Aiolos1212
Jungle Girl
- Joined
- Jul 30, 2011
- Messages
- 46
- Reputation score
- 6
Love the new demo!
Balance changes are great! Lots of good solutions there. I like that rouge is only toned down for the tutorial, I didn't want her to be a throw away enemy. You actually need to save and reload your game for her non-tutorial stats to take effect though, probably a bug. As far as skill uses go in this demo, I'm finding myself only using psyche up early on the top off any lost willpower, other than that I don't use the healing skills hardly at all anymore - mostly using a lot of focus, that seems to be a great standard go-to skill both for the strong effect and very cheap stamina cost. Maybe even too cheap, to be honest. Items are also pretty crazy powerful for their cost at the moment, I only use them against acier. Well, I'm sure items will be way more limited in the real thing though, either through much higher bit cost or a max limit of the amount you can carry - at the moment you can power through acier through a bunch of healing items.
Acier is fantastic by the way! I love that she has two phases with different animations and skills, that's great! Phase one is interesting in how she combines all the regular enemies skills in some dirty synergies, like sadism into merciless and such. I honestly find phase one much more difficult overall, it's a struggle. I really love phase two though - I like that she's more dangerous at low speeds! You want to use pressure to increase the speed to avoid tighten, but you can't go too high or leeway will heal too much. I overall really liked this fight, and I'm excited all over again for future content!
There are some bugs presently, though. Exhausting pound's stamina reduction is tied to the animation cycle from the instant she uses it, so even before the turn properly starts it already starts counting down your stamina, and continues to do so as you select skills and such before you even click prepare. The defeat flag also doesn't properly reset when you restart on a game over - you have to close the game and reopen it completely, otherwise when you enter combat again after restarting the gameover will still be there even with you at full life. I also don't know if assist flags are working...? Maybe I just have no clue how to do it at the moment, but I ran around bopping droids over and over trying to get assists and couldn't ever figure it out. I figured it had to do with beating certain ones a certain number of times, or maybe in certain ways, but I don't know...That uramomo art is too good, and I want my assists darn it! I'll keep playing with it and see if I can figure out the trigger.
Edit - Oh, and come to think of it - I remember you once asked me how many Bleu's, Vert's, or Rouge's I could fight in a row and I replied infinite, which you saw as a problem. If that's the case, then that's definitely still present here due to psyche up giving massive willpower heals during the early turns when you have no hearts. It's trivial to psyche up first turn to start each fight fresh to fight an infinite number of them. The enemies themselves are fine on the combat balance I think now, and psyche up was nerfed enough, but if you wanted overall map sustain to be an issue then maybe hearts do need to carry over until you rest at the shop droid?
Balance changes are great! Lots of good solutions there. I like that rouge is only toned down for the tutorial, I didn't want her to be a throw away enemy. You actually need to save and reload your game for her non-tutorial stats to take effect though, probably a bug. As far as skill uses go in this demo, I'm finding myself only using psyche up early on the top off any lost willpower, other than that I don't use the healing skills hardly at all anymore - mostly using a lot of focus, that seems to be a great standard go-to skill both for the strong effect and very cheap stamina cost. Maybe even too cheap, to be honest. Items are also pretty crazy powerful for their cost at the moment, I only use them against acier. Well, I'm sure items will be way more limited in the real thing though, either through much higher bit cost or a max limit of the amount you can carry - at the moment you can power through acier through a bunch of healing items.
Acier is fantastic by the way! I love that she has two phases with different animations and skills, that's great! Phase one is interesting in how she combines all the regular enemies skills in some dirty synergies, like sadism into merciless and such. I honestly find phase one much more difficult overall, it's a struggle. I really love phase two though - I like that she's more dangerous at low speeds! You want to use pressure to increase the speed to avoid tighten, but you can't go too high or leeway will heal too much. I overall really liked this fight, and I'm excited all over again for future content!
There are some bugs presently, though. Exhausting pound's stamina reduction is tied to the animation cycle from the instant she uses it, so even before the turn properly starts it already starts counting down your stamina, and continues to do so as you select skills and such before you even click prepare. The defeat flag also doesn't properly reset when you restart on a game over - you have to close the game and reopen it completely, otherwise when you enter combat again after restarting the gameover will still be there even with you at full life. I also don't know if assist flags are working...? Maybe I just have no clue how to do it at the moment, but I ran around bopping droids over and over trying to get assists and couldn't ever figure it out. I figured it had to do with beating certain ones a certain number of times, or maybe in certain ways, but I don't know...That uramomo art is too good, and I want my assists darn it! I'll keep playing with it and see if I can figure out the trigger.
Edit - Oh, and come to think of it - I remember you once asked me how many Bleu's, Vert's, or Rouge's I could fight in a row and I replied infinite, which you saw as a problem. If that's the case, then that's definitely still present here due to psyche up giving massive willpower heals during the early turns when you have no hearts. It's trivial to psyche up first turn to start each fight fresh to fight an infinite number of them. The enemies themselves are fine on the combat balance I think now, and psyche up was nerfed enough, but if you wanted overall map sustain to be an issue then maybe hearts do need to carry over until you rest at the shop droid?
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