S
Sega Chief
Guest
Can't make any promises but I'll do some experimenting with the commands. I'd like a darkside-style command or something to maybe replace Flash or Morph.Uuuhh, FF8 NT sounds nice. I'm in.
On balance discussion:
A problem I've ran into is, that it is hard to support a variety of physical damage dealers with Materia. There aren't many stat boni via Materia around for physical characters and stuff like Slash-All or Double Cut are pretty late into the game.
Additionally, Added Cut is pretty iffy to use and Command Counter is essentially a worse counter for most of the game, until you get Deathblow... Which you'd rather pair with Added Cut anyway.
Attack not being combinable with most support-materia is a problem, making it very difficult to increase its power(Again, until you get your Attack-Altering or Quasi "Attack" Materia).
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.
In contrast, magically based characters have Summon-Materia to increase their raw power, a large amount of spells to choose from, Magic Counter, MP-Turbo, All, MP-Absorb.
Due to limited slots, Magical-Setups are a lot more interesting to setup and involve decisions, while Physical setups are pretty solved from the get-go.
A few materia that boost physical offence(Lck, Str) would go a long way. Increasing the availability of Attack-replacing Materia would be rather useful, too. More independent Materia that supports raw physical offence would be another possibility. Overall, I believe the Materia System could use some more innovation, especially when it comes to stat-increases and attack-altering Materia.
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).
And lastly, a point about elemental balance:
Lightning(And Water) is naturally overrepresented due to the amount of machinery one faces - hard to change that and I think that is fine.
Earth, however, could balanced by more enemies resisting earth and tinkering with the Earth spells themselves: Possibly tune them a very small bit weaker and/or more costly than other comparable elemental spells. Would stand as a strong "go-to"-elemental spell, but oftentimes be outclassed in turn. I like the second option I named more, as it is rather annoying to have Earth as your go-to Elemental-combo for an unknown area, just to be helpless against resistant enemies.
On top of that, Ice/Fire are in... annoying spots. You usually only need one of those, not both. They are meant to be strong against Beasts and the obvious elemental enemies. It may be beneficial to tinker with their range of effectiveness, for example:
Fire: Beasts, Ice-based, Undead, Plant.
Ice: Fire-Based, Water-Based, Small Enemies, Small Flyers.
The trick with elements is getting it so that its consistent enough that you can tell from looking or enemy behaviour what it'll be weak to, with Sense to cover instances where it's maybe not conveyed by appearance/attacks. I think I made plant-based enemies weak to fire, but there's not a lot of them kicking about.
One possibility is to use the enemy AI to react to elements a bit more directly so they have different effects (or put the effect onto the spell(s) themselves) but that'd be a pretty major change and not sure what those effects would entail exactly. At the moment all element-based spells are mostly identical save for the element they represent which I'm not too wild about.
Goldberries will be retired when I do a rebuild, or at least moved elsewhere and revised to sort out the pace of the fight.Thanks for all your help. I'm just finishing up the game now - just a few more optional bosses to take out. Had a great time all the way through, and only had a few critiques/questions:
The goldberry battle is pretty obnoxious. I don't really mean difficulty, but sitting around as all six of the goldberries slowly move in a different direction multiple turns in a row was kind of frustrating, especially when you're spending plenty of time in between turns just healing status. I don't really know a fix for this, given it's how tonberries work, more just a comment.
The only other thing (and this didn't really bother me until the later battles) was the Dual status. Is it intentional for remedies to not remove it? There are a lot of bosses late game, especially optional ones, that inflict Dual + other statuses, and having to use two separate actions to remove them because remedy/esuna doesn't work is pretty annoying, particularly because there are no good accessories that prevent dual (other than a ribbon, but since they've been nerfed to infinity, I only found them useful in very situational battles like the platinum match).
FF7 splits effects into two camps; ailments and spell effects (at least going by how Esuna and Dispel operate). Dual isn't usually a factor, but I decided to have it be treated as a spell effect rather than an ailment because it juxtaposes Regen, placing it under Dispel's list of removed effects.
One thing I did though was put Dual onto the Antidote item for status-healing, which runs counter to that idea and creates an issue with Remedy, which is supposed to be the item-version of Esuna but is missing the Dual effect that Antidotes can heal. But at the same time, I don't want Dual to be removed by both Esuna and Dispel; it's a tough one to figure out a decent solution to.
Physicals are quite straight-forward with very few horizontal options; mostly it's just vertical, adding more attacks on with multi-cut/added cut or counter attack. Limits mix it up a little but only when they come up.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?)
A solution would be to try and adjust how Morph and Flash work to create two new options to work alongside Deathblow, Added Cut, and Slash-All. Darkside is an obvious candidate, and Flash could be good for it as it has that nice effect on its animation.
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. Maybe Morph could ignore or alter defence of the target (with it's original effect of turning defeated enemies into monsters still in place)?
I could maybe stand to make Slash-All available earlier, and reneging on putting Deathblow in Great Glacier and move that earlier again too.Slash-All and Multi-cut can be accessed as soon as you can breed to get a Green chocobo, which is when Cid becomes party leader. Not too late in the game at all, honestly. You do have to beat a boss to get Multi-cut, but it is definitely possible at that point even with no grinding.