RPG Inferno is now open!

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So far the RPG's been great. Quite a balanced difficulty and somewhat high replay value. The Bat's could have been a pain in the rear if they had more MAG though, I never liked monsters who can suck my HP and heal themselves simultaneously. The areas are balanced as well and they can be beaten individually but Alicia is a must in some parts depending on your build. If you are a walking tank, by that I mean high DEF, HP, and MAG DEF, then Alicia is not that necessary.

Now Tonberry....

Killed him on my first try after analyzing his stats and noticing he relies heavily on his STR and the MAG while sharing the tragic flaw most tonberries have, low SPD and EVA. Alicia was KO'd during most of the battle, though she was a nice decoy to redirect his attention away from my main character (not that he could deal much physical damage to me anyway....ya for Sword and Shield Combo :woo: ).

The Chimera left me expecting something more, so I am hoping to see an enhanced and more devilish version someday in the nearby future. For some odd reason, the Phantom Knight had the build of a Mage though he lacked the most fundamental resource: spells. :wacky:
 
Well, expect the RPG to get harder as it progresses. So it could start to get annoying at spots. Hope it doesnt. But it can't stay easy forever. :oops:
 
Indeed, expect my Fire Cavern (yes, name mentioning. :P) areas to be a lot more challenging, it will be very, VERY impressive if someone makes it all the way through and defeats the boss at the end without a pet. X_x

And thanks Julius, glad you like it thus far, but yeah, this is going to get challenging real soon. :giggle:
 
Indeed, expect my Fire Cavern (yes, name mentioning. :P) areas to be a lot more challenging, it will be very, VERY impressive if someone makes it all the way through and defeats the boss at the end without a pet. X_x

You make me want to disown my pet. :sad3: Just to see if I can do it... but I can't take the grinding to get the pet back. -__- Speaking of pets and disowning and bosses... I did Tonberry with no pet first try. :8F: I loved the idea of a drunken Tonberry, 'twas awesome. XD And those gloves are niiiiiiiiiiiiiice.

The RPG is really fun this year, and it seems like a lot of people are enjoying it. ^^
 
I beat the Tonberry without a pet and I refuse to go and get a pet so... -__-

It's really fun though... and addictive.

(I don't like gloves... I do better damage with my daggers XD)

I'm still going for my own personal build and it's working out fine for me so far. Can't wait to see what challenges you guys have lying ahead. ;))
 
Indeed, expect my Fire Cavern (yes, name mentioning. :P) areas to be a lot more challenging, it will be very, VERY impressive if someone makes it all the way through and defeats the boss at the end without a pet. X_x

And thanks Julius, glad you like it thus far, but yeah, this is going to get challenging real soon. :giggle:



I SHALL DO EEET XD


seriously, XD I wanna see if I can go through the whole RPG without a pet :wacky:


or at least until there is a pet that I'm like OMG I NEED NOW PLZ. XD


I LOVE the gloves. Beat rush is FANTAAAASTIIIC <3 I'm doing like 300+ damage per turn :woo:
 
I SHALL DO EEET XD


seriously, XD I wanna see if I can go through the whole RPG without a pet :wacky:


or at least until there is a pet that I'm like OMG I NEED NOW PLZ. XD


I LOVE the gloves. Beat rush is FANTAAAASTIIIC <3 I'm doing like 300+ damage per turn :woo:

Well then I suppose the next attack type will be dedicated for us, Sword and Shield users who had to face Tonberry bare handed (like without Attack Type) and still beat him. -__-

Not fair... traditional knights are rejected nowadays. :sad3:

I might even take Koloth's advice and make myself a walking tank. High DEF, High Mag DEF and High HP. :rage:

How's that then? :jtc:
 
Indeed, expect my Fire Cavern (yes, name mentioning. :P) areas to be a lot more challenging, it will be very, VERY impressive if someone makes it all the way through and defeats the boss at the end without a pet. X_x

And thanks Julius, glad you like it thus far, but yeah, this is going to get challenging real soon. :giggle:

You may want my Tonberry Pet as well. I know I am going to get one. Hee hee

IMASTABU
 
It's really fun though... and addictive.

(I don't like gloves... I do better damage with my daggers XD)

I love the daggers more as well. I deal over 400 with each turn with them :dance:

Can't wait to experience the caverns^^ I hope the scenery is nice and the monsters are hard and give good components :awesome:
 
Agreed. I always have felt that dual-wielding is good for damage to make up for the loss in def, but now since they have attack types, that just makes them stronger, while the sword/shield users still have nothing.
 
Agreed. I always have felt that dual-wielding is good for damage to make up for the loss in def, but now since they have attack types, that just makes them stronger, while the sword/shield users still have nothing.

Besides I was surprised to see that the Attack Type (Hit and Run) has so many boosts at such an early stage.

STR: 5%
SPD: 5%
DEX: 10%
EVA: 10%

Not only that, but the effects doubles when you dual wield. If we add that and Berserk, we get a serious STR Boost which is really, not necessary for this current stage of the game (I beat these areas without an Attack Type and without Berserk). If the next areas are designed considering these settings, then it will leave quite a gap for Shield and Sword users forcing us, eventually, to shift to dual wield if a Single Wield Attack Type isn't added. If I fight a player built around those boosts, they will be able to hit me, deal more damage with less STR and be able to dodge my every move because of the 10% EVA boost which becomes 20% Boost. If we consider then anyone who can have above 200 EVA by now (and it is possible since I also hit 300 STR but changed since it isn't quite necessary by now), you'll give them a 20% Boost per attack which lasts for a turn making their EVA around 230-245, so against bosses will make sure they don't hit the player forcing the Boss to rely on Spells alone.

So unless the monsters of the next area have around 250 DEX, the next areas won't be making much difference in terms of difficulty. Unless you pair monsters with contrasting stats or have them spam spells that alter our stats like hell.


Also Beat Rush. Beat Rush gives a 10% STR Boost which ends up as a 20% due to dual wielding. Add that to Berserk and you'll see why most monsters die in two hits, heck I kill Harpies in three hits without using Berserk or an Attack Type. Overpowered much? ;)
 
So, you're going to be getting into it now Julius? :D If so, well, I hope you like it, unlike somebody that is being a griping whiner on Windows Live, I think he has some personal vendetta against me though. :hmmm:

Anyways, enjoy the RPG Inferno, buddy. :monster:

shut up Bolt, you know we're cool man. don't take me so seriously. t.t
 
Ah, critique, while easily taken the wrong way, it can help improve things. xP Okay, nothing going over 5% for modifiers for attack types at this point in the RPG, I'll make a few changes now. :hmmm:
 
I gave Bolt a lecture today about encouraging duel weld too much. Its totally rediculous that I hit over 500 with these gloves using berserk. So, in the future guys, duel weld will be discouraged and single will be encouraged. As I have done in past games. I did not get a chance to check much on this. But it will be fixed.

However duel will be given some spd and eva bonuses. But should not get too much in str and dex bonuses. Dex should be for large 2 handed swords and my Tonberry and Bolt's Ifrit pet. I believe his Ifrit pet's attack type has a dex bonus.

Besides I was surprised to see that the Attack Type (Hit and Run) has so many boosts at such an early stage.

STR: 5%
SPD: 5%
DEX: 10%
EVA: 10%

Not only that, but the effects doubles when you dual wield. If we add that and Berserk, we get a serious STR Boost which is really, not necessary for this current stage of the game (I beat these areas without an Attack Type and without Berserk). If the next areas are designed considering these settings, then it will leave quite a gap for Shield and Sword users forcing us, eventually, to shift to dual wield if a Single Wield Attack Type isn't added. If I fight a player built around those boosts, they will be able to hit me, deal more damage with less STR and be able to dodge my every move because of the 10% EVA boost which becomes 20% Boost. If we consider then anyone who can have above 200 EVA by now (and it is possible since I also hit 300 STR but changed since it isn't quite necessary by now), you'll give them a 20% Boost per attack which lasts for a turn making their EVA around 230-245, so against bosses will make sure they don't hit the player forcing the Boss to rely on Spells alone.

So unless the monsters of the next area have around 250 DEX, the next areas won't be making much difference in terms of difficulty. Unless you pair monsters with contrasting stats or have them spam spells that alter our stats like hell.


Also Beat Rush. Beat Rush gives a 10% STR Boost which ends up as a 20% due to dual wielding. Add that to Berserk and you'll see why most monsters die in two hits, heck I kill Harpies in three hits without using Berserk or an Attack Type. Overpowered much? ;)
 
I just made several adjustments involving this recently, it shouldn't be quite as outstanding from the other ones, and the addition of a Sword attack type would help too. :hmmm:

Anyways, new areas will be opened very shortly, just applying finishing touches, and then making them accessible. :monster:
 
Oh come on, man. Dual wielding isn't so bad. Just lower the "Chance to hit" on all weapons that dual wield and everything should balance out. If something has the potential to deal outrageous damage, then just lower it's accuracy.
 
No. Dual Wielding is Assassin types who have to rely on eva and dex to deal low damage.

If you're going to lower anything on dual wielding weapons, it should be str. As Koloth said.

Though again... I can see this turning out to be very warrior biased which I really hope it doesn't because everyone is REALLY enjoying this RPG.

Dual wielding shouldn't be 'discouraged'... Maybe more balanced but considering the huge boosts warriors get later on attack types, so long as dual wieldable attack types deal the same sort of bonuses over both weapons, it'll be fair.

(I mean as in a later sword type attack type having +50 str bonus and dual wieldable claw attack type only having +5 str to make +10 overall < that wouldn't be fair)

If that makes any sense at all.

Also. It's mainly Warriors who are purchasing pets so they get additional benefits from that.

I REFUSE to purchase a pet. I don't want to have to rely on someone else to deal extra damage. I'd rather take the extra time and do it myself.

Again, if that makes any sense.
 
I promise I wont do any of the - stuff that I did before. The attack types will have the assassin bonuses which is mainly speed and eva. If bows are used, it would be a dex bonus. But in reality daggers, shortswords and claws are not very accurate. So giving them a dex bonus is not in the nature of the beast.
 
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