ZOMBERO'S PROFILE

Search

Filter

Let's Play Soul Shepherd 6-10.

//This door doesn't even say how to unlock it//

"It's sealed shut." is the message I attach to doors that don't have a way to open them within the demo. It's going to require a soul from a later area, I just don't know which one yet. x.x

Let's Play Soul Shepherd 1-5.

I decided to record a vid of myself fighting Kerberos to show how it can be done without any reliance on luck. The only thing I really messed up is I used the wrong Impulse on Kappa, I should have just used the one on his weapon.


Kappa has a lot of Str, and Str is best suited to Force attacks (Str helps Weapon attacks too, but they are partially based on your weapon power while Force skills are based entirely on Str), but he lacks accuracy in his attacks. I gave him the Lumbar Axe to boost Str even more, and Felt Boots, Gi, and Bandana to help his accuracy and damage. Kappa has a lot of defenses, so he can give some up to be more in line with the survivability of your other party members. Kappa uses Raptor Talons, since this skill increases in damage with each turn of combat making it powerful in boss fights.

Harpy has a lot of Dex, which is well-suited to Weapon attacks, since lacking Str doesn't effect Weapon attacks as much. He has the Long Sword to max out his weapon power, and some other EQ to help out his damage and survivability. Harpy uses Reprisal, which does more damage with lower HP. This works out very nicely because he out-speeds my healer.

Roc is optimized for healing and survivability, which means Will and defenses. This also optimizes his poison damage. But aside from poison, Roc just heals every round for this battle. I use this setup outside of bosses too and Roc focuses primarily on status ailments there.

Isonade is spec'd for magic, everything he has gives +Magic to help his damage. His EQ also has high M. Def to survive Kerb's breaths better. Isonade uses Freeze and the Ice Bolt impulse to take advantage of the high Magic stat. Having a mage gives the possibility to inflict elemental injuries, and your physical attackers can then crit while the enemy has reduced defenses, which creates synergy between the two types of attackers.

With all this, Kerberos can be killed with several rounds to spare on his enrage timer. I do let myself get low enough that an unlucky crit could have killed a couple times, but those situations could have been avoided by having Isonade do more preventative healing. I just wanted to explain this stuff to give some ideas on how the battle mechanics work.

Soul Shepherd

author=EdgeOfChaos
I see. Well, it's especially annoying for me when I'm going to a place I've already been to 100 times, try to run, it fails, then he insta-deaths me. I either have to waste a phoenix down + SP to heal, or just teleport back. I'm looking directly at Onryo on this one. This actually happens very frequently. I don't mind it so much in newer areas where the enemies are supposed to be a threat. Reducing to Critical would be a very welcome change for it.

Hmm... The chance of instant death to succeed is Will-based, so lower level enemies would have less of a chance to kill you with it, but I could possibly take a look at the ailment rate formula and escape success formula for ways to make them more favorable when your soul levels are significantly higher than the enemy.

author=EdgeOfChaos
Soulshards seem a bit useless past the first few areas, because the enemies just repeat the same soulshards. Shattering higher level souls gives no benefit because it just gives the same thing as some lower-level soul.

Shards have kinda been an on-going struggle. It'd be a lot easier to go back and flesh out the shards in the earlier parts of the game after I have everything finished. Currently, I don't want to use all my Shard ideas up early on in the game.

author=EdgeOfChaos
The journey from the east town to the beach seems inordinately difficult. There are two bosses on the path, and two lands worth of new enemies players have never seen.

It's generally expected that the player will sleep at the inn between the two fights, and possibly after the second fight as well. It takes 3 inn stays for them to respawn. I do agree that it is a rather difficult segment, but it's kinda meant to be. Maybe the walk distance from the beach entrance to the beach house could be reduced.

author=EdgeOfChaos
Some warning before the 4-kobold team would be nice. Unless you have incredible reaction time, you can't get away before they fight you. Luckily I knew it was coming, but it could suck if you ran out of SP.

I can do that.

author=EdgeOfChaos
Maps are really well made. I really like the new terrain you gave the first map.

LockeZ deserves a lot of the credit there. He did probably almost half the maps, and they tend to be the better looking half. Maps are the only part of the design process that I try to outsource when I can~

author=EdgeOfChaos
I'd like something you could do with the early-game souls. I know there's a soul forge, but those seem to only use the souls from that area. I'm kind of clogged down with 30 or so of each soul type from early on.

Yeah, the synth shop only helps the issue going forward, and doesn't do much retroactively. And then Naraka makes matters even worse. I'll have to see what I can come up with. There's always selling them, if nothing else.

Soul Shepherd

author=EdgeOfChaos
Why does the skill Nightmare exist by the way? It's pretty lame...

Why does an instant death skill exist? Hmm... because it's an RPG tradition, I suppose, would be the main reason. I can't think of any reason instant death skills need to be in a game. The closest I can come up with is that it instills fear and is a unique threat that players need to try to avoid and manage. The "avoid" (which currently comes in the form of the Sanctuary rally) admittedly needs some work. It reduces the chance of instant death succeeding substantially, but I also want to change it so that even when it does work, it knocks any character at above-critical HP down to critical HP instead of killing them.

author=EdgeOfChaos
Also, I really like the hyper mechanic. Great work on that.

Thanks! Me, too. I've actually actively regretted that it takes so long for Hyper to come into play, because it makes normal battles substantially less repetitive, but there's no way I could just throw it in the start of the game. The starting difficulty would have to be lowered substantially to make room for Hyper. Plus, the beginning already throws a lot more mechanics at the player than most games do, and this would add to the pile. Beyond the start of the game, the different paths sprawl out, so the only clear place to begin Hyper seems to be after Kerberos. Plus, since I plan to have the game be about 4 times as long as it is now... I guess it comes with the territory that I need to spread the mechanics out some.

Let's Play Soul Shepherd 1-5.

Congrats!

Yeah, that's correct. It'll probably be something that's added in the future, but for now full bosses don't give souls. Saves in the current version of the game will be compatible with future versions, though. And the souls would be granted retroactively in new versions.

Let's Play Soul Shepherd 1-5.

author=EdgeOfChaos
They're weak from the powerful attack and party attack, so they probably have more near 600.
Ah, if you aren't able to heal back up to full or near-full, that could require some guarding. With a Will-spec'd Roc and a secondary healer (both with Aura), you should be able to keep up without the party-wide guarding.

author=EdgeOfChaos
After some changes, I did 19526 damage; is this close?
Pretty close, yeah.

It's within the realm of reachable through luck now, though I'd still suggest finding more ways to optimize over trying to brute force it.

Let's Play Soul Shepherd 1-5.

author=EdgeOfChaos
I already had her weapons, they were decent but nothing very special.
Well, you listed having Short Swords equipped, everything she sells is better than Short Sword (they have at least as much atk, and then a bonus to a stat).

author=EdgeOfChaos
Which cliff area is this? And no, I didn't find any axe. I'll go look a bit, thanks. (This is the Harpy cliff?)
Yes, harpy cliffs.

author=EdgeOfChaos
I know I can switch elemental barriers, but he still easily 1-shots at least 2 of my characters if I don't guard. The magical barrier brings a 2500-damage breath down to maybe 2000, but it's still most certainly fatal.
Hmm it should only be like ~1000 after Weak and elemental barrier. Unless you mean against party members that are weak to it. Characters that are weak to it need to defend, yeah. But that should only ever be 2 characters.

author=EdgeOfChaos
(also: since LockeZ was wondering, here's a screenshot of the failure videos. Yes, I tried this boss 85 times.)
Eep. That's a lotta dedication. Kerberos is designed to be a fight not won nor lost through luck. So, unfortunately, trying over and over again without changing your setup probably isn't going to change the result. It sounds like you're getting closer, though.

Let's Play Soul Shepherd 1-5.

The shield should at least let Isonade survive a crit, I think. Claire should have some nice weapon upgrades to help you deal the damage you need, too.

A few other things stood out to me:

There's an Axe weapon from the cliff area that you seem to have missed. It's kind of hidden in that you have to walk down a path that leads off screen to reach it. I don't think it's *necessary* for success, but it certainly helps.

I also notice you have Isonade decked out in magic equipment, but you don't list any magic attacks in your battle plan. Will boosts the power of your heal spells, so if you have a char who is going to heal every round, you should consider optimizing them for Will. This makes Roc a better healer than Isonade. Will also boosts the potency of body/mind/wrath/malice attacks. This makes Will a viable stat build outside of bosses, too, but that's purely up to preference. Also of note: any enemy in the game can be poisoned, including Kerberos. The damage dealt by poison is based on the Will of the character who inflicts it. Just an option.

There aren't any better buyable helmets than Wicker Hat and Salad Bowl at this point in the game, no. :P

Kappa is generally more survivable than the other party members. He also lacks accuracy in his attacks. You might want to consider giving him a Gi to help with the damage output.

I see you have two turns where all your chars are guarding... there shouldn't really be a reason for this to happen. Are you aware that you can switch which elemental barrier you have up by casting a new one? You'll want to have the appropriate barrier up for each of the 3 breaths he uses. This is made easier if you still have the consumable Rock items that cast the barriers. If not, you'd have to learn the abilities themselves.

Let's Play Soul Shepherd 1-5.

Wait... are you missing all of the equipment from Claire's shop on the beach?

Let's Play Soul Shepherd 1-5.

Hrm, what EQ do each of your characters have?