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Posts posted by Mishrak

  1. BNW fights in general are about finding the right setup to deal with whatever it is you're facing.  In the case of Dullahan, you're dealing with a fire attack where you have limited Fire mitigation (Tiger Mask) and don't have access to Shell.  You also only have access to one thing that provides death immunity, assuming you found the Ribbon.  And then the party is Forced to boot.

    I think these situations are really interesting to solve and what makes BNW fun.  Thinking of a solution and then watching that solution actually work the way you would expect is good design.

    You couldn't figure out how to mitigate the fire damage, so you just ate it and hoped the zombie army would work in your favor.  That's a perfectly viable (albeit RNG-reliant) strategy.

    I don't think adding Wall Rings to Kohlingen is a good idea personally.

  2. BTB has been just as consistent at saying he hates challenge dungeons and in general, challenge stuff that is harder than the final boss of the game.  BNW's "challenge dungeon" is Kefka's Tower.  There's also half a dozen ways to impose restrictions on BNW and make it truly difficult.  As well as NHT.  If you want to scratch the challenge itch, that's the way to do it.

  3. I pretty much agree 100% with everything you've said.  These are legitimate issues with BNW and I've tried to push back on BTB's design philosophy over the years to help some of this.  Classic JRPGs always have the "COOL" factor. BNW discards most of this for balance, even with the "ultimate" weapons.  For all its faults, vanilla FF6 was a true JRPG complete with all sorts of "holy crap I'm god" moments.  BNW gets rid of almost all of those as it attempts to achieve a true balance.  

    I definitely prefer to keep levels lower so the combat is more demanding.  I have found that the combat is the most rewarding part, similar to SMT: Nocturne.  Even if there aren't a lot of JRPG moments, there's still a lot of powerful build and party setups to be had in BNW.

    Kaiser is getting an HP buff in 2.0.1, for what it's worth.

    Nice post dude.

  4. Changing a name just to change it is pretty unusual for BNW. There’s almost always a compelling reason for really anything that has been changed.  

    It’s also not as simple as just changing it in the game. There’s a ton of documentation that has to be updated as well. 

    As far as aesthetics go, there’s nothing to gain except confusion when changing just the name from Stamina to Spirit. 

  5. “Invincible enemies”

    Everything has a weakness.  There aren’t any invincible enemies outside of scripted events.

    “Completely unpreventable”

    I have a hard time believing that to be the case. I don’t know your playstyle but almost everything can be mitigated even if only a little bit. 

    “Party wipes and death by RNG”

    I’m not sure what you mean by death by rng. If you mean occasionally enemies doing a different attack you didn’t expect (condors are a nice culprit), then observe the enemy and see if you can do something to stop it. In the case of condors you need to kill them quickly.  

    True party wipes are pretty rare. One big potential is Flare Star but only Atma uses this.  Make sure you’re paying attention to what row characters are in. 

    A lot of this is changing for 2.0 but a lot of what you’re listing as criticism I think is actually just you misunderstanding what’s actually happening in the game. 

  6. The problem is: how do you make stuff harder in a jrpg?  

    More damage?  This means more ohko stuff and party wipes that are entirely rng and unmitigateable. Or if they are mitigateanle, it forces the player into a “do this or you can’t proceed” situation. 

    More hp?  As has been mentioned, more hp doesn’t necessarily make harder. It also wastes the players time once they figure out the gimmick. 

    More speed is at least a little interesting as it punishes bad decisions without completely upending the balance. It’s not perfect though.

    The best way is probably via dynamic AI scripting, but it’s a fine line to toe.

    • Upvote 1

  7. Even if we put a single defensive stat for it, variance is probably the wrong target for a purely defensive stat anyway. Variance only makes up for a small part of the damage formula.  The biggest contributors to defense are mdef/pdef, safe/shell for reduction and mev/pev and image/reflect for avoidance.  


    At most you only affect 25% of incoming damage (at 90+) when you just target variance. For most of the game it’ll be a lot less than 25%.