U
I'll nerf the randoms, and up the output of GS. Maybe I'll cut his search scope, or up the penalty for not defending the next attack?First reactor - Whoa nelly. Way too hard for the first area. This might be an appropriate difficulty if your intention was a "hard difficulty" version of FF7, but if it is just a rebalance, don't assume that players are masters of the game at the very beginning. The first area of any game should ease you into the game, difficulty-wise.
Guard Scorpion - This battle was easier than some of the random battles in this area. Definitely not right.
You're not the first person to find her too weak. She *is* a glass cannon, but if I reduce the hitrate of Risky Rocket further, she shouldn't die unless you're negligent.The section right after the train (I really need to learn what these places are called) - The rocket guys with their sleepy critter companions are vicious. Tifa got the crap beat out of her here, and I didn't exactly have a surplus of phoenix downs so...
For various reasons, it's hard to do much about Air Buster. It's difficult to remove his 5x damage to back attacks.Air Buster - I entered the fight with two limit break at the ready. Two limit breaks later, the fight was over.
Likely to remove the tidal wave self-injury.Aps - Water heals him? But taking a tidal wave to the face damages him? Also pretty easy.
They shouldn't cast it over and over. This suggests the random number table is screwy. As a precaution, though, I'll force them to alternate between two attacks and one royal guard. Do you think that's varied enough?Turtles (I dunno what they are called) - That royal guard is a royal pain. They just sit there and cast it on themselves over and over. How about give them 1mp and make royal guard cost 1mp, just to prevent endless boredom. Also I think their stab attack didn't have a sound.
I'm thinking the random number table is problematic. Will look at this AI again, though.Reno - He seemed, inactive at best. His most common move seemed to be the pyramid, which cost him one turn, and one of my guys a turn, which means every time he did it, I basically got 2 free shots on him. Also, it took me like 20 turns to successfully steal from him.
This is a bug in vanilla FF7 too. It just doesn't happen very often.Teleporting enemy with mallet - I don't know if he was supposed to, but at one point he just vanished for a while and all I could do was sit there and wait for him to return.
I'm thinking of scrapping this entire creature. It's caused me nothing but trouble.Sample: H0512 - besides the opening attack, I was not attacked at all during this battle, all the way up to the point when I got an error and had to escape it. If he is going to revive his buddies each time one of them dies, they need a lot more health. Even then, perhaps it would be better if he only did it when two of them were dead.
Revive shouldn't have that stat boost. I shouldn't have missed that...I liked that you took out the stat mods the magic materia had. I noticed they was left on revive though, which I assume means you left them on the more powerful materia. How do you envision that working out?
I'll look into it. Should be easy to do.Can you change those hints you give out in battles to only appear the first time? I think I was told about the sleep ailment five times.
Some people are really sensitive about 'Bolt3'!Regardless of that though, If you changed those to sync up with other games, why not change the other spells?
Something like this is there, though you'd have to play further to see it. I didn't include Strength Plus, as it seemed a little broken. But Vitality Plus and Spirit Plus are there!Random thoughts for later parts of the mod:
Have you considered making Independent materia which solely serve as stat boosts? It could be useful for non-magic users. Similar to HP+%, but without the %, due to... not wanting to break the game. Something like Strength +, which as it levels, the amount of strength granted also increases. +2, +4, +6, +8. Just a thought.
KOTR loses its 'piercing' status (which allows it to ignore defence) and becomes holy-elemental. Some key creatures are holy-resistant, so KOTR will still help, but won't wipe the floor with them.I'm also curious to hear what you are planning to do with KOTF, HP+%,MP+%, and ultimate weapons. I had always promised myself that when I played FF7 again, I would do it without those due to how overpowered they were.
Materia Level Stat Boost* +10%** +15%*** +20%**** +25%***** +30%
Indeed. That limits the options I have in battles, too. Players have a limited number of strategies available in Midgar - in fact, they have three: defend, heal, attack. Building battles that can remain varied and demanding, whilst only involving those three responses, hasn't been easy.I definitely want to see what the next part is like, because I realize that the Midgar section of the game is probably the most boring due to the lack of options a player has. You really can't throw a bunch of materia at the player at the beginning and say "have at it."
His search scope is part of his charm. It helps new players learn to defend. Although, if you do go through the effort of making the player learn to defend, it would probably be nice if defend was helpful outside of this one battle. I don't recall many other places it gets used...I'll nerf the randoms, and up the output of GS. Maybe I'll cut his search scope, or up the penalty for not defending the next attack?
If you made his tidal wave HEAL him, it would visually reinforce the fact that using water against him isn't a good idea, and would make the battle much more interesting. Just don't make it heal him for 300.Likely to remove the tidal wave self-injury.
I'm thinking of scrapping this entire creature. It's caused me nothing but trouble.
Air and Wind? Huh?- holy, air and wind element abilities
So excited for this stuff! Though I definitely agree that the basics should be done first.As time goes on, I'll be able to start adding some of the more ambitious changes the earlier Rebirth attempted. These include completely new enemy behaviours, NPCs that talk about local enemies, new bosses / enemy encounters, and a few more things I can't reveal yet.
If you're talking about equipping several kinds of defensive gear at once, a la FF9, that's impossible.Love this project
Please, could you guys make a better armor system is Rebirth? I mean, in the original VII it was sad, only bracelets for equipmentI really hope you guys will think about an armor system overhaul, maybe keep the bracelets but add armors, helmets and gloves, it should make VII much better
![]()