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Messages - dvsblack

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-21 00:48:51 »
Not the guy you were replying too, just sharing my thoughts.
I don't think that Magic Counter+ Renew is OP, I think that being able to negate its MP costs per se with Wizard's Staff is "a smidge" OP. Without that, the cost would be too high that countering every single attack with Renew, especially in endgame, would destroy your MP.  (I think its also possible for confuse to screw you over when it heals a boss, not sure though.) Even Caith Sith needs several turns defending to get its MP back.

Barrier+Added Effect is kinda OP though, with it making the Barrier spells obsolete. They're zero cost.

Personally, all my characters are immune to confuse and silence. And the renew automatically removes all negative status effects.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 00:52:51 »
While were on the subject of elements.. one thing which can be kind of annoying in FF7 is that the element weapon thing is basically only useful when you already know what you're gonna be fighting. If you run around permanently with lets say a fire weapon... there is a chance your auto's might end up healing the monster. (which can get pretty bad if you have counter attack etc.) Personally i like to try and beat a boss first go without having to worry about restarting and then designing my gear around that specific boss, which often makes them a cakewalk the second time around. Because of this I rarely end up using elemental weapons... seems wasteful of a fun mechanic though.

That being said I thought of a way around it depending on how difficult it would be. I personally think a pretty fun mechanic is if you could have two weapons loaded up with materia and weapon swap as one of your actions. Though I think the programming for this would prove kind of heavy it would be really fun, at least for me.

Another thing I would personally like but probably wouldn't be popular, would be having to actually go to something like a materia smith (any weapons shop), to actually have the materia changed for a reasonable cost.

Last thing I can think of would be more ways to spend money. For an example, think you should be able to buy megaelixers, even if they cost 100,000 per or even 200,000.. atleast you can spend these millions of built up irrelevant gils

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 00:39:49 »
I'm sorry but that doesn't feel fair or interesting.. OHK never are in my opinion, especially when it isn't a supporting ingredient of a particular fight. To me, it would just be incredible annoying as I roll my eyes, reload my save point, replay a few cutscenes and begrudgingly equip the corresponding elemental materia to negate the mechanic entirely.

Interesting usage that I've seen has one-hit kills that are either non-elemental or pierce resistance anyway, because they're never used as a primary gimmick.

Let me clear up a few of the assumptions you made. 1st one.. you'll have to wait through some tedious cut scenes.
These kind of extra content difficult bosses would be specifically designed to have maybe a text dialogue or two before the fight. And you can save immediately before fighting it.

2nd, I'm not talking about the boss spamming the move... to the point where you're forced to restart. the game should give you a chance to kill it first try. essentially what im saying is this: as it stands you can get through the game pretty easily with completely ignoring resistances.

Your typical challenging game which incorporates element resistance mechanics generally forces you in most cases to have some resistance across the board, or you get messed up.  Essentially between your party you should be required to have all the resistances covered by at least half. For example:
Cloud is wind/ice resistant/lightning resist...   tifa is earth/holy/demi... barret is fire and etc.  therefore when you get hit by the move, the character which resisted can then phoenix down and get your party going again... but if between all your characters you had NO wind and ice resistance.. that's your bad in a hardcore style game.

A game with resistance mechanics which can be largely or completely ignored, you may as well get rid of the mechanic entirely.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-19 22:08:36 »
haha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.

i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

and yeah i dont mean bosses you need to kill to progress, im talking extra content

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-19 22:07:44 »
man now I feel dumb for never trying added effect with barrier on aeris with mega all, or just using renew with magic counter. I just used sneak attack + wall and magic counter osmose.
Will have to step up my game when 2.0 hits, gonna do an arrange mode run as soon as it's out

haha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.

i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-19 18:39:53 »
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.
Basically put this on each of my characters. And have one character be super tanky and immune to all status effects. It essentially makes you invincible. I was thinking to combine it with magic counter and osmose but i just use aeris to keep my party full mana.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-19 18:31:54 »
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-11 07:13:41 »
That's worrying; when used normally, does enemy launcher only hit all enemies or does it hit all enemies + all allies? I remember changing it from the global targeting because it broke with certain command materia but if it's still breaking with multi-cut then I'll need to either change the targeting parameter on multi-cut (assuming that works) or ditch multi-targeting on weapons (unless setting toggle flag allows it to work properly). Will do some tests.

Could buff fury ring but the status itself gives 1.5x extra damage on its own if I remember right. I'll raise it and see how it goes; I've some other things to fix up too.

This quote is from a long time ago but i'm currently playing through this awesome re-make and thought i'd toss in my take on it as well as many others here... but i'll keep it brief.

Two strats i found / abused made the game a bit too easy and hopefully they'd be nerfed out.

unlike the poster above i actually found the berserk ring to be very strong, maybe even too strong.

for a good portion of the game I would put berserk ring and all the +str/luk summon materia on a single character, even crazier after you get the gigas armlet... they are hitting early-mid game for like 3-5k damage... it's too much for that point in the game and made a lot of the bosses super easy. (and if i remember counter attack materia still works and they hit hard with that too).  also if you combine this with reds life leech weapon can be kinda disgusting as well.

but the utterly broken thing which i breezed through the game with up until aeris leaves the party is this combo... Aeris heal staff + added effect + barrier.  As soon as i got this combo going nothing could touch me... with this combo the game is easier the original game.  for some reason enemy magic was often healing me.


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