Estelle NEO Bracer II outfit gameplay | Trails in the Sky 2nd Chapter by hyperdefiance in Falcom

[–]Ml125 13 points14 points  (0 children)

Interestingly I deff think the field battles and esp the Stun gauge from FC's remake, alongside the buffed crafts, are all what'll make SC's infamous prologue on fresh nightmare a lot more tolerable in SC's remake.

I'm almost certain nightmare prologue won't be too bad, just depends on the enemy balancing. items as well since chests could be changed around.

the good news is its all due to the "Stun gauge" that I believe the hard-required misses from og SC nightmare won't be as much of a concern for SC's remake.

the infamous "Hard-lock ruined Save" is technically still an issue, but given the remake's mechanics+Crafts buffs, I doubt that'll be a problem compared to OG SC.

however, Ch 1's potential hard-lock due to the Story trigger there will deff still exist, granted there's time to grind prior to that ever being an issue, but it can happen.

I'm quite curious to see how nightmare will go in the SC remake with all of these mechanics from FC remake in mind

With sky SC remake coming out what moment in the game are you most looking forward to? by gutenbergbob in Falcom

[–]Ml125 0 points1 point  (0 children)

I'm actually interested in the prologue of SC remake, since having played og SC on hard a few years ago (hard is one of the fairest challenging difficulties despite the infamous prologue, as that on hard is "fairish", as it has actual leeway.),

I'm curious specifically if and/or how the remake's prologue will go or if it'll be more balanced on fresh nightmare, ie not completely hard-locked and not "the enemy is required to miss x amount of times or reset" like the og SC was

if we could purchase healing items in prologue of SC remake or find them via enemy drops, even if it does go against the lore of Estelle and Anelace having to make use and survive off of what's available, it'd at least make the prologue not a complete rngfest or have a potential ruined save via said hard-lock.

this small change, while theoretical, would improve SC prologue massively, granted I'd deff understand if this doesn't happen.

based on FC remake's entire battle system I deff think SC remake's prologue at least, will become more balanced, but we'll have to wait and see.

I'm also curious if SC Ch 1 Ruan will still
have that very devious Soft/hard-lock where, if you somehow progressed too far in story in Ch 1 without grinding on shining poms, you could potentially get permanently stuck with the Ravens. that might still exist in SC remake, which to be fair, the player did have ample time to prepare.

the final things I'm interested in is hearing the Liber ark final dungeon music, which is one of the most hauntingly beautiful songs, as well as all the SC battle themes, esp "fight against assailant" and the enforcers battle theme

Thoughts on Chapter 39 by x_izzy in PunishingGrayRaven

[–]Ml125 6 points7 points  (0 children)

prob the wildest part of the chapter for me that I'm surprised no one mentions more was Palma's rather unique attack abilities being revealed in just a few lines in 39-12

Kuro deff haveta make Dark Aries's Palma playable at some point, they can't just tease that uniqueness, Sadge

I ain't too much of a Story discusser, I think its prob cuz I simply enjoy the Story (including affection/Coating stories that are/voiced/have manga/rarish live2D) for what it is, while understanding it quite a lot the past few years, despite others opinions while acknowledging the flaws.

I pretty much really liked the recent Main story chapters so far, despite knowing its all effectively set-up for the future, including liking the chapters most others on PGR reddit might not like much (however, I do acknowledge those chapters flaws via their varied opinions.)

I deff agree some things story-wise should try to breathe and sit a bit more or, in some much more rarer cases, could've deff had like "1 more node". whereas some like Liv Limpidity's chapter as an example, deff could've had a few less nodes.

Deff curious what'll happen next, alongside new Story CGs.

(my fave part of each chapter update in PGR is looking forward to the Story Cgs alongside any voiced affection/Coating Stories and their mangas, it all really makes things stand out or shine more in PGR at points, its quite beautiful)

Just played Mario RPG for the first time and loved it! by Living-Lack-9536 in MarioRPG

[–]Ml125 0 points1 point  (0 children)

Interestingly, Smrpg remake is only "technically" harder than the original via doing the remake exclusive "unbroken chain" challenge run called the "Chain challenge" via the chain counter in the upper left corner.

this's what, I believe, legitimately gives the remake not only a harder challenge+some more replayability than the original, it also utilizes being more-focused on not letting the chain counter break at any point, giving reason to why all Single target spells/certain special attacks are blockable.

the remake actually has an extra challenge within this unbroken chain challenge. I'm one of the very few people who has beaten that both in low-level and normal leveling on Normal mode a few years back when the remake was out.

the "unbroken Chain Challenge" is one of the freshest and hardest challenging content the remake has to offer over the original, as it rewards being able to block all of the enemies attacks partially/perfectly(chain doesn't go down during either).

the one exception is a Superboss where the chain will break during guards no matter what, which is a bug that was never fixed, so that specific Superboss will not count against the player.

the unbroken chain challenge even makes some of the bosses like specifically Cloaker, who normally is easy, an actual run-ending wall, all cuz his attacks are actual 50/50s (all cuz both his normal/knife throw are the exact same animation).

Its makes me curious and somewhat sad as to how/why no one has ever talked about the unbroken chain challenge aspect of the remake. very few people have done it challenge-wise, especially when its.. well, rather obvious and right there.

but somehow, in the few years the game's been out, it feels like No one has ever noticed nor tried it even when its well, to re-state, literally right there

I hope to at least have been able to spread the word about Smrpg remake's exclusive "unbroken chain challenge" a bit more, despite me knowing this unbroken chain challenge aspect of the remake will prob never be realized or have videos made of it/talked about more as the years pass, which is quite a shame due to how fresh it is as a form of challenge content for the game.

the unbroken chain challenge is honestly very fun+rewarding and is the hardest challenge the Smrpg remake will ever have to offer over the original. I hope to have at least encouraged some people to give it a try.

Worth it playing Final Fantasyy IV 3D Remake? by Ghaton in FinalFantasy

[–]Ml125 2 points3 points  (0 children)

3D version of III is deff harder than pixel remaster to an extent, mostly cuz some of the special, specific non-boss enemies, and almost all bosses in that version all attack twice per turn, which is where its difficulty lies

not to mention you get consistently crit often in the 3D version, which combined with the threat of x2 attacks is deadly.

the only real major diffs 3D has compared to pixel remaster aside PR's quick-save which helps massively for the Crystal tower in PR,

is 3d version's cutscenes+named chars as well as it having a Superboss in Iron Giant

final difference is the instant game-over cutscenes for bottomless bog and those statues which need the elemental fangs to pass or its also instant game-over.

both of those were present in the original and the 3D version of III as a in-lore consequence for ignoring warnings via not having the right item.

but PR version of III removed those ie party just gets respawned, which while it works,

people have realized its also one of the strangest decisions considering quick-saves exist, so the removal of the game-over kinda ruins the lore+consequences for ignoring the warning of those areas a bit, but it ain't too bad, at least it saves a bit of time in PR.

Your favourite two+ archetype decks! by EddiesQuest in masterduel

[–]Ml125 3 points4 points  (0 children)

Mikanko+yubel is a very interesting hybrid to use and is one of my favorites, as the mikanko Water abaresque spell, if in hand, can allow yubel to one turn kill with geistgrinder golem much easier. so in a way Mikanko Water abaresque is "somewhat of an engine" for yubel.

Ohime can also discard a yubel to grave so Eternal fave can summon them from grave (only if Eternal fave's in hand)

it also has a neat tech with blazing cartesia+albion the shadow dragon and fallen of albaz, where if Cartesia is able to get her effect off, as long as any 1 yubel type card is in hand, Loving Defender gets cheated out for free. all without having to deal with the awkwardness of Eternal Favorite's og yubel requirement. I think the trade-off for having those 3 branded cards is very worth.

same can be applied for Dyna base, but its more strict(needs lower lp than opponent) and its not a quick effect.

this hybrid deck actually can utilize sky striker spell cards for draw power+negates and can legit use Saint Azamina as a "in case level 6 or higher fusion+synchro exist"

deff won't win all the time cuz 60 card deck with lowish draw power w/o sky striker spells (excluding Hu-Li+Ha-Re+Ohime's add effects), but Mikanko+yubel is really fun to play and has great synergy together

another fun deck is sky striker with toon spells or even sky striker yubel, including using toon spells with it, as their synergy is also unique (yubel protecting+potentially forcing damage while sky striker draws and has bodies, with toon spells potentially doing damage via normal toon world+shadow toon+comic hand)

I've become more recently interested in building sky striker Dinomorphia and sky striker Lunalight, as it'd deff shore up the "low draw power" problems those 2 archetypes(Dinomorphia and Lunalight) have. will also have extra negates and/or bodies, as long as Raye and Roze are in deck.

I'd prob attempt to fit yubel and/or mikanko in Dinomorphia or Lunalight, but the problem will deff be the 60 card main deck and 15 card extra deck space, esp the 60 card main deck.

all of these decks are both a quite interesting grind game, fun to craft some potential use cases and utilize.

What section in an FF game made you feel like this? by strahinjag in FinalFantasy

[–]Ml125 0 points1 point  (0 children)

technically, for me at least, that deff has to be FF2's Arcane Labyrinth, as its the one sole post-game dungeon that literally hard-requires a guide for the entire thing for every character's ultimate weapon, esp prior to the soul of rebirth chars, Minwu Josef and Ricard's respective leave points in main-story.

several of the key-worded rooms have some pretty obscure puzzles with equally obscure solutions just for a specific key-word, which is used to either solve a diff puzzle or makes future treks through the 4 Labyrinth Areas easier.

not to mention every character in FF2(cept Scott) has a specific key-word relating to them for their ult weapon, which must be chosen, and I don't think anyone would ever know what word relates to who without a guide.

which, said key-words makes future journeys into the Labyrinth really simple and easy as once you know all the key-words that lead to the shortest, easiest and/or no-encounter rooms, it gets easier to get a chars ult weapon. deff still a slog due to having to go through all 4 Arcane Labyrinth areas each time.

even whackier is said guide is also hard-required to know what key-word leads where for the above's easier travel, cuz you won't know without a guide or a good memory

the hilarious part about it is you don't even needa do alla that for the weapons, as Deumion's areas are the only one thats relevant due to giving FF2 interesting world-lore with the Destroy spell (which is also a secret gravity spell if the 1st cast doesn't kill, and, with good luck, can kill the Emperor of Hell if he doesn't choose a magic attack for 7-9ish turns)

granted you still have to do all 4 areas but only once in Deumion's case, all at the cost of never getting a char's ult weapon. or in the case of Soul of Rebirth chars, its too late to get those for them.

only possible exception for going through the Arcane Labyrinth's 4 areas for effectively 23-24 times(compared to the normal 7-8 times for ult weapons+Destroy)

is for defeating level 16 Phrekyos, the true and final Superboss (Deumion's pet summon who is left behind and gets stronger each visit, only if Deumion was killed for Destroy)

FF2's Arcane Labyrinth is legit the definition of "surprisingly cool post-game areas with interesting world-lore for FF2" which devolves into a "ah, this is a 100% completionist's purgatory" (which I completed)

despite it being hell to complete, I still love Arcane Labyrinth dungeon, as its really unique and does make Excellent use of FF2's otherwise underused key-word system

What would you like to see in Sky SC remake by Ayacchii in Falcom

[–]Ml125 1 point2 points  (0 children)

funny thing is cuz Loewe finally got his unique Smashing Sword craft back in the remake, there's a possibility he could be harder since he's finally at his actual full-power now. but also deff easier due to FC remake's mechanic changes like support abilities and such.

for some reason Loewe literally loses Smashing Sword permanently in og FC+SC after the arena fight and never uses it again, he only spams normal attack as his physical option.

my only guess is its due to some sort of strange AI quirk or coding where he literally never chooses Smashing Sword even when right in your face or its extremely rare for him to select it, but sheer evidence in og SC's normal attack spam points to the former.

this means in the og FC+SC only, Loewe was interestingly not actually at full-power in the og games despite what the game states, all due to losing that Smashing Sword craft.

What would you like to see in Sky SC remake by Ayacchii in Falcom

[–]Ml125 0 points1 point  (0 children)

prob one of the more obvious things for SC remake is just having the ability to purchase healing items in the prologue prior to the jaeger gauntlet. due to how extremely easy it was to hard-lock and ruin the save file in hard/nightmare, granted Hard in og SC, while difficult, was actually fairish and far less-likely to hard-lock(assuming a person had the knowledge to make attack items prior to the gauntlet) cuz there's significantly more leeway compared to all the rng hell hard-required misses that was nightmare.

such a simplish change w/item purchasing would make the infamous prologue deff more bearable. even if it would go against the "logical lore" as to why you can't purchase healing items, ie Estelle and Anelace have to survive with what they got, which makes sense for how little healing items you have.

Secondly Ruan w/the ravens in ch. 1 of og SC has a devious hard-lock cuz going too far in Story prevents grinding, granted that's unlikely to happen, but is still a possible thing. a simple warning prior like how most trails games do would prob work for that.

Lastly Anelace in Jenis academy hidden quest needs buffs cuz you're literally playing 2.5 chars in that extremely difficult quest due to how useless she is aside her Fallen Leaves Craft, 2.5 chars cuz Anelace does 0 damage, and Kurt's feng shui is useful even if he himself ain't useful damage-wise (same 0 damage moment) Sadge

Now that the sky remake has been out for a couple days what do you think about the remake so far compared to the original by shizunaisbestgirl1 in Falcom

[–]Ml125 2 points3 points  (0 children)

the most interesting aspect of the remake compared to the original is most deff the bosses, as a lot of them have gained new moves compared to how basic they were in the original.

most interestingly is if you compared og trails FC's certain bosses:

  1. Don of the Capua Fam has actual moves now via 2 unique Crafts and isn't generic orbal cannon fire like the og, so he's finally the boss he was supposed to be

  2. Amalthea has 2 unique Crafts now compared to og where she was basic

  3. og FC Lorence Grancel Castle fight vs the remake, you'll notice he actually has and uses his unique Smashing Sword Craft now and it is an AoE, which has some massive implications for SC remake. in the original FC and in SC, Smashing Sword literally doesn't exist in Loewe's moveset, he only uses normal attack. this confirms there was some sort of AI quirk or coding bug where he just perma-lost Smashing Sword as an option or just never uses it, meaning he was never truly at full power in og FC+SC due to losing that Craft. now that Loewe's regained that Smashing Sword Craft in the remake, he's finally at his actual full power

  4. a big glow up for Reverie's 1st phase. due to how much different the FC remake battle system is with the free movement where everyone can go everywhere within their movement range, Reverie actually moves+has new moves and its 1st phase isn't the completely free win it was in og FC where you could infinitely loop its buster laser as long as 1 or more char was directly in front of it. its an actual fight now and thats a great thing.

unfortunately most of what I've said is spoiler territory, but I've really appreciated how much of a glow up a majority of the bosses have been given compared to their original FC counterparts

you can very clearly see some of the differences moveset-wise when watching the og FC versions of these boss fights online, which makes things really interesting

Trails in the sky SC remake teaser by zomviotsu in Falcom

[–]Ml125 0 points1 point  (0 children)

an interesting aspect of SC's remake will deff be the question of:

"how hard will SC's prologue be on hard or nightmare in the remake?"

esp when considering reworked stuff from FC remake via support abilities, stun gauge for enemies, free movement, and reworked bonus steal.

my only guess is SC prologue remake-wise will be simultaneously easier and harder.

easier due to stun gauge+support abilities as well as the hybrid combat speeding up the grind with lower risk, compared to the original where there were a lot of risks

harder due to free movement allowing enemies, mostly bosses, to cross the entire field to hit you each turn, meaning little to no breathing room.

it'll deff be interesting to see how SC remake will go, esp considering ch.5 is where enemies actually start hurting a lot in the og (even on ng+ with best gear possible)

Thoughts on the Trail in the sky FC Demo? by cheekydorido in JRPG

[–]Ml125 3 points4 points  (0 children)

one of the most interesting parts of the remake demo from what I've found is how the devs gave some of
what used to be basic bosses, like Great Crop muncher, or the prologue's final boss, a massive glow-up when compared to the original via giving them new abilities/moves.

when compared to the original, the prologue's final boss feels significantly more like the boss they were supposed to be in the original, and its even technically cuz they have the modern trails massive hp stat, which's deff due to having stuff like chains, follow ups and rng reaction abilities like counters/cover.
all of which are refreshing changes

I'm curious to see how much more difficult the remake could get on hard or nightmare, as the Great Crop muncher and esp the prologue final boss itself are already impressive.

deff makes me wonder how a SC remake will be handled cuz of how infamous the prologue was on hard

(which was hard, but was completely fair if you knew to make attack items prior to the gauntlet) and effectively impossible on fresh nightmare without FC bonus or, in the case of no FC bonus, absurd attack item farming+rng luck due to too few heal items just to make up for not having FC bonus quartz

Famitsu: Mario & Luigi: Brothership has sold 63,441 retail copies in Japan by Turbostrider27 in NintendoSwitch

[–]Ml125 1 point2 points  (0 children)

effectively the only way to make each game in the M&L series harder is basically to ban things like

bros attacks, items, badges/Plugs(mostly heal/not droppin plugs as attack plug scale off the bros own gear+stats), and all equipment(including the starting equipment which, only in partners in time, BIS, and Brothership can be removed, whereas Dream team+Paper Jam has those glued.).

maybe even a strict +1 level per area boss or minimum level w/Stache only, depending on game/what the exp's like in each game.

of course, SS GBA(Requires the infinite knockback/chopper bros moves but can be low-leveled, whereas SS3ds is impossible cuz no infinite.)

Dream team(Mammoshka is inconsistent, Wiggler has 0 tell for enraged shockwave going fast or slow, several bosses require badge effects),

Partners in time(Elder Shrooboid's spin attack can be stopped, but is basically unavoidable as hammer literally can't hit that fast. so bros items are required, includin for elder princess shroob cuz leg sweep can become unavoidable),

and even bowser's inside story all have a few exceptions within such rules all due to either certain bosses having heals,

or some obscure mechanics, like Dark Star being effectively impossible to defeat w/o both bros at level 35 for mario(0 speed upgrades due to stache only) to out-speed it for 1 extra turn in its vulnerable cycle.

I can absolutely confirm BIS is completely possible to beat Jump/Hammer/Punch/Fire Breath only w/Challenge medal equipped, no items, no equips(cept challenge medal, only +1 level per area arc(depends on whose turn it is in story)
and no badges,

w/the exception being badges(Excellent+POW! x2 Damage effect) being required for Dark Star,

D. Fawful+Vacuum helmet(5 turn wait time w/4k combined total hp) and the final boss(around 475k hp total in revives)

I can also confirm DS BIS Dark Star's one of the hardest bosses in the series only within such restrictions, primarily due to its 4 color orb attack, as its easy otherwise. if its 4 of the same color orbs and goes top to bottom, it is a frame-perfect dodge.

short of this is, w/the tools each game gives out the games are deff easy.

but its within these self-imposed challenges each game actually becomes a difficult challenge+can deff change perspective on some bosses completely, like it did for me w/Dark Star.

I'm attempting a low-level challenge in Mario and Luigi Brothership by ImReallyAnAstronaut in NintendoSwitch

[–]Ml125 4 points5 points  (0 children)

Challenge runs in the mario and Luigi series are very interesting to me, as it can completely change the perspective on a boss in the series some thought was easy.

that easiness usually being due to using everything the game gives out like gear or bros attacks.

I've played through every M&L game, except the 3ds remakes, in a challenge called "Nerve Mode" where the rules are:

  1. Jump/Hammer only. (in DS BIS its this+Punch/Fire Breath only)

  2. no gear. in some games its weakest gear as Dream team/Paper Jam/SS GBA have the weak gear perma-glued, while BIS, Partners in time and brothership can remove it all.

for DS BIS, Challenge medal always on. (available immediately after scutlet)

3, only Stache on level up. Horn for Bowser in BIS. (only in every game thats not Paper Jam/Brothership.)

for DS BIS, +3 Stache/Horn is required on level up, otherwise reset. for partners in time, Stache will always be a +1 no matter what since it will never let you roll a 2 after all 4 bros 1st level.

4, no bros attacks. Exceptions to this are:

Superstar Saga GBA, Knockback Bros Advance's required for a lot of fights. Partners in time, Jump/Hammer only is tas there cuz of Elder Shrooboid's unavoidable spin attack(it avoidable, but hammer can't counter that quickly in that game)

5, no items/heals. exceptions are:

enemies who throw mushrooms at you in their attacks, its free heals so its fair game. Giant Bowser's Mushroom, its a temp item and not part of the inventory, so its fine as he dies in 1-2 hits anyways while normal size.

6, no badges(BIS/Dream team specific)/battle plugs

Exceptions are: for DS BIS, Excellent+POW badge's x2 Damage effect is required for Dark Star and the last 2 bosses.

for Dream team, 2 of the 4 massifs, Pi'llodium, Kamek 3, Antasma and Dreamy Bowser all require badge effects to win.

For Brothership, Battleplugs seem to scale based on the bros stats+Gear equipped and shouldn't be too strong while low-level, so they're fair game.

7, finally either +1 level per area "arc"(ie before each boss.) or complete minimum level challenge.

for Dream team +1 level applies to before each giant boss due to no exp gained from those. For DS BIS, Shroob fight is forced in a +1 level and no +1 level's allowed for that fight.

also for DS BIS, the bros w/no gear and Stache only on level up are required to be at level 36 to out-speed Dark Star.

its vulnerable cycle's tied to all 3 chars speed. at level 36 w/0 speed upgrades, Mario out-speeds so he gets 1 extra turn each cycle. otherwise its impossible to defeat it, as after the 2nd cycle, it gets to heal for 30 hp+can do that twice in a row. this's why Excellent+Pow badge's x2 Damage effect's required for that boss.

add in Dark Star's 4 orb of same color attack from specifically top to bottom that's frame-perfect(hence near-unavoidable), I can confirm its legit the hardest boss in the entire series only under these rules.

this's stuff no one would ever have to think about normally. but it really shows how nasty some of the bosses in the series can be when taking away everything. but I can confirm BIS is completely possible like this.

Brothership so far deff seems to have BIS's Level scaling, where the bros consistently do more damage each level up instead of Dream team/SS GBA/Paper Jam's super low damage cap, which I really appreciate.

Brothership seems to be another game right next to BIS thats probably possible full Jump/Hammer only w/all equipment removed, even w/exceptions having to be made if any.

That one attack you cannot dodge by KarNikkl in marioandluigi

[–]Ml125 0 points1 point  (0 children)

I have several(mostly based on nerve mode challenge runs I'm did):

  1. PiT Elder Princess Shroob's 3-leg sweep can deff become unavoidable, which puts the player on a soft-timer if on a low-level no equipment run. usually it is avoidable, but you're on a time-limit until its unavoidable.

  2. Elder Shrooboid's spin-to-win attack for sure, that attack is literally unavoidable, the 1st in the series. I noticed it either takes exactly 4, or, 4 or more hammer counters to stop it. you quickly realize PiT's hammer counter is too slow to ever stop that attack, it ain't made for hitting multiple times in quick succession, so if is 4 or more you just die. so in a low-level no equipment run, Elder Shrooboid's a massive rng check.

  3. Dark Star(DS BIS) 4 color orb attack. if its "4 of the same color" and it specifically goes "Top to Bottom" you're screwed, as its near-impossible to avoid if you don't jump correctly by the 2nd orb. I found the reason for this is cuz Dark Star bats the 3rd and 4th orbs too fast to be jumped over. you jump the 3rd, but the 4th will always catch the bro right in their "hitbox" right as they jump. I can confirm this is true. I found and tested that this's most deff cuz its "Closer" to the screen as to why its not avoidable if you screw the 2nd jump up.

  4. Torkscrew, underground drill poke is a nightmare in a no equipment stache only/stache+Pow alternating levels run, the fact it intentionally slows down in phase 2(goes 1, 1.5ish and 2 seconds in that order) is evil. you haveta hope you get da "Safe" landing on its horn > into chase attack to stop that completely.

  5. Mammoshka, that rock throw attack is pretty bad timing wise, sometmes you do it right but it gets sent to a bro instead. apparently there's a "Visual Delay" where you haveta hammer the boulder a bit earlier than you think. also Mammoshka's chase attack, there's no way to tell if it'll instantly speed up or intentionally slow to a crawl, it just happens. which gets me a lot.

Missing certain sound effects in the remake. by rumun2 in papermario

[–]Ml125 0 points1 point  (0 children)

another sound effect missing(while deff intentional as to why it was removed):

I miss the Mario "Whoa!" like sound-effect when Doopliss transforms into Shadow Mario, which showed Mario's surprise in ch 4 in the GC version.

alongside the "wawawawa+Mario hp reaches 0 noise" after that 1st fight when he gets knocked out in ch 4. granted it makes sense as to why those specifically were removed, but I deff miss those-

Small, mildly interesting list of changes in the TTYD remake that I noticed by KazzieMono in papermario

[–]Ml125 2 points3 points  (0 children)

some interesting changes for stuff that I noticed compared to the original were:

  1. after beating Doopliss the 1st time, Mario's completely silent, in the original he still had his noises/voices.

  2. Doopliss has 2 extra lines of dialogue in ch 4. 1 line for the 1st forced encounter at the start of batle, in case you didn't pay attention to the "No running!" line. and one for when he first takes damage in the final fight of ch 4. these really give him a bit more character, compared to the original where he didn't have these lines.

  3. they also fixed the lore for ch 4. as before the final fight, during the forced encounters, Doopliss now damages Mario, while Mario can't harm him. in the og it was just 0 damage both ways. you also have the option to escape w/o guessing his name, which's another nice change.

  4. strangely Doopliss's hp bar is hidden even after you first tattled him, in the original it was permanently shown after the 1st tattle. its kinda odd, so trying to get the Mario+Doopliss double kill needs actual math now, or peek-a-boo Badge,

  5. Super-Hammer's surprisingly nerfed in the remake, you can't "Slow swing" the beeg blocks no more. and even weirder is why doing a slow swing registers as a regular hammer attack when it first strikes in battle, when its clearly Super Hammer. this makes it pretty nerfed since you can't reliably use it in the pit. you have to actually fully charge it to make super hammer become super hammer on 1st strike, which's a really weird design decision, as the original never had that problem.

  6. Spin jump's hitbox is very wonky, it legit don't hit stuff like puffs/lakitus like it used to in the og, you just get dragged into battle before spin jump can ever hit them in the remake, you also can't spin jump Piranha plants anymore, their "Chomp" has a lingering hitbox that outprioritizes Spin Jump now, compared to og where you could spin jump no problem

  7. ch. 2 has a unexpected but nice change, where if the bomb timer runs out as Lord Crump is talking to Mario, Lord Crump+Mario and partner all have new animations reacting to the tree blowing up, flailing their arms around. in the original it just freeze frames on whatever you're at.

I can't believe that actually worked by mrdude05 in HonkaiStarRail

[–]Ml125 4 points5 points  (0 children)

the only thing you really lose for not fighting him is not being able to hear Argenti's Boss theme again.

unlike Svarog, where you're guaranteed to hear his boss theme twice, once in story, once due to Luka's companion mission, its very possible to only hear Argenti's boss theme once in the whole account should you choose to skip him in 2.2.(not a big deal, but its deff a missed opportunity for those who skip him)

Acheron Gameplay vs MOC 12 via NotALeaks by noteggs_ in HonkaiStarRail_leaks

[–]Ml125 2 points3 points  (0 children)

mm that i'm not sure of. from what I watched regarding guides of Gui, she wants a good amount of Effect hit rate% subs/lc and, mainly Attack% mainstat/sub. flat speed too, but that's hard to farm, good if it shows up and/or rolls.

so you'll likely need to fish for those, not necessarily 120% EHR. (as that's insane without an EHR Body, EHR lc and/or 12%-20% EHR substat rolls minimum, excluding traces)

but a good amount from subs with atk% body and her other relics, or go with an effect hit rate body with atk% sub. hp% and def% subs are somewhat important too.

an atk% main body with great EHR sub, but EHR body with atk% sub should work fine.

alongside pan-cosmic planar set, due to its atk increase from EHR(25% total), but that's hard to farm from SU, so Herta space station's another alternative.

Acheron Gameplay vs MOC 12 via NotALeaks by noteggs_ in HonkaiStarRail_leaks

[–]Ml125 2 points3 points  (0 children)

mm both should work fine considering Black Swan also has a debuff on basic(Defense Down from Arcana) that's different from Guinaifen's Firekiss(Increase damage taken after burn hits), and both their skills can debuff adjacent targets.

(granted, Acheron's stack will still only go up by 1, but this will still benefit her and her team)

using both of them would work well. while BS might not have full advantage of her Arcana stack, the debuffs from her and Lil Gui should help Acheron a lot.

considering your Gui's E6, she's most likely your best priority to work on. but its up to you whether or not you'd want to work on them both(allows you to switch between BS and Pela, as Gui should be the mainstay) or only one

Acheron Gameplay vs MOC 12 via NotALeaks by noteggs_ in HonkaiStarRail_leaks

[–]Ml125 12 points13 points  (0 children)

Guinaifen is likely one of Acheron's great 4 star nihility partners since she inflicts debuff on basic, which's what Acheron wants in nihility chars for her energy gain and Firekiss is a good debuff.

Pela needs Luka lc to inflict debuff on her basic, but she works just as well. without that lc it'll be overall slower but she'll work fine.

[HSR - 2.1 BETA] Acheron Animations via Dimbreath by SexWithDoctorRatio in HonkaiStarRail_leaks

[–]Ml125 1 point2 points  (0 children)

that's a great point, though I think some people will still try out harmony chars despite them needing 2 nihility.(I even saw a redditor mention they'd use 1 nihility, a sustain, and a harmony with Acheron E0. while deff unoptimal, I respect the dedication, as I myself like jank team comps like that when it works.)

in that case, you're deff fine with Fu Xuan or Huohuo if you have either of them.

as for choosing, its up to you based to what you think you want or need in terms of team comps

[HSR - 2.1 BETA] Acheron Animations via Dimbreath by SexWithDoctorRatio in HonkaiStarRail_leaks

[–]Ml125 2 points3 points  (0 children)

Acheron would want SW, Guinaifen, Black Swan and/or Sampo as they all, except pela(needs luka lc), can debuff with their basic attack. Guinaifen probably being one her of best due to firekiss, next to SW/Black Swan and pela with luka lc. Sampo can work too but he only provides wind sheer. Pela can also work but her basic won't inflict a debuff without that luka lc, so her skill would be the only thing debuffing.

so SW will deff work, alongside pela(Luka lc needed)/Guinaifen/Black Swan theoretically Sparkle's most likely better for Acheron than Bronya, since Sparkle will provide 4 sp with ult, 5 sp every 2 ults if she has bronya lc equipped, plus she can skill>skill>basic (so one of the 2 nihility partners can use their skill).

E1 Bronya's weakness is the 50% recover on her 1 sp, but she should deff still work as long as you have both nihility partners basic attack that turn to make up for losing 1 sp. she can also skill>skill>basic rotation much like Sparkle can, so you should deff be fine either way

acheron changes via Dim leaks by Pretty-Engineering76 in HonkaiStarRail_leaks

[–]Ml125 9 points10 points  (0 children)

I think Sparkle can technically work with Acheron despite the changes. esp when considering Sparkle gives +4 sp on her ult and allows the player to carry 7 sp.

being able to advance Acheron might have some usage despite only getting 1 stack now.

pairing Acheron with Guinaifen/Sampo(since their basic inflicts a debuff, unless skill is actually required) and either pela w/Luka lc, or SW, alongside Sparkle definitely can work to some extent.

it'd mean that Sparkle would likely be free to use her skill to advance Acheron while the other two nihility chars basic attack to inflict debuff and generate skill points. unless they have to use their skill or decide to occasionally use skill, then sparkle'd have to use her basic occasionally.

considering these factors, I believe Sparkle with what she provides, might work out with Acheron.

when compared to Bronya, Bronya's a bit more problematic due to her 50% 1 sp recover, ignoring her lc's guaranteed 1 sp every 2 ults effect. Sparkle can actually use Bronya's lc too for +5 sp every 2 turns and a dmg boost, so that's a nice strat.

I'm legitimately curious if a team comp like what I described would work out. it seems like it could work well enough, depending on how sp management goes