Astaroth
Fifty Storms
What a wonderful night to have a curse...
Posts: 1,213
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Astaroth
What a wonderful night to have a curse...
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Jun 10, 2015 20:22:05 GMT -6
June 2015
astaroth
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Post by Astaroth on Oct 8, 2015 13:41:45 GMT -6
yes the godshield is broken, sos the crissaegrim, but i actually want something cool and op like that in, for one simple reason
you dont HAVE to use it
there are many op things in Iga games, and if you were forced to use it it would make sense to ask for its exclusion, i for one welcome those broken combos because if i want to use it its there, and that also encouraged experimenting with the game, if nothing in a game interacts with another then it devolves into what has the best stat and is the enemy weak to it, hell most rpgs the elemental weakness is so minor i end up using the most powerful weapon i have and mash attack a lot because theres no point in strategy if you can just beat it to death with the biggest hammer, rinse the blood off, and repeat the whack a mole minigame again
anyway, rant over, as for subweapons i dont see the need for them to be a separate mechanic entirely, but having them be an extension of the magic system like DoX and PoR where theyre like a secondary attack instead of candle fodder you have to go halfway across the map to reacquire
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Apollonian
Loyal Familiar
[TI2]Drink stale wine to your heart's delight
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Apollonian
[TI2]Drink stale wine to your heart's delight
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Aug 21, 2015 16:30:38 GMT -6
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Post by Apollonian on Oct 8, 2015 16:18:43 GMT -6
The op weapons/subs is only an issue for me if they have more than 2p online. If there are any randoms in the room you can count on them to use the cheapest weapons and make the game completely boring. It has always been hard to make a full lobby on CV:HD without Somacard spam. I think it is just 2p online at this point though so it shouldn't effect most people.
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Post by ninjajoshua on Oct 10, 2015 5:26:09 GMT -6
I didn't read the whole topics but here my answer, I think that the game need an alternate way of attacking be it subweapon or magic power, it brings diversity to the gameplay.
About the OP stuff, I think it's okay to get them during the endgame but not in the first quarter of the game, it can ruin your first walkthrough (the most important for me) , SotN was poorly design regarding the balance of the items you get through the game.
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stoltzy92
[TI1]
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Post by stoltzy92 on Oct 23, 2015 1:36:59 GMT -6
OP combos? Hell yeah. Practically tradition in my mind, though I won't lose any sleep over it if it doesn't have any.
Now onto the more important question ( and the actual topic of this thread) Subweapons? I think as well that fittingly themed type of weapon/ability should be in there in some form is an alternate means of attack, maybe is like a buyable item and you can get from a shop or something. Similar to how javelins and ninja stars were in Symphony of the Night.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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June 2015
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Post by Galamoth on Oct 30, 2015 19:00:19 GMT -6
I wonder if some of Miriam's Spells will have more powerful versions. Not necessarily as separate Spells that you'd need to equip...but similar to an Item Crash.
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Dragon_of_Dojima
[TI1]Rip and Tear
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Post by Dragon_of_Dojima on Oct 30, 2015 20:00:15 GMT -6
Sub weapons could make Miriam more versatile than ever, but I think they should put sub weapons on characters that would benefit more from it. Miriam already has a lot going for her and adding more things, something is bound to not be used and that is never a good thing. Perhaps the other two characters? Whomever they end up being.
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