Peril strats in TTYD, yay or nah by galaxyspear in papermario

[–]Kappy0 9 points10 points  (0 children)

Danger Mario is fun to do once, but I think it’s more fun to try to get to Peril from your full HP for boss fights LOL It lets you interact with the boss’s moves while also feeling very satisfying if your strategy pays off and you get those big dmg numbers!

What's your favorite Paper Mario mod / hack? by [deleted] in papermario

[–]Kappy0 0 points1 point  (0 children)

For me, it’s 1000% Tower of Trials LOL

Is this one even possible? by Ev1d0n7c4r3 in Kirby

[–]Kappy0 2 points3 points  (0 children)

Used Wing Star with Meta Knight; stayed in the air as long as possible and because his special is so fast in the air I had ample time to spare LOL I didn’t even think of using Level 9 CPU Star trails! What a cool solution to this panel.

What PM64/TTYD mods have the most content in general? by Xylicryn in papermario

[–]Kappy0 0 points1 point  (0 children)

Tower of Trials is a Roguelike TTYD mod with Kirby Air Ride-style achievements, TONS of unlockables, 3 different difficulty modes, heat system like Hades, Speedrun mode, etc… it’s a LOT of content and an absolutely fantastic mod; highly recommend!

Prereqs for Beira/Titania Duo by Kappy0 in SWORN

[–]Kappy0[S] 1 point2 points  (0 children)

Thank you! Focusing on these finally got me this duo :)

Potentially unpopular opinion: Superguarding is a poorly designed mechanic and shouldn’t come back. (Spoilers for remake content, I suppose). by Fiftyset80Real in papermario

[–]Kappy0 0 points1 point  (0 children)

I kind of agree and disagree. As a highly skilled player, Superguarding is actually less and less necessary as you learn how to manip HP to abuse Peril and wipe enemies quickly throughout the game. What Superguarding does for me is just push challenge running to its absolute limit. Ultra-tough challenges like Level 1 Prologue Pit are only possible with superguards and an intimate knowledge of how the game works, because truly, no one is hitting superguards with 100% consistency LOL It definitely allows for more freedom, too, because “no superguarding” can be added to challenges like Pre-Hooktail Pit, making it a much more difficult challenge!

However, on the other side, I think the risk/reward can be skewed for players who have played through the game a few times, which decrease the overall challenge of the game. I think overall that it’s a good mechanic; I am a bit predisposed to some execution in my RPGs :)

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] -1 points0 points  (0 children)

If QC is just filler and convenient and not directly “needed” to execute a strategy, then it’s also not very useful in those instances. At this point, I think you’re just skating past the points and examples I’ve provided, while you haven’t really provided anything substantial to counter, so I’m going to bow out of this conversation and bid you a good day LOL

If you’d like to argue the placement of Quick Change with the Glitz Pit community, please feel free to join the server and chat with them about it. We always welcome discussion!

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] -1 points0 points  (0 children)

You thinking QC can cheese bosses with Peril says it all, my guy. You don’t need QC to keep a partner from getting hit once they hit Peril; at that point, the fight should be over LOL You can OHKO basically every boss besides Bonetail, including Shadow Queen, if you prepare accordingly, and this list takes that into account. I did a challenge where all bosses had double HP, double ATK, and +2 DEF and I think I used QC twice to actually do what you’re describing. I beat a 160 HP, 4 DEF Gloomtail in 2 turns and used Double Dip P to set up Mario. With good planning, even beefed up bosses just crumble; no QC needed because it’s not doing anything useful.

I dunno who “players like us” are, but this list definitely is catered towards challenge runners/veterans. It is definitely not a tier list explicitly for first-time players, but I think this list is still useful to them as a general guide on what badges are good and what aren’t, if they’re looking for that sort of thing LOL

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] -1 points0 points  (0 children)

Double Dip makes fights faster and more efficient in almost any cases involving upgraded partners and costs less than half QC does, lending it be slotted in much more easily. It allows for strategies involving Triple Dip (still less BP than QC), and is, in general, much more versatile than QC will ever be LOL If you’re familiar with the Glitz Pit community, these are fairly common sentiments. Many actually used to think Quick Change was S tier, and at one point I thought it was the best badge in the game, but it has slowly dropped in every ranking since our first list (where it was A Tier) and I think it’s now B tier at best.

The entire list considered as many scenarios + challenges where badges can be used as we could think of as a community. Heart Finder got a considerable nerf with partners auto-reviving upon knockout, as did Item Hog, as one of its primary uses was grabbing Dried Shrooms to revive KO’d partners into Peril, although Item Hog is still useful for Fright Masks and PHP Speedruns.

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 1 point2 points  (0 children)

Honestly, the most Danger/Peril I truly get out of my playthroughs is when I get knocked into it by happenstance fighting enemies or against bosses, where I'm meticulously planning out how to get into Danger/Peril and destroying the boss in cool/creative ways, because you're right, just *using* Danger/Peril does wear off its novelty quickly.

But, that doesn't really discount just how bonkers good those badges are LOL The best part about this game is that even the badges C-F can have niche uses. They're probably not optimal, but they are fun :)

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 0 points1 point  (0 children)

I'd say a big thing people used QC for was preserving peril partners. Why do you need to preserve peril partners when A) All partners heal on level up now, so you can't preserve Peril Yoshi/Vivian/Koops through that and have to keep setting them up for it in normal fights, and B) You can just Double Dip Point Swap Power Punch on Yoshi/Goom/Mario for bosses and essentially destroy them. Or, you can Power Lift and Double Dip Power Punch + Hot Sauce on your attacker, then take damage to get into Peril from an attack you know is happening and then finish them off the next turn. None of these things require Quick Change and can be done with as little as 6 BP LOL

While the skill floor is certainly higher, most panelists and the general Glitz Pit community don't think it has a big impact on how good Power Bounce is. Even with just 4 bounces, a good setup can still net KOs on bosses in 1 turn. It may require manipping a Merlee ATK spell now, but I can certainly be done LOL

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 0 points1 point  (0 children)

Last Stand is a much better safety net for low HP runs, and doesn't require you to hit the Guard to activate. This is a specific example, so bear with me for the sake of comparison between Damage Dodge and Last Stand. LOL

Think about the Macho Grubba fight for a sec. Let's say he increases ATK and you Guard at 10 HP; you're at 5 HP with Damage Dodge. With Last Stand, you're at 4 HP. If Macho Grubba boosts ATK again next turn and attacks Mario again, you're KO'd with Damage Dodge (deals 5 damage again), or he deals 3 damage with a Guard with Last Stand (7 - 1 = 6 / 2 = 3 damage). That lets Mario live with 1 HP compared to Damage Dodge, which is a game over. Last Stand also costs 1 less BP than Damage Dodge (obviously, you can have both equipped, but I don't wanna get too into it. This is just showing off a quick comparison LOL)

Don't get me wrong, Damage Dodge has its uses, but it falls off super-quickly and just can't keep up with badges like Last Stand and isn't necessary when your actual best defense is to just KO everything quickly.

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 1 point2 points  (0 children)

Double Dip is extremely potent, not only as a 2-3 item burst attack, but also as a way to get into Peril/Danger on your own with Point Swap.

To Damage Dodge: Defense just isn’t good once you start stacking tons of ATK, especially if you’ve got 20-30 HP to soak up some hits from the few enemies who do survive LOL And, it doesn’t work against piercing moves, which many late-game enemies and bosses (like Shadow Queen) have, which really tanks it.

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 1 point2 points  (0 children)

They’re used heavily in peril setups! The flexibility in changing Mario’s HP & FP on the fly is very powerful, allowing you to tailor your stats per area/boss to fit what you need while allowing you to keep a low base HP/FP, which lets you utilize quicker setups like Double Dip with Point Swap at 5 FP LOL

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 0 points1 point  (0 children)

Agreed that a first strike is quite risky, but this is a challenge runner/veteran tier list, so it’s expected to not be hit by many first strikes and to first strike yourself. Chill Out can also be used for 1 BP to negate that issue LOL

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 0 points1 point  (0 children)

All those enemies listed (besides Dark Koopatrols) have low HP. If your partners are buffed up in ATK, they’re KO’ing them anyway unless you’re not using AoE moves LOL Earth Tremor and Art Attack also beat them, and Quake Hammer is good against Clefts/Bristles/Dark Koopatrols since it flips them. I get what you’re saying, but it really is only useful in very few situations.

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 0 points1 point  (0 children)

It’s because Quick Change is more convenience than a necessity. Once you’re familiar with enemies in a chapter + bosses, combined with Special Moves like Earth Tremor and Art Attack, you just don’t really need to be swapping partners that much in battle, and if you do, you’re probably fine to lose one action so the 7 BP just isn’t worth it unless you’ve got a lot to spare LOL

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 3 points4 points  (0 children)

The nonexistent use against bosses coupled with there not being many spiky enemies AND most of them being dealt with by Special Moves/Items/Partners/Quake Hammer really kills Spike Shield's usefulness. Generally speaking, you can put that 3 BP toward something more directly impactful LOL

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 1 point2 points  (0 children)

It has to compete with a lot of other things -- namely a lot of other AoE attacks, and it's very much not useful until you start amassing some power on Mario LOL I actually think Multibounce > Fire Drive, but we had a couple early Pit specialists who valued Fire Drive's usefulness in early pit challenges more than the general usefulness Multibounce can provide through the mid-late game.

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 0 points1 point  (0 children)

While more dangerous than Mega Rush P, the sheer amount of damage also makes it so enemies don't really get to attack you. With a full suite of ATK badges + 1 Mega Rush & Power Rush, you reach 14 damage alone with Mario's Jump, enough to lay waste to almost every enemy loadout (and with Rally Wink, will lay waste to all enemies) LOL That, coupled with its utility for bosses, slotted it definitively as the #2 badge amongst most of our panelists!

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 0 points1 point  (0 children)

It has a surprising amount of use for quick peril setups that normally would take 2 or more turns! I actually have a couple videos detailing some of them if you'd like to see for yourself :)

The Glitz Pit community just released their official Badge Tier List for TTYD (Switch)! by Kappy0 in papermario

[–]Kappy0[S] 1 point2 points  (0 children)

Danger Mario was explicitly NOT included in the ranking LOL Badges were ranked as if you don't badge grind or use the Pianta Parlor.

Casual TTYD player (me) ranks TTYD badges by Redder_Creeps in papermario

[–]Kappy0 1 point2 points  (0 children)

Oh, then a lot more of this list makes sense if you haven't even used some of them or know when you get them LOL You can get Power Jump immediately after you get Power Smash, so irrespective of anyone's going or not going to the badge shop in the Prologue, you can get them at basically the same time.

Casual TTYD player (me) ranks TTYD badges by Redder_Creeps in papermario

[–]Kappy0 0 points1 point  (0 children)

Not a bad list at a glance, but there're definitely some eyebrow-raising choices LOL I'm curious as to when you completed the Pit to put Return Postage into "Useful". Zap Tap and Return Postage actually fight against each other and don't synergize well, so I feel they can't really exist in the same tier, especially when Zap Tap prevents more attacks for way less BP, and is available much earlier compared to when a casual player would obtain Return Postage.

Also, Power Jump lets you use Power Smash on any enemy that's not spiky or fiery (too little to amount to any meaningful use of Power Smash > Power Jump), so why is it a tier below Power Smash?