is a special kind of C/C and cements stam Sabin more as a support Sabin. Now onto the details: I'd be in favor of non-physical C/Cing, to give him something very special over any other cover user. Additionally, duration is a question. As a runic-esque ability, it could work(last until any other action is taken). There is also the possibility to let it last for X C/Cs, or a set amount of turns - or a combination of both. It could also become inactive once his health drops down to a certain stage. How the counterattack should work is a small discussion point. Think it should be a stamina based counter - I'd personally like to incorporate claws, as the Vig build under-utilizes them(Except for weakness sniping/doom procs) - either replace vig with stam in the counter formula, or add stam based bonus damage for claws. A simple stam based counter works, too(Would look cool with Wind Slash animation). Another question is how damaging his counters should end up being. They could be the builds best offence and be rather damaging - the unreliable nature allows that. Could have a double-dipping problem(Stamina=Offence&Defence). Could also have a medium damage output, putting the defensive use at the forefront. Hm, maybe we should create a poll, just to get a better feel for general reception on the idea.
  25. But... Why not use any of the other, better cover users then? But the direction sounds good regardless. I simply do not think saving a relic slot is worth giving up too many turns. You can easily slap cover on any of the actually tanky characters - and they'll do it well enough. Having this kind of C/C skill requires it to be actually good. Granted, many options for that. Not to mention, if he could only C/C physicals, he'd be very limited. Having him be able to cover single-target non-physicals would be a new and unique thing. DR while covering to actually make him survive and not go down in a few hits and stam-based claw counters, to put those more into the limelight in terms of the damage output of the build.