Er, uhhh....not sure what you mean there...in most other case the timed attacks in the game is fine. But attacks like Geno Whirl is what bugging me because I think they changed the timing. Before it used to be right after Geno fires the attack and you get a screen flash when you do it right....now it's before he fires it and it's a pain in the butt. I'm guessing that it's probably it was overpowered so they made it harder to pull off?
My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr
Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.
well i guess since its the remake where the game now has the special triple team attacks, i guess they had to either get rid of the 9999 for Genowhirl or make it a little tougher to press Y or A at the right time for Genowhirl to instant KO an enemy or boss
Er, uhhh....not sure what you mean there...in most other case the timed attacks in the game is fine. But attacks like Geno Whirl is what bugging me because I think they changed the timing. Before it used to be right after Geno fires the attack and you get a screen flash when you do it right....now it's before he fires it and it's a pain in the butt. I'm guessing that it's probably it was overpowered so they made it harder to pull off?
@DiamondCore Seems to just be holdovers from the original. Wish they did a bit more in that regard, but the only thing I've felt has been genuinely unpolished has been the framerate dips during cutscenes. I regret to say that I own 3 Mario and Luigi games and really enjoyed what I played of them...yet out of the 3 Mario RPG series (if Mario RPG proper can even be called a series when the remake is the only time its style has returned), I've only beaten...Color Splash and The Origami King (though I admittedly do really like Origami King; I'm not sure why I pushed through Color Splash given I often didn't like it much). I think I want to make Super Mario RPG the first one I actually complete, though - already having a blast with it
Surprisingly disappointed with this one. Decided to play the original again to see if my issues are with just the remake or Super Mario RPG as a whole. It's definitely a good game, but before a few days ago Mario RPG was easily on my list of favorites, now I'm not so sure lol.
Similar thing happened with Pokémon Diamond when I replayed it so it's not impossible, but I am hoping I have a better time playing the original than I did the remake.
@Joeynator3000
Yes, I'm just talking about all sorts of timings that don't feel right to me, a new player.
Even after 4ish hours, there aren't many attack button timings that feel natural to me. It's weird and a bit off-putting to be honest, but I still enjoy the game as a whole.
i dunno if its just me since i still do this weird habit when playing the original Legend of the Seven Stars game, but in the remake recently when the exclamation point comes up for regular attacks, i double tap the A button
Anyone else do that where they double tap the A button? or do you just tap A button once to extra damage?
its just a silly old habit of mine that still happens when i play old Super Mario RPG Legend of the Seven Stars and even for the remake which i just started
@XandertheWise with some attacks like Geno's or Mallows attacks, I spam the "A" button for some reason. but for most other attacks, I just press "A". l
@Darkly ....Did you at least have the Lazy Shells? xD
Anyways yeah I managed, I ended up just slowly destroying crystals and staying alive with Peach until everyone ran out of FP. xD
My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr
Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.
People are taking issue with the new timings, but I have reason to believe that they are rewarding enemy study. That notion became clear to me as soon as Nimbus Land's Birdies with their flight speed telegraphing which attack they're using. I think if anything, the new timings simply add satisfaction to the Chain Timing mechanic. And oh boy, I don't know which is better, the Chain Timing mechanic or the new item system. The new item system is practically self-explanatory in how it allows for more playable party compositions that don't involve Peach, so I'll go over Chain Timing.
As we know, Chain Timing involves getting bonuses that are provided until timing is failed, at which point the Chain is reset. It's worth noting that luck-based misses are neutral to the Chain and ergo won't cause them to be dropped even with a messy timing attempt but also won't increase the Chain amount regardless of your timing. As a convenience, an attack where you miss the timing will actually still benefit from the Chain Timing bonus to your used stat where applicable. (IE if you mistime with a magic attack of your own, you will still get the Magic ATK boost if Mallow is active.) And as also easily guessed, each switchable character provides a given stat boost: Mallow provides Magic ATK, Geno gives Physical ATK and Speed (I'll get to him boosting 2 stats), Bowser grants Physical DEF, and Peach provides Magic DEF.
If you're wondering about the exact boosts, they use percentages of the involved stats, accounting for equipment modification including the used random number change for the attack, though Magic ATK sadly doesn't involve the Magic Power improvement. Here are the percentages involved:
-Physical ATK (Geno): 3% on 2 Chain, 5.5% on 3~4 Chain, 12% on 5+ Chain
-Speed (Geno): 10% on 2 Chain, 15% on 3~4 Chain, 20% on 5+ Chain
-Magic ATK (Mallow), Physical DEF (Bowser), and Magic DEF (Peach): 10% on 2 Chain, 20% on 3~4 Chain, 25% on 5+ Chain
I am going to state that the bigger and clearer 2 beneficiaries are, how appropriate, Bowser and Mallow. Geno's boosts are modest at best, or at the very least hard to use from reliance on Speed since the Physical ATK boost won't provide enough of a boost to allow significant new wall breaking even in late game. Peach's Magic DEF actually has its moments, but I do note that a lot of key threats are physical, and I'm letting you know now that enough key magic attacks have become blockable, keeping in mind that enemy magic attacks have 1x damage multipliers to begin with where enough threatening enemy physicals have typically 1.5x or 2x multipliers. You would be surprised how much and when Bowser's Physical DEF boost helps, believe me. As for Mallow's Magic ATK boosting, it's actually able to provide enough of a boost to conceivably allow decent magic wall breaking. You can even make Bowser's Crusher reasonably usable, which believe me is not hyperbole.
The new timings makes this mechanic more challenging to use, but they show signs that they are far from obtuse, instead encouraging engagement with the foes, and anybody willing to work with Mallow and/or Bowser is bound to particularly benefit.
If you want the game a bit more challenging do a no armor run. Been doing that for the remake and it's been real fun and balanced so far. I actually feel like I use my items and all the money I would have spent on armor is spent on items. Keep cutting it close with bosses where I run out of healing items of FP and manage to barely win.
If you want the game a bit more challenging do a no armor run. Been doing that for the remake and it's been real fun and balanced so far. I actually feel like I use my items and all the money I would have spent on armor is spent on items. Keep cutting it close with bosses where I run out of healing items of FP and manage to barely win.
Sounds like you might want to compare notes with WaddlerD. He does his own No Armor run as a sort of basis to determine how to balance Super Mario RPG Revolution. Meanwhile, I did a Restricted Weapons run (basically, everybody but Bowser has weapon restrictions based on progress beyond what the game is already imposing) and I can tell you how No Deaths was already the more important rule with my recorded run of the original because of the involvement of unblockable single target attacks that dealt absurd amounts of damage, but now every single one of those nasty attacks has become blockable in the remaster, and that's before putting Bowser's Chain Timing bonus into consideration. Still, Restricted Weapons is built around the game's subtraction defense involvement, and thus it does get involved if you don't realize what is going on since you have more things live for long to begin with.
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