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Messages - jugend

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-05-13 02:19:15 »
Just started 2.0! Been really looking forward to it.

One small nitpick though... I've been playing on hard mode which is fine, and the no gil from battles is just might be okay and add to the experience, but I can never steal anything in new threat and atm I'm finding it a little too tedious rather than adding to the hard mode.

Would it be feasible to make the no battle gil just an alternative option? I know you can turn off hard mode... but going back and forth just feels a little iffy to me and it's kinda awkward too. Atm if I need gil, I have to do the area in hard, then switch back to normal and just grind out the area which is a little too grindy for me. I'm sure as the game progress and you get more drops etc it's better though.


Just to add; I like the "idea" of no gil, scrounging up cash for stuff and just getting by, always feels really rewarding in games to me personally, but I'm not sure if it works with this because of stealing being much less successful in NT and inns being everywhere. Like I said, just kinda feels tedious... I don't feel in danger, just that I'm spending unessacry time grinding which isn't adding much to the gameplay. Maybe if inns/tents were disabled or the price was dramatically increased... then it would feel harder as I'd really be struggling to keep up with the heals needed to grind out gil to keep myself going... but that's another discussion...

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-12-12 01:47:19 »
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.

:)

Gonna have to  disagree with you. He's totally outclassed by cid/yuffie/barret. And I'd say Tifa too, just because what she brings to the party is pretty ludicrous.
Anyone who can backline with no damage penalty is instantly more valuable than anyone who can't -50% damage >>>>>>

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-20 14:04:23 »
So hey, I noticed something which I have to question (maybe its the game itself and not the mod, but...)

Anyway, Cloud, Barret and Tifa are all level 51, and while farming for X-Potions against Hungrys, their damage output seemed... odd. Here are the relevant stats:

Cloud: STR 133, ATK 170, EQUIP Organics. Damage: 732-770
Barret: STR 95, ATK 131, EQUIP Chainsaw. Damage 480-516
Tifa: STR 122, ATK 172, EQUIP Work Glove. Damage 514-535

Tifa's STR is 11 less than Cloud, her ATK is 2 MORE, and yet her damage output is barely any higher than Barret, who's attack stats are pretty lousy. Why/how is Cloud doing more than 200 damage than the other two?

It's because work glove along with all the other ancient weapons have a different damage formula and the death penalty effect, it takes something like 1k+ kills until the damage becomes comparable I think..

If I recall correctly, there are plans to change them around a bit for the next update.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-05 19:28:24 »
Just to add to that

ragnarok;

buster sword;


Of course, it will be more pronounced with crits and on lower def targets, but I'm finding at end game, the damage difference pretty consistently negligible. I know the system is fine tuned so i'd say it's very hard to tweak in any way, I'd just like to see the weapons makeup alot more of the overall brunt of your total attack, because atm, you can basically equip any weapon as long as you want, use a power wrist, and it's the same attack, I don't think weapons should have that little weight.

In the original for example, it's 18 attack for buster sword, and 100 attack for ultima weapon, the differnce is massive. Though I don't think it's a huge deal, I do think something like an overall tone down on the amount of stats you get from rank up could benefit the game, and allow you to give more weight to weapon choice.

 the brunt of your attack comes from

44-50 for end game weapons

30-40 for starter str

120 max for rank up str (cloud)

35 for acc

20/40 for armor

the amount of weight in the  stats from ranking up is extremly high imo, and taking away alot of meaning in weapon choice, I think this could be an area to take a look at

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-05 14:42:12 »
Another point I'd like to bring up, would be one of my problems with new threat (which is rare) which is that weapon choice at end game, and later game (probably the game in general?) for damage, is almost completely irrelevant, if you aren't talking about things with broken formulas (ultimate weapons/powersoul)

So for example, I'm at 255 attack with Ragnarok, if I switch down to buster sword it's only 23 less attack, the differnce is extremely minimal. The power through weapons alone is almost inconsequential because of the huge stats that you get through ranks. So since I reach max attack so easily and the differnce between starter weapons and end game weapons, is only about 26 points, their effect on your power feels very inconsquential.

And because of this, anything that has a bonus at the expense of weapon attack, is supposed to be an implied handicap, except it never is, because that few points in less weapon damage is almost irrelevant. For example, force stealer heals hp, but its 20 attack down, but that doesn't matter because I can still hit 255, and the worth of that full heal is worth more than the 20 or so attack. Same with vincents high crit weapon, 24% crit? for some 10 attack down than other weapons, but the crit is worth to much, and the 10 attack easily regained. Same deal with Cid and grown lance, something like -8 attack from partisan, but that's absolutely inconsequential and the long range bonus is priceless.

I think, this does ultimately make weapon choice... somewhat irrelevant for anything outside of slots. I would like to see more differnce between say, ragnarok and buster sword powerwise. I'm not sure how this could change, maybe, bring down the amount of stats gained through rank? And up the amount of attack weapons give?

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Gameplay / Re: [FF7PC-98/Steam] editing row penalties?
« on: 2018-08-05 03:41:23 »
changing the values you take and dish out while you're in the backrow

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Gameplay / [FF7PC-98/Steam] editing row penalties?
« on: 2018-08-04 19:24:48 »
Sorry for making this topic, but the wiki is down and I can't see, to find explanations. I'm just screwing around trying to learn about modding the game, and I'm looking to mess around with row bonuses and negatives, what sort of program would I need to be able to do this? I can't find anything in wallmarket or ochu.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-04 18:27:38 »
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One thing I can do is reduce the damage reduction and damage-dealt penalty to close the gap.

That's good, I was looking for something like that for wallmarket, but couldn't find anything. Another workaround I was thinking if that wasn't feasible, was to up the crit rate of short-range weapons.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-04 13:30:51 »
This has been on my mind for some time now, and the more I delve into the end game content, the more abundantly clear it becomes. Long range weapons are quite simply, broken/overpowered/balance breaking.

I'm someone whos obsessed with character balance and their overall worth in comparison with others, comes from my history with competitive fighting games, so I really don't like to see characters have something over another that is too advantageous, with no drawbacks.

Long-range weapons are fundamentally broken. -50% damage reduction and full damage. On it's face, how can anyone who frontlines compare with that? They just can't, theres nothing that makes up for it at all. You basically just get free damage reduction and normal damage, while frontliners take 50% more damage and do the same damage. Barret is god tier, yuffie is god tier, cid with long-range weapons is god tier. The more I used Cid with Grow Lance, the more I realized how overpowered it was. Before he was above cloud as a frontliner in what he brought to the party in terms of overall worth. Now that I've put him in the backrow, he gets +50% more damage reduction, for minus 7? attack, which I very easily make up, it's absolutely no problem whatsoever, now there is absolutely no comparison between him and cloud, he is so much better than him in terms of overall party worth.

The only real advantage you get from frontlining is the possibility of more LB's, but that isn't enough to make up for the advantages you get from sitting comfortably in the back with a long range weapon. I'd like to see something change about this, though, I really don't know if it's feasible. Backrow should have some sort of built-in offensive damage reduction, as balance wise, it's completely unfair for one character to take 50% less damage, and still dish out equal damage.

I don't really know how to handle it. As I said, maybe some sort of built-in damage reduction for backrow, maybe even slower limit charge speed? Or frontliners could have increased critical hit? Or even faster limit building? There needs to be something, as the worth of +50%  damage reduc elevates anyone who backlines with a longrange weapon so far over any frontliner, it's completely unfair.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-03 14:30:02 »
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Until about last November or so(?) I had no real capability of modifying the .exe properly. That was about the time, or a little before, that DLPB took me under his wing and started showing me the ropes. Thanks to his help, I got a bit more comfortable with the whole thing and while I'm still pretty green on modifying assembly, I can at least get some things done now that I couldn't before.

And one of those things is adjusting the damage formulas used by Ultimate Weapons. The issue I was faced with when NT was being put together is that I know how strong those modifiers can be, and that some are flat-out better than others when it comes to damage. I had two options; either drop the unique formulas they use for standard ones, or just bite the bullet and keep them as-is.

Now I've got a third option of adjusting their formulas directly (same with the other special weapons like Yoshi, Powersoul, Masterfist, etc). But I want to wait until I do a full respec before messing around with damage formulas and the like.

Oh, I see, for some reason I just thought it was conformer that was the problem, I misinterpreted your response on discord. Looking forward to what you have in the works.
I'm gonna go ahead then, and just consider the ultimate weapons, anomalies that really aren't part of NT balance then, just an addition if you want them. So any feedback I give will not include them anymore, and thus be focused on pre-ultimates balance.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-02 16:35:46 »
So I finally decided to make the ultimate weapons, the reason I held back was because I really wanted to know every weapon option I was using inside out, and get the most out of them.

I've been testing the ultimate weapons for a while, and personally, I'd like to see them get alot of tweaks.

I've found that all character balance has been lost since getting them. I was hoping that upon aqquring them, they would be a slight bump up in damage at the cost of stats, so if I really wanted to pump out extra damage, I'd stick it on pure offence character, and keep the other characters with weapons that stats complimented their builds. But I havn't found this to be the case, all of the ultimates seem to render all other weapon choices obsolete.

The problems go beyond that though, for example, I was using Cid as my main frontline damage with partisan, and due to his huge luck, he was my best damage dealer.
Now with the ultimates, he's literally hitting 2 to 3 times less than other characters. Yeah, he's self healing, that's nice and cool and all? But it's a niche that's essentially forced onto him, that removes my original intent for him. Now hes hitting 2k and 4k crits, while yuffie/tifa etc are all up in the 7/8/9k. Essentially, as long I'm using these ultimates, Cid is now worthless in the role I designed him for in comparison with the other characters.

It's also thrown away any other build variations that I had. Barret as a frontliner? Pointless now. His missing score is basically 2 times the damage of his strongest short-range weapon, with no setup and long range.

Cid with Grow Lance in back row? Again, pointless now, before his damage was on par with Barret from the back row, but now Barrets doing double Cids damage with missing score.
Same deal with Vincent.
etc etc

Characters are now pigeonholed into a role, or they suffer immensely. The balance even among the ultimate weapons themselves is quite off in itself, some are absolutely god tier, while others in terms of overall reliable damage per turn, and weapon efficiency fall very, very far short. Which means, if I want to maintain efficiency or rather not massively nerf myself, I just have to drop certain characters as they now longer are comparable to the others. Why use a tank thats doing 2k max, when I could use one whos doing 5k+? thats 8k vs 20k per turn.

I feel that the balance before aqurring ultimate weapons was excellent. Everything was finely tuned and no one massively outshone other characters (without having a balancing downside, but now I feel that's all lost.

I don't know if that was the intent? To just make the ultimates crazy powerful and imbalanced even among themselves? Just as like the last bit of variation to the game? Or is it just an oversight? I'd really like to see the Ultimates fall in line with the other weapons in the game, but maybe that's just me.


Heres just a few examples, these are all done with 255 attack vs 70 def cloud for consisteny and ease of testing.

Ragnarok:

Ultimate weapon:

Max Ray:

Pilebanger:

Missing score:

You can see the damage jumps are ludicrous. I can't be bothered to upload more, but Tifa and Yuffie do even more damage, and people like Cid/vincent with no differnt formula are just doing 2k.

I'd also like to point out that Clouds damage being contingent on his HP, invetiably means that, he is significantly less reliable than other high tier attackers.
And because hes reliant on high HP, it means hes further nerfed by using Touph/Championship/circlet, as the healing penalty now effects him twice as bad as not only is his life at stake but his damage too.

Because of this, I should just use Barret/Yuffie/Tifa, as Barret in the back row as a tank, is a much more consisntely high damage dealer than cloud as a pure attacker. And Yuffie and Tifa are just wrecking machines.

The only Ultimate that I don't find that balance breaking is Vincents, could be because I don't use him so much. But so far, it seems like what I'd envision for the other ultimates, a decent jump up in damage, but nothing that renders all other weapon choices obsolete. I also like the damage of Venus Gospel, it's a good step up, and like to see similar results for others, but the self-healing in itself is just broken.

Maybe it's just me, but I really feel like the ultimate weapons should add diversity, not take it away. Perhaps, others just  prefer ultimate weapons to truly be "ultimate weapons" where no others can compare, I can accept that if that is the case.

Personally, what I would like to see to really distinguish the weapons from the others, without breaking them, say something like; Cloud +25/30 Str on Ultimate weapon, normal damage formula.
This way, if I want a pure offence weapon, i'll use this, and the strength of the weapon will give me more build variety with armour/accessories, but if I really want cloud to have more survivability, I'll still use Ragnarok. Could change Appocalypse into a + dex or luck weapon at the same time.

You could follow the same sort of theme for all characters.

Say for example, Barrets Longe range weapons never have Vit or Spr on them. But to really cement this as his "Ultimate long range weapon" this could have +20 vit/spr, with normal damage formula, and reduce it's attack. And change Pilebangers attack to that of missing scores, change it's bonus to + dex, then change Max Ray to have an extra 10+ magic. And finally, you could change the triple AP weapon into long range, +30 dex, but less attack then Pilebanger, so it would be the most offensive long range weapon.

So you'd have;

Highest attack and most damage = frontline pilebanger  (49 attack, +30 dex?)
Highest damage from back line weapon, with lower attack than pilebanger, but high dex for good damage = triple ap weapon (45 attack, +30 dex?)
best tanking weapon, but low damage = missing score ( 44 attack, +30 vit/spr)
highest magic and back row but not no vit/spr bonus, so can't compare for tanking to missing score (42 attack, +30 magic?)

Those are just rough numbers I pulled out of the air, obviously not exacts, just a rough guideline for an idea and the same principle could be applied to all characters.



Sorry for the essay again, I feel quite strongly about these examples, and how I think you can create diversity and horizontal options through the end game weapons, without elevating one massively over another, and thus taking away all freedom of choice.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-02 12:51:02 »
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As far as I know, Osmose was a completely new materia(In Black Chocobo, it appears as "DO NOT USE"). So there might be some space.

I believe (could be wrong), that Osmose is a refashioned poisona, and that there is space for new materia, but not space for skills? So you take poisona off heal, and make it it's own materia and change into osmose (I think).

So to  add new skills, you'd have to find redundant or at the least, skills that dont get much use so I guess something like..exit?

I like your ideas on how to create character distinction, I think anything that can help with that is a worthwhile pursuit, but I have no idea the feasibility of any of it....

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-01 18:09:07 »
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Execute(high damage increase vs enemies below certain HP threshhold, based on enemy Max HP).
Stat-Decreasing attacks(Causes physicals to decrease any number of stats by a percentage for a few turns, non-stacking, non refreshing, with some sort of cooldown before it can be re-applied - would be a unique support-space for physicals).
Cover+Counter Command(Relegates a character to take any damage for an ally for a turn, countering 100% with attack; Needs some cooldown system).
Counter-Stance(Causes all allies to counter with Attack for a turn)
No-Effect, stat altering materia
Focus-Command(Drastically increases Critical-Strike chance for next Attack and/or Strength and/or ignores defence).
Taunt (Hit enemy has a higher chance to target the attacker; could be support, independent or command).
Big-Game Hunter(Increase damage vs target with high current health)
Wild Swings(Chance for an additional attack)
Revenge(Increase Attack Power whenever an ally dies)
Limit-Gauge altering effects(As physical attackers rely more on their limits)
Lucky Pill-Effect for a limited time on a spell/command(Usable once per battle)
Rage(Berserks the user for a limited amount of turns).
Added Spell(Chance to cast linked spell with Attack)

These are some cool ideas, but unfortunately as far as I know, to add a new skill, you have to replace one. So it's quite limited in what you can actually add.

The more I think about it, the more I like the idea of refashioning things like morph/mug/flash all into other skills that could add a lot of utility and diversity to attack commands, or even just tacking on effects to them while keeping the original morph/steal aspect of the skill.

There really is a lot of issues though. The limited amount of attack commands means you'd really want to add commands that would be worth it, and ideally, they wouldn't taper off into uselessness by being greatly outdone by multicut. Not sure how you would go about that though....

The fact that morph/mug can be paired with support materia, could potentially change things though. Maybe a few tweaks to support materia for command materia, could potentially make things a lot more interesting.

And like Vaylen said, counter command as is basically just a worse version of counter, making some tweaks to other command materia, and double pairing it, while increasing the availability of said materia in earlier game, could really open things up. Things like darkside + hp absorb (tweaked hp absorb to 20% from 10%?) , with darkside + command counter.
And like Sega Chief implied, if you could do something where you expend MP for command attacks, then you open up further options with MP absorb/hp absorb etc.
Very tricky to balance though, as you'd essentially be adding in another new element into the game, when it hasn't been balanced for its inclusion.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-01 03:12:10 »
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Darkside is an obvious candidate, and Flash could be good for it as it has that nice effect on its animation.

 Maybe Morph could ignore or alter defence of the target (with it's original effect of turning defeated enemies into monsters still in place)?

Yes to both, good ideas. Morph is wasted really, as it's one of the few attack commands that can be paired.. and it's relegated to the most tedious part of the game. Flash all... I've always personally disliked it, it's either overpowered or useless.... feels like a complete waste of skill, prime canidate for a revamp in NT.

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Something that uses MP to boost attack power might be nice, and give a physical damage-dealer something to push their MP toward instead of support magic.

That could be very interesting if done right, could really mix things up and tone down on the monotony of spamming attack/2xcut etc


could "possibly" take a look at mug. I don't know, it's a nice skill I suppose if you just wanna farm items on top of attacking, but personally, I feel it's again a bit of a waste of a skill, especially in NT, where you don't need to worry about farming anything. It's annoying losing steal and accidentally killing a boss because of mug. Personally, I wouldn't lament the loss of mug, if it gave you the ability to add another form of attack that added diversity to the game.

Or going with the "thief theme" I'm pretty sure in some final fantasy you could use a "quick attack" that allowed you to use a regular melee attack at normal damage, but it increased the amount of turns you'd get from it at the expanse of MP. Could maybe try something like that tacked onto mug.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-31 21:02:56 »
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The setups for physical characters become solved:
Elemental/Added Effect/Counter-Stacking/Deathblow(Or Morph/w Ancient Weapon)+Added Cut;
The limited availability of most of the listed materia makes it pretty difficult to deck out your whole cast, too.

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Furthermore, physical characters especially could benefit from triple or quadruple-linked materia slots, allowing, for example, one Deathblow to be linked with Added Cut and HP Absorb or Command Counter. Those multi-linked slots could be exclusive to weapons found on physical-based characters(Cid, Tifa).

I think these are interesting points. I try to make my characters as unique as possible, but if you are going for variety in melee characters, they mostly come down to everything feeling very samey for most of the game.

Once you get deatblow+added cut, that helps separate the physical attacker in your party, the damage output really becomes ridiculous, especially when paired with elemental.
But thats really only one option that differentiates them, and it's quite late into the game.

I've thought about the benefits you would get from adding multi-cut, or slash all earlier. But, they both seem imbalanced to include earlier. Enemies would have to be greatly beefed up imo, to compensate for the additional damage up. Also, weapons like enemy launcher that hit all opponents would suffer a little if you had access to slash all.

Another point would be, to even be capable of doing things like mp/hp absorb to be used with physical skills, you'd need multiple copies of death blow. And you get that pretty late, and you aren't gonna master it for a very long time. By the time it happens, it'll basically be irrelevant. And even still, it's like, 10% hp gain? It feels next to worthless for two copies of deathblow, which you won't even have access to.

I think what I'd like to see is another true offensive melee type of materia earlier in the game. Maybe a new one entirely?

you have added cut + death blow for 3x total damage (can pair with hp/mp with multiple copies)

2x cut for 2x damage (can't pair with anything)

4x cut for 4x damage (can't pair)

slash all for 1x damage vs all (can't pair)

Deatblow is interesting because you can pair it, but for all the others listed, you can't. What would be cool would be an in-between that could link, that isn't as powerful as deathblow or 2x cut, but would effectively work with support materia. Let's say just for example something like "insert name here" 1.5x attack, paired with added cut, and a second copy paired with hp absorb, for a 2.5x damage attack, that could be really fun, but if you got it too early it'd have the same imbalance issues as getting 2x cut too early. And if you get it too late, it'd lose most of its use, unless an additional rank was added to power it up (but that would have to taken insane AP, so you couldnt get it until the same time as 4x cut)

Maybe a less complex addition could be Darkside, sacrifice 30% hp, to deal 2x damage, something like that, on your tank characters.


Just ideas, I dunno, I do think it's a waste that most interesting attack command materia only comes late game, cause you lose that variety for 75% of the game. It's also a problem that things like hp absorb require 2x of the paired materia to be worth it (cause you wanna use added cut always), and also the HP restore thingy is only 10%, making it feel worthless anyways.

general, the fact that most good command attack materia can't be paired, and for it to be worthwhile, you need multiple pairs, makes it feel a whole lot less interesting than it could be, and I do think thats a shame in general, but it's really the fault of the base game.

I think some cool things could be done to fix that, but it would be a lot of work, potentially create balance issues, and probably you would have to throw away other skills to make way for new ones (morph:)?)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-28 01:24:50 »
Regarding the Cosmo memory getting Aeris's Fury brand from vanilla effect....

I like the idea of his LB granting party support, but honestly, I find current cosmo memory way too overpowered.

In vanilla, I viewed Aeris as the best character, because everyone could essentially become the same and have the exact same strengths, and what separates them is ultimately, Limit Breaks, and Aeris had the ability to give 2 LB's for 1 (and great gospel).


Now as it stands with Red XIII, I'm getting 9999 on all targets (damage on Carmine weapon) with Cosmo Memory, and 2 free Limit breaks, which are for me Omnislash and highwind/big brawl (cause I just got highwind).

This makes Red XIII's Level 4 Limit Break Objectively the strongest LB in NT, as it basically three for one, which makes his final LB god tier, no one else LB's can compete as it's worth is literally triple that of anyone else's.

I think the reason why Aeris limits were so crazily strong in normal is that they knew you couldn't take her to end game and to help immortalize her, they gave her incredible LB's.
So I really don't think their effects should have a place in NT. And I'd also like to add, Fury Brand was understandable on Aeris, even if it was overpowered. It did no damage, and she had no damage LB's so it made sense and fit in with her self-sacrifice character-arc. But it doesn't fit in with red XIII at all really.

I'd also like to point out that Aeris essentially Sacrificed her Limit for yours, making it two LB's for one. Red XIII's is not sacrificing his, he's just giving two extra on top of his, which makes it so much stronger than Fury Brand.

I like the idea of restoring some balance for Red XIII's limits, but this goes too far imo. As I've said before, I use all characters, and I find pretty equal worth in them all, and so far at least nothing massively elevates one character above them all without having some negatives, but this LB changes that. I'm now nerfing my party if I'm not using Red XIII due to Cosmo Memory alone.

Like I said I like the idea of his LB supporting, but I'd try it in another way. Maybe take on effect buffs for red xiii instead? Like maybe lucky pills effect, or maybe the vanillas effect of Big Guard? Lot of possibilities with buffs alone. If you do want to keep it with him filling other party members LB's, I'd at the least limit it to one party members instead of both. It's just too powerful as is imo.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-24 16:56:06 »
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Well, we're going to have a free weapon to mess with when Triple AP weapons are converted and Ancient Weapons are going to drop their Kills formula so that's two opportunities there mid-game and end-game to fill in some effects to compliment builds.

I assumed with the ancient weapons you were just going to keep the same sort of niche for it, high damage low slots? Or do you think reworking them entirely is a good idea?

I'm curious what sort of ideas you have for the triple AP weapons.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-23 02:28:29 »
Another point of feedback I'd like to give is regarding weapon choice and character niches.

One of my favourite aspects of New Threat is the overall feel of characters compared to vanilla, the balancing of stats and ranking up with individual traits and the plethora of build options you have through weapon/acc/armor choices really distinguishes each character from the other, which is my favourite thing about NT.

However, regarding the weapons, I feel there is some, perhaps? missed opportunities. Some of the weapons truly created a unique niche for the character that really made them that much more enjoyable for me.

For example; I've been using Cid as a frontline fighter, and I really like his survivability compared to tifa, and the more I played with him, the more I started to see him as a "quasi-tank" in my party, but due to the fact that he couldn't back row without massive damage penalty, and just took too much damage overall, I opted to use barret as a pure tank, and since how I've built my party, Yuffie had much better synergy with Barrett than Cid, so I dropped Cid :(


But then, I get to the north crater, and all of a sudden I get a long range weapon for Cid! A significant drop in damage (as it should be) but now I can comfortably use Cid as a tank along with Yuffie (my favourite party). The super high luck combined with really great damage and a long-range weapon makes him a completely different tank than barret and I've been enjoying it so much.

So, I feel this is a missed opportunity, it's a very viable, awesomely unique niche for Cid.... but it's only available from the last dungeon on. I'd really like to see it become available closer to the start of when you get him, so you can use that build throughout, a big drop off in weapon attack for long-range capability, just like the grow lance.
If I had of known that I would get that sort of option, I would have built Cid more Tank orientated (surprisingly he's awesome at it regardless).


And while this one may be pushing it a bit, when I started the game before I had used any ranks, Red XIIIs magic damage became a complete stand out due to his trait powering up in longer fights,  and when I came up against Lambadas, he was a game changer. But I wasn't sure on how I'd build him yet, so I held off using the ranks. When I got to nibelheim dungeon and discovered the Plus Barrette (0 attack 104%, drains MP) I decided then and there that would be his niche in my party, and that would essentially be his end game weapon.

I wanted to use him as +10 mag +10 dex, but that option was removed on my version of the game, and instead, there was +10 mag +10 vit, so I tried that and set him up with sadness/backrow/counter/cover. And the build has been sooo much fun, he's been an infinite MP, super high magic damage, tank, throughout the game.

Although this weapon in itself was enough, and it's good enough for the final build, I would have liked to see an "End Game Version" of this weapon. Something like linked slots instead of single slots, drain MP with something like +20 magic?. Like I said, thats pushing it, but this build has made him so unique, and so, so useful throughout the game. And I feel, it would work even better with +10 mag/dex build (which I plan to use next time, as it was reimplemented).

The next point about weapons isn't as big a deal, as those examples really made characters very unique through traits you can't achieve through stats, and the next point is purely about stats, so really not as big an effect. But anyways, throughout the game I would notice weapons that would compliment particular styles/builds, like cloud getting dex weapons and a crit weapon, and barret getting a few dex weapons. But for both characters, there is no later game equivalent for them. I've noticed this trend throughout the characters, and while I feel like it's not the biggest deal, at the same time, I feel like, well what if I really liked that +50 crit weapon for Cloud, and wanted to have that build for  his end game? And with barret if I built him as a frontline fighter, a melee weapon that better represented that builds intent (+dex) would be much better suited than the options that are currently available. It just feels a bit inconsistent to me. Again, that point is minor, but I do feel it could open up build variations a lot more and increase the enjoyability of the game.


The last point would mostly be reiterating, but since certain niches when combined with certain weapons really define a playstyle, I'd really like to see more of that.

For example Barret + front row stacks, built for damage, wearing a chainsaw (+20 dex) this really stands out and feels great while it's relevant

Red Xiii built for magic damage + back row/sadness drain MP weapon = really cool infinite MP decent tank/damage dealer, or super fast, infinite MP caster

Yuffie built for anything, with her super high dex and dex weapon and awesome trait make her feel so unique and fun, she just works so, so well.


I don't have ideas Per se, just wanted to share that these were some really, really fun things I found in NT, and would definitely like to see more of them, or see them viable at more than one point of the game.

Sorry for the essay.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-21 20:52:54 »
I think DLPB said it would be feasible to do that, and I'd be all for implementing such a change.



Sorry, something I overlooked at the time was; IF wall could be refreshed, then counter magic combined with barrier would no longer be wasted, as every counter would just refresh it instead of missing, that might be deemed overpowered?

If that was linked with an all or mega all, that could be extremly strong, but I'm not sure if counter materia thats paired depletes your all supplies? If it does, that would greatly reduce it's worth, as you'd be throwing away your wall+all for when you need it, and would probably be best to not pair it with an all.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-19 03:07:13 »
I agree that Triple AP weapons are mostly redundant with the higher AP yield (particularly of Crater enemies on the left-up path and the bosses leading up to this), double generally does the trick (if needed at all) and Precious Watch can provide triple if it is needed.

Costa-tier weapons are sandwiched between the Icicle tier and Mideel tier. The game itself is also fairly short as far as battles go once the Highwind is acquired and Costa/Mideel tier become available from shops; Corel Train, Underwater Reactor, gauntlet at Rocket Town, and then Midgar Raid before Disc 3 starts.

Reorganising it, could have the two end-game weapons, Mideel-tier, Costa-tier, and Triple-AP weapons be viable choices for different builds 5 weapons to choose from (and to find) for post-Highwind. The mideel-tier will be the most 'standard' ones, and I'll try different effects and things for the Costa & Triple AP ones.


This sounds like a good solution to me, personally, don't feel like any of them would be all that missed at all, probably better than taking them away from early game too.

While I'm here, I'd just like to reiterate that thing about is it feasible to have barrier/mbarrier refresh on targets who already have it on them instead of missing? And what do people think of changing that if it is possible to change? I think it's very minor and wouldn't cause any balance issues, just really a quality of life change.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-17 23:06:57 »
Talked about this on discord, but wanted to elaborate on it here a little further. I have a lot of subjects I'd like to address and feedback on various issues, I'll just cover this one for now.


So I was saying, as you start to reach end game, and end game itself, your weapon choice isn't anywhere near as varied as I would have liked. In the first few hours of the game, Cloud has access to;


Buster Sword
Mythril Saber
Hardedge
Butterfly Edge
Enchance Sword
Rune Blade
Yoshiyuki

These swords are all rather comparable, and most offer different build varieties, which is amazing to have such variety and a part of the game I truly enjoyed, and while I love all these options at the start of the game, I think I'd rather have more options towards end game instead?
There isn't quite as many options the further down the line you go, and by the end of it, you are quite limited.

There are many ways this could be alleviated. One idea was to do away with the triple AP weapons, and respec them to better suit different build types. The triple AP really isn't needed on every character. And with the precious watch (max slot triple ap armour), I feel it's not needed at all. With fights like Pearl weapon and just double growth weapons, you can basically max out all the materia you want. If you moved precious watches availability from the midgard raid, to something like ancient forest? With all the upcoming boss battles, you could max out everything you could ever hope for.

I'd also say, you could potentially withdraw some of the options from early game, and insert them into later game, and re-spec the weapons?
Does cloud really need 7 weapons by the time he reaches nibelheim?

For example, Yoshiyuki could easily be removed from its position in the game and inserted in at end game, and re-specced to open up more build options and flexibility. For example +35 dex and comparable attack to the Ragnarok, there's endless possibilities really.

I don't know IF you can create multiple versions of weapons? So like, a Buster Sword 2 for end game? I'd assume there is no space in the game or something like that though.
So failing that, you could create more endgame build options through redesigning the triple AP weapons, or inserting early game weapons into end game, I'm sure a lot of them become kind of redundant, and wouldn't be all that big a loss.

I'd also say, the weapons you get in disc 2 in costa del sol are kinda of a waste as well, imo. Yeah, more variety is always nice, but you get crystal weapons around the same time, and you very quickly afterwards start to get end game weapons. I'd rather lose those options which are really not that big of a deal and useful for a very limited period of time, for more end game options.


With just the change of triple AP weapons, and one early game weapon for all characters moved into end game, that would massively improve the end game experience imo.
And you could go further if wanted/needed.


I'd like to state that I have put off making any ultimate weapons, (Because I really like to make things last and get the most out of every little thing that I get, I'll probably hang off getting them for awhile still) so I'll probably have more feedback on this issue and how I feel about the true ultimates themselves when I make them.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-07 17:19:36 »
Glad to hear it. Though I wouldn't think the increase in vit would change that much from you getting 1 shot by everything, that made it sound like something else was quite wrong, as the damage shouldn't be that high unless you are rolling with pure offensive gear and setups.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-05 14:23:53 »
Quote
I seem to be getting behind the curve and feel like I have to grind even though the mod claims that's not necessary. I'm about 25 hours into the game and I'm at a point where enemies can nearly 1-shot anyone in my party. I feel like either I'm missing something, am forgetting to do something, or grinding is necessary at times.

Definitely sounds like something is wrong, even outside of the sources problem. You really shouldn't have to grind, I've mostly avoided doing more than the bare minimum. What sort of setups are you using?

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-27 23:37:56 »
I think he uses it as a counter-attack whenever he's struck by a Limit Break.


Hahha, I wish I had of known that, I didn't use any as I was purposely trying to keep him alive. Now that I think about it, it was right after I used bloodfang on red xiii to restore MP, that I learned it.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-26 21:11:54 »
I posted about this in the discord, but getting time flare from Gaea dragon was absolute hell due to no manipulate, single target skill, and used extremely rarely. I spent nearly an hour trying to get it, had to revert back to the old patch to get him to use the earth aoe instead, and it still took forever, seems hes got too many skills and that it's usage is very low priority?

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