I know equipment isn't, but I thought stat boosts were.I've read that Equipements and Stats Boost we'rent affected by this.
I know equipment isn't, but I thought stat boosts were.I've read that Equipements and Stats Boost we'rent affected by this.
Maybe you're right, I might have read wrong.
Did them at level 55 on crit. It was a nice challenge.
When Vanitas jumps up into the air to get ready for the dark ball, cast thunder to knock him out of it. He has one of the toughest DMs to dodge/block so never let him do it.
I did them all at critical 99 without kupo coin (though I did use shotlocks and in the case of Xion, a link to avoid one of her moves). The only ones I really struggled with were Saix, the post-DM bits of Terra-Xehanort, Xion and the secret boss (Data-Riku was also a nightmare to get into a good rhythm since he felt insurmountable when I started him). It's hard to say much more than keep at it and get into a good rhythm (parts of the fights were complete bliss to me, like Xemnas's DM having such a satisfying pattern to execute, etc).
It's a bummer the review score for ReMind sits where it does. The first 70% of the ReMind scenario itself is pointless, but the final parts are amazing, and all of the fights, while insane and very difficult, are phenomenally well put together. Like, I'm legitimately proud of the Osaka team lol, they really brought it and proved themselves. I'm worried we won't see more of it if they look only at the critical reception though :(
The people behind KH have always been fairly good at listening to community feedback. I doubt they'll let the reviews discourage them from adding hard bosses in the future. They might do a bit more content that is more suitable for lower skill level players or not lock story content behind super bosses, but the community feedback for the bosses is so overwhelmingly positive that I think they'll definitely keep that in mind for future optional content.I did them all at critical 99 without kupo coin (though I did use shotlocks and in the case of Xion, a link to avoid one of her moves). The only ones I really struggled with were Saix, the post-DM bits of Terra-Xehanort, Xion and the secret boss (Data-Riku was also a nightmare to get into a good rhythm since he felt insurmountable when I started him). It's hard to say much more than keep at it and get into a good rhythm (parts of the fights were complete bliss to me, like Xemnas's DM having such a satisfying pattern to execute, etc).
It's a bummer the review score for ReMind sits where it does. The first 70% of the ReMind scenario itself is pointless, but the final parts are amazing, and all of the fights, while insane and very difficult, are phenomenally well put together. Like, I'm legitimately proud of the Osaka team lol, they really brought it and proved themselves. I'm worried we won't see more of it if they look only at the critical reception though :(
The people behind KH have always been fairly good at listening to community feedback. I doubt they'll let the reviews discourage them from adding hard bosses in the future. They might do a bit more content that is more suitable for lower skill level players or not lock story content behind super bosses, but the community feedback for the bosses is so overwhelmingly positive that I think they'll definitely keep that in mind for future optional content.
I like boss fights and it was 100% worth the $30 to me. I won't recommend this expansion to those who want story content but I will for people who enjoyed superbosses of 2's final mix and superbosses in general.The DLC is overpriced, period, and like it was said the Re:Mind part is pointless for the most part. I would not recommend it to anyone, even those who like boss fights (because, let's put it bluntly, only the Limit Cut part of this DLC is worth it, although the last part of Re:Mind has some nice bits).
Would it help for someone trying to get the Risk-Taker Trophy on Beginner tho ?
I'm slowly getting the hang of Yozora on Proud (Not with maxed Stats tho)
I'm scared of the Risk-Taker trophy.
I'm glad people are enjoying the fights, but instead of $30 for amazing fights and more garbage story, this thing should have just been the fights for $15.
I think this will probably be a lot of people's final KH purchase.
I'm glad people are enjoying the fights, but instead of $30 for amazing fights and more garbage story, this thing should have just been the fights for $15.
I think this will probably be a lot of people's final KH purchase.
No it won't lolI'm glad people are enjoying the fights, but instead of $30 for amazing fights and more garbage story, this thing should have just been the fights for $15.
I think this will probably be a lot of people's final KH purchase.
Some hardcore fans would buy a $50 Final Mix package. Probably still will when it comes out for next gen consoles.I'm glad people are enjoying the fights, but instead of $30 for amazing fights and more garbage story, this thing should have just been the fights for $15.
I think this will probably be a lot of people's final KH purchase.
There's big diffwrence between "i worked hard so that my characters stats are at their limits" vs "i put a cheat to instant kill everything.As Eraqus would say "Weak."
Seriously though, why not just turn on fast pass codes instead of spending a ridiculous amount of time grinding synth materials?
Being able to take one extra hit could mean the difference between losing and winning against a tough super boss.That's almost always the case with action RPGs. People who didn't play on Critical specifically were talking about how they had to adjust their mentality because the Limit Cut was the first time in the game they had to learn how to block. No stat boost will ever make up for a player fighting a KH superboss without even knowing how to block attacks.
You'll die in three hits you don't know how to avoid instead of two, and maybe it takes two less combos you can't hit to kill the boss. Wow.
Oh, I wasn't implying it was your situation, I've actually seen people saying the super bosses was the first time they had to block in the game, because they were playing on Proud.Being able to take one extra hit could mean the difference between losing and winning against a tough super boss.
Also, i beat all the other games on critical including the super bosses. Its not my first rodeo.
I don't think the difficulty scales real well in KH3 compared to older titles easy and normal felt like a baby game (which is fine for easy) but proud just felt like normalOh, I wasn't implying it was your situation, I've actually seen people saying the super bosses was the first time they had to block in the game, because they were playing on Proud.
Luxord is the easiest, then YMX.Fucking finally beat Vanitas. Props to the Thunder trick. Following that I went to town with Ultimate Form and he was done. He starts throwing in more patterns at this point, was too dangerous to doing it without that.
Who's next? Idk what the easiest fights are.
My mans was dead serious saying this lolI'm glad people are enjoying the fights, but instead of $30 for amazing fights and more garbage story, this thing should have just been the fights for $15.
I think this will probably be a lot of people's final KH purchase.
Standard being a joke and Proud not being much better was definitely a KH2 issue as well. BBS to a lesser extent, too.I don't think the difficulty scales real well in KH3 compared to older titles easy and normal felt like a baby game (which is fine for easy) but proud just felt like normal
Some hardcore fans would buy a $50 Final Mix package. Probably still will when it comes out for next gen consoles.
Luxord is the easiest, then YMX.
Other than that, is up to how you play the game.
Standard being a joke and Proud not being much better was definitely a KH2 issue as well. BBS to a lesser extent, too.
While this is true, I'm more thankful that Critical was a free update than resentful that Re:Mind didn't have anything as significant as that.I think a lot of people were expecting this to be a final mix like package, but other than critical mode which was a separate update, the main game feels untouched.
Hell, you could get through vanilla standard mode by mashing nothing but attack (Which helped perpetuate that old belief that KH was nothing but a button masher).Problem with Vanilla KH2 was that Limits, Magnega, Reflega and Stitch trivialize the game.
FM did nerf that a bit
Yeah, and unfortunately that kind of ties to the concerns somone had over the critical reception of Re:Mind. KH II was labeled as a button masher (deservedly so), they "rectified" that with BBS, that had you mashing triangle with a pre-planned deck instead of X, but for someone who was indeed only mashing X on Normal, that was already an improvement, and it was indeed considered an evolution of KH gameplay.Hell, you could get through vanilla standard mode by mashing nothing but attack (Which helped perpetuate that old belief that KH was nothing but a button masher).
It says a lot that the most infamous bosses from vanilla KH2 are Demyx, Xaldin and Sephiroth; the three bosses in the game designed to explicitly shut down that manner of play.
2 FM only added the Roxas boss fight and some Org XIII cutscenes in the main game, and the mushrooms.I think a lot of people were expecting this to be a final mix like package, but other than critical mode which was a separate update, the main game feels untouched.
It's pretty much a final mix, they only decided to give some typical FM stuff for free. Add CM, QoL, updated graphics, new keyblades and new abilities and there's not much of a difference.I think a lot of people were expecting this to be a final mix like package, but other than critical mode which was a separate update, the main game feels untouched.
2 FM only added the Roxas boss fight and some Org XIII cutscenes in the main game, and the mushrooms.
Re:mind add more compared to it lol.
Absent Silhouettes were a ton of fun as a good challenge during the main game, and the Cavern of Remembrance was the only piece of great level design in the game, but it was really damn great.2 FM only added the Roxas boss fight and some Org XIII cutscenes in the main game, and the mushrooms.
Re:mind add more compared to it lol.
This is a really weird gotcha.
I took a glance and...???
To be fair, some of the things that KH2FM added are already in base KH3. Mushrooms -> Flans and Puzzle pieces -> Lucky Emblems.I took a glance and...???
Both games added crit
Both games adjusted sora
Both games added keyblades/forms
Both games added accessories/armor
Both games added story content
Both games added additional fights/bosses
Kh2 added theater mode while kh3 added photo mode
...am I missing something? The only thing kh3 didn't add was what, mushrooms?
Yeah. A lot of the expected type of extra content in a Final Mix was either already implemented in the main game (Flan Heartless & Lucky Emblems) or came via free update (Critical Mode, new keyblades/forms, new abilities, slight rebalancing) with Re:Mind bringing up the rear in the post game department.To be fair, some of the things that KH2FM added are already in base KH3. Mushrooms -> Flans and Puzzle pieces -> Lucky Emblems.
Nomura & Co just wanted to experiment on the combat system/gameplay features with all the portable games past II. The departures from KHII had very little to do with feedback and more just them trying to be a bit more experimental with the lower budget, less risky projects which they knew they couldn't do with the next mainline title, then bringing some of what they had learned (& had feedback from) back to the next big mainline KH that was more in line with II.Yeah, and unfortunately that kind of ties to the concerns somone had over the critical reception of Re:Mind. KH II was labeled as a button masher (deservedly so), they "rectified" that with BBS, that had you mashing triangle with a pre-planned deck instead of X, but for someone who was indeed only mashing X on Normal, that was already an improvement, and it was indeed considered an evolution of KH gameplay.
Look at how damn long it took for KH to give us more KH II style combat greatness. It's been 84 years.