Gotta say I was enjoying this mod..right up until I started doing boss battles. It's generally just a spam fest from them while trying to keep up...them getting 2-6 moves before you get one. Gi was the worst.. spamming Demi3 and complete healing every 2 rounds. Finally pushed me to uninstall FF7 altogether.
I can see what you're going for but not my style of mod for sure. I prefer Brave New World style..more strategy less twitch. Still..thanks for the new experience.
Gotta say I was enjoying this mod..right up until I started doing boss battles. It's generally just a spam fest from them while trying to keep up...them getting 2-6 moves before you get one. Gi was the worst.. spamming Demi3 and complete healing every 2 rounds. Finally pushed me to uninstall FF7 altogether.
I can see what you're going for but not my style of mod for sure. I prefer Brave New World style..more strategy less twitch. Still..thanks for the new experience.
I take exception to that; most bosses in the mod can be handled with a solid strategy. Speaking of BNW, my own playthrough of that mod was a big influence on NT; when tackling a boss in that mod, I'd usually select a few attacks that would be the most effective and gear the offence characters around that, with supports there to manage the team using specific abilities. This would usually cover most fights on the initial blind attempt, with an adjustment if something hit particularly hard and needed to be dealt with (say, more magic defence equipment and bring in another character who can use Shell). The bosses themselves in that mod usually had a similar subset of abilities; AOE, defence-ignoring attack (HP-check), a status ailment or two, maybe an elemental hit, counter-attack, etc; basically a mix to plan your set-up around.
It's a similar deal with NT; the characters were set up in a way that they each have very particular strengths and weaknesses, which combos with the SP system and the expanded mix of stat bonuses & innate weapon/armour effects; this is so you can handle problematic fights in different ways. The characters don't have unique commands like FF6 ones do, but you can make quite a few different characters builds and set-ups from early on using the innate character abilities with the wider selection of Materia and adjusted special weapons like the Enemy Launcher or Force Stealer.
The problem is that when people are playing a mod they can fall into the trap of trying to play it in the same way as the original game. They rush through, try to brute-force things, or they don't use all of the tools at their disposal because they haven't really needed to use them before. I've talked to people who have maxed out FF7, done everything, beat the Weapons, got all the Materia mastered, but didn't know what Shield did because they never had any cause to actually use it. Or I'll watch them playing and they won't use Barriers or items at all, or make use of Defend and Change, or their Elemental Materia, or status ailments (the lanterns in Gi Nattak can be Slowed and Stopped for instance; you can even insta-kill them with Death if you got a Kiss of Death item from the mobs in Cave of the Gi). Just like in FF6, probably more so in fact, this game doesn't push the player to build good fundamentals because most of the time you can recover almost everything with Cure and push through with whatever elemental spells, Limits, and later just with physical attacks on their own.
Let's look at this Nattak fight NT; this is my demo run of it:
https://youtu.be/mtnuEL_Nt_IIt's similar to how I'd approach a fight in BNW or any other mod; identify the weaknesses and exploit them, while maintaining the team's stability. This fight has two lanterns healing the boss with %-based magic, so by eliminating the Lanterns the boss becomes vulnerable. But the lanterns can heal themselves and you've got damage + disrupting statuses coming in, so you can't just attack wildly; you need to coordinate your turns and party members so that you can make your attack worthwhile without putting yourself at substantial risk. Remember the innate regen + counter-attacks on bosses in BNW? That's what they're there for; to have players put consideration into their turns instead of making uncoordinated attacks that could potentially punish them for no gain.
That being said, NT isn't perfect and I hate to drive people away. I'll have another look at the Nattak fight.
when is the dark cave side quest going to be done
It'll be done when it's done; I didn't particularly care for your passive-aggressive PM, by the way.