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Messages - Atomictincan

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-17 01:49:37 »
Being at the Northern Crater my experience is that the main difficulty spike from the enemies comes from their damage output and that's fine by me. However due to the added (and much needed) character customization I now have characters that are completely useless. Glass canons like Tifa and Yuffie takes between 75-100% their max hp in damage from anything while tanks like Vincent and Barret can stay in the back-row and out-DPS the DPS-classes as you can freely boost their strength/magic.

I will, however, play through this and the Arrange mode and then at least once with a rank-gimmick build like melee-Aeris.

I can emphasize with your feelings, especially in my first playthrough. I didn't really think too deeply into the system, but by the end I was able to start understanding how important stats were, which is unorthodox from the original.

If I may suggest, first off yes, play arranged mode after you play through normal. I won't spoil anything, but you will be forced to adapt to a different playstyle, you will run into unexpected situations where you can either painfully grind to overcome, or adapt to using different team compositions.

Though I do think magic casters are stronger at face-value, I learned this to be untrue. Attackers will reign supreme, but only if you take the time to set them up for certain battles. Using elemental with a bosses weakness on a high dex attacker will certainly outperform a caster in a multitude of situations. They can survive longer, react faster to bad situations, and function better than casters when faced against status effects.

This brings me to my second suggestion, the stats of characters plays a much, much bigger role in this mod. First play through for me was very cut and dry, which can bore you like it did myself. I've found a second playthrough in arranged was where the mod really shined.

I set up beforehand, in my mind, what I wanted from each character. Mainly I decided to keep cloud hybrid, starting with 4 ranks into mako, finishing up in the opposing to balance his str/vit. This meant he would be extremely vulnerable to physical, bringing in a tank was necessary. Barret was my original choice, for obvious reasons when it comes to straight damage mitigation, but I have switched over to Cait, with his superior health, magic, and luck, which 100+ luck gives you a surprisingly high dodge chance, not to mention he can heal allies MP with attacks for unlimited mana pools. Last slot called for a fast, reactive character to quickly shut down enemies with status and cure statuses/buff allies. Both Yuffie (Huge dodge chance) and Tifa (Grit passive has saved me countless times) fit this role I was looking for. I opted for Yuffie, for a higher damage output with her insane limit breaks.

That was extremely long winded and I could go more into detail for each character I have set a role for, but my point being, stats do play a huge role when choosing what you want, and when you go to start your arranged mode run. Play as you would normally, and when you get to ranking up characters, take some time to reflect on your first playthrough, get a solid idea of what you want and go for it. There are an endless combinations you can run with, and there are no rules saying you can't go outside the norm. It may surprise you!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-15 21:18:48 »
Hey there !

I've recently started NT mod so I wanted to leave at least a little message to thanks you for all the work ^^
Really appreciating the gameplay tweaks, the new content and surprises ! From what I've seen so far (I'm entering Gold Saucer) I can sometimes guess what will happen (ohh, I wonder what's that surprise at end of CD1 hehe)
A huge + is that shortcut possibility for many long speeches. As far as this is a great game.. doing it dozens of times make'em boring.

Btw I was curious : thought I found a typo.. But after some searches since english isn't my mother tongue, it seems it may have been used intentionally to stick to Barret's habits.


That was on purpose, right ?

Anyway, thanks a lot, looking forward for future changes, new game + etc..
Hi from France ;)


Hahaha, you're good. Likely not a typo, the grammar Barret uses is best described as "slang" or "ebonics". Stereotypical for african americans who grow up in Urban areas. You can see this used a lot by Barret and it adds on to his "Tough" personality.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-15 16:12:03 »
I can understand now after you explain it. The chance of a player beating a new mechanic boss the first time is fairly unlikely, and I experienced it first hand with Jormungandr. It all comes down to one of three results.

-Blind boss stomps the party within a handful of turns (resulting in small optimizations and a likely chance to win)
-Blind boss doesn't destroy party but since party isn't optimized, will take longer. (Loss results in optimizations that will likely faceroll next try)
-Party happens to have a setup to win first time

And like you stated, as you progress further, the chance of having the right setup the first time around becomes more and more unlikely.


On the other subject, I don't know how most players feel about morph, but as for myself, if I find bosses morphing into anything besides weapon/armor/accessory, I will usually end up not bothering with it. Not that we all don't love general items like potions and throwing items (I found myself using them a lot more in this mod), but personally, the want/need of using morph is primarily in hopes of gaining a new weapon/armor/acc that will make me think "Hey, I never use Cait, but this new weapons stats makes me want to toss him in to see it work". So with that in mind and trying to stay empathetic, I can understand some of the issues with this. There simply isn't enough weapons/armor/acc to fill every boss, and you'd probably reach a point where balancing would be a huge issue. Seeing as how sense is only used to either find weaknesses or monitor HP for Morphing, the ability itself will only be used as a "need" for those who lost to a boss or wants a particular item, making it... less desirable in any other capacity.

All in all, I love the mod, I enjoyed the first run and I'm enjoying arranged mode even more, trying new ranking and party setups keeps the replay value high, and most of my ideas are simply because I love a challenge and love "missable" items even more (As much as it sucks when you do miss it).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-14 17:44:41 »
Yes sir I did, it was probably just because I was 22.

Edit: At Materia Keeper now on arranged (second playthrough after normal)

Any possibility of adding the ability to Sense major creatures after a certain % hp?
Maybe block sense until monsters are at 33%/bosses 25%?
I want to use morph more, but especially in arranged mode, the risk of even trying to morph a boss you can't sense, before the morph-weapons is just too unrealistic.

Or maybe you've made it so you get nothing from morphing said enemies, I don't really know since I don't bother trying (I understand Materia is optional and can pass up until morph weapons.)

This may also allow players who die within that 25% of said bosses health, do so not in vain, and can prepare properly to try again. Would stop people from just jumping in, sensing, then resetting the game to set up a method to stomp bosses and making us have to really try in order to learn the bosses weaknesses, and give us a reason to try and morph more.

Hell with that setup, I wouldn't even mind if all bosses are unable to be sensed until a certain threshold, and I would probably try to morph all of them.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-14 14:36:25 »
Day 7.. still fighting Jormungandr.. Priscilla's corpse has rotted to the bone.. I'm out of ethers.. this may be my last matra magic.

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