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It's episodic. You knew it when you purchased the game. I have friends who refused to buy the game until the part 3 releases. It is like watching the lord of the rings only when the 3rd movie drop.
Your feeling of playing an incomplete game is absolute true, because it is an incomplete game.
Just play Final Fantasy VII OG if you want to combo materias and do all the fun stuff the game has to offer. The Mod community basically developed Final Fantasy VII remaster: just go to Nexus Mods and have fun.
Summons could have been better.
I like Independent materia here, but I miss the wild combos that could be made with all of the materia in OG. It felt a bit more restricted here.
I get it, I do wish the game was a lot more generous with magnify (All) materia, but at the same time we can't expect to see ourselves decked out with ancient magic and stuff. At this part of the story in the original FF7 we didn't really see much in the way of summons at all so that is kind of a buff.
I think what has gotten to me the most for at least the first half of the game is the lack of slots available compared to what we can potentially equip and upgrade. Especially on the first playthrough, permanently reserving a slot for Assess hurts.
What's the point of the assess mechanic if you can't adjust your Materia to take advantage of weaknesses mid fight?
And having to move all of your Materia around piece by piece every time the game decided to change your party composition by removing/adding members.
Give us enough of every Materia to build every character, so we don't keep having to move the 1 Magnify or 2 Elemental Materia's back and forth 100 times, and let us save different Materia loadouts for different situations. Also let us swap Materia loadouts mid fight, even if it costs ATB to do it.
Some materia are just far too powerful to allow you to duplicate and it also would disincentivize and destroy build / strategy diversity allowing you to accomplish jack of all trades through brute force.
For example Magic Up. Currently the game has two you can acquire allowing double of a single character's magic attack stat. Magic is already recognized as ludicrously broken in the game but when used on Aerith or one per Aerith & Cloud you can get absurd magic stats that make other stats look quite bad such as physical attack. Throw on the multiplier of her Arcane Ward and a Fury Ring and now the dmg output is simply unreasonable. A perfect example is this precise strategy is the most commonly exploited tactic to brute force crush Bahamut, Weiss, etc. without any actual effort by sheer numbers, mostly removing the element of actually playing because it happens in like 5s and the fight is over once setup. If we could stuff a couple more on then the most basic fire or other magic even without Tifa's boosting the dmg bonus could hit 9999 dmg and you would just spam this on everyone.
Magnify currently is balanced by having precisely 1, ever. This means you can't use it to get All Cure & All Barrier and perhaps even All Revive allowing you to easily sustain with nearly zero chance of actually losing. Survivability would be too accessible with too little an ATB requirement, planning, and MP efficient that it would be nearly impossible to lose. In fact, we actually see this occur in the original game where a lesser careful play might spend most of the game with 1,000-3,000 HP but someone who bought 1x HP Plus per each of their 3 main party members in Cosmo Canyon and also grabbed Barrier magic or the even more superior Big Guard Enemy skill now will quickly reach 20,000 EHP very early in the game and for pretty close to the entire playthrough. This is a survivabilty factor so immense even Sephiroth's second form is not a threat of realistically ever killing you. Throw in the ease of White Wind / Cure on everyone and/or Regen and yeah... You actually arrive at a point that, aside from Ruby & Emerald weapon, you have a literal 0% chance of death. Not low, but 0%.
In the Remake we have to pick. Do we want easy AoE healing or can we use Magnify for another materia and substitute it with the use of Chakra/Pray to meet our needs? How about Magnify on Barrier vs Haste? Super hard hitting boss like Bahamut's Limit Break? Use Barrier if you are struggling to maintain the proper health threshold as he casts or if you don't want to use a weapon with the safety effect. This will make it way easier to avoid dying with a much more manageable threshold while also dramatically reducing overall pressure from all dmg output from the boss (any boss in fact). However, Haste by comparison is unbelievable and arguably the best pairing if you are confident of not being instantly wiped out as it makes your parties overall performance far greater and prevents the necessity of swapping characters regularly to generate ATB plus lets you better hold aggro.
These are only two of multiple examples
Purple materia is actually some of the best materia in the game.
Magic Up is absolutely top tier busted as I've pointed out before.
Steadfast Block is great for both you and the AI, as even the AI can use it, to dramatically reduce the threat level of the enemy for blockable attacks. In a way it is kind of like a passive form of dmg mitigation similar to regen but from a different method.
Refocus is an extremely powerful materia but not for every player. It depends on your approach and skill level.
Skill Master & ATB Assist are both popular to run on Tifa as an ATB generating machine, especially with her high speed stat on some weapons. Speaking of Tifa Parry is considered grossly overpowred on her.
First Strike is super popular to use for instantly winning non-boss fights due to starting with ATB.
HP Up needs no explanation and MP Up is useful in some cases, especially hard mode.
By comparison, in the original FFVII it was mainly just HP Plus & Cover materia that most saw use. The others were sporadically used and not all that great, except Mega All but its acquired in the final dungeon...
Yes, summons are weak here and I hope they see a huge buff / design change to improve their value in Rebirth though it does not sound too promising so far.
However, guess what? Summons were equally as bad in the original game. Excluding using Hades & KotoR for Ruby weapon... There was only one particularly worthwhile summon: Choco/Mog. This summon allowed you to paralyze most bosses in the game resulting in a guaranteed win, especially after you lose Aerith's Seal Evil or if you don't use her in your party.
Overall, summon dmg output was extremely poor, especially for their high MP cost and long sequences. Enemy Skill simply outperofrmed them harshly, and it doesn't take long for even magic which was considered quite underpowered in the original to catch up. Even compared to just spamming basic attacks summoning's merits in the original game were highly questionable despite how cool they might have looked.
Actually, Pray & Chakra take over for most people, especially in hard mode but really even in normal once leveled. Magnify is mainly used on elemental magic to AoE nuke in non-boss encounters, otherwise use with Haste for harder encounters. If needed due to boss lethality it might, instead, get paired with Barrier materia. However, it almost never gets paired with Restore materia in subsequent playthroughs except by an inexperienced naive player who has yet to learn better.
Yes, the ability to swap materia mid battle would have gone a long way in making the boss fights fair, as many of them require a certain materia element to be staggered. You can't guarantee you would have that element equipped unless you exit the fight and restart.
Also, why is the game so gun shy with debuffs? Every time I think of using a spell like sleep, stop, silence, or even slow, the enemy is immune to all of them. There's basically no point in having them equipped if you can't use them when you really need them. What's the worst that could happen, the boss is incapacitated for a maximum of 10 seconds which is just enough time for your ATB to recharge anyway? Absolutely stupid.
There are better ways to balance the game than just make everything scarce. For one thing, Magnify has historically been a feature of EVERY Final Fantasy game until this one. Even if they didn't like the target all approach, they could have just added an area of effect to the spells, which at first I thought it did. They could have also restricted it to traditionally multi target spells like black magic and cure spells, not life and heal. Final Fantasy games are supposed to be power fantasies. Especially when they start throwing virtually unbeatable superbosses at you. Some of them I've given up on completely. I've never had that happen to me in ANY game, let alone a Final Fantasy game. They really need to throw us a bone here.
Yes, Steadfast Block is one of my favorites, but all the ATB materia are so hyper specialized they seem pointless. And Item Master is absolutely 100% useless, especially on Hard mode, where you can't even use items at all. Items are a core mechanic of Final Fantasy games, why would they ever just disable them to make the game harder? It just makes it boring.
And when I said materia becomes healing, I meant literally. The materia orbs are all replaced with healing orbs so you can't get a second one. Blue materia are way too scarce. There's not even enough blue materia for every linked slot you get.
Staggering bosses is primarily handled by weapon skills or Blizzara (Blizzara has the same stagger rate as Blizzaga and superior to Thundaga/Firaga/Aeroga) making Ice elemental particularly useful and unique as long as it isn't resisted or the boss/mobs move to fast to avoid its delayed activation (unless its one you can cooperatively flinch to hold in place until it explodes).
I wouldn't say it is shy about debuffs. Actually, the original FF7 and most Final Fantasy games are shy about debuffs with Final Fantasy 8 being almost the sole exception to really embrace debuffs on bosses (and instant death for most mobs, too, which his highly resisted in most FF games).
In FFVII Remake Bio's poison DoT is okay but most bosses will die faster than it is applicable. There are some, however, that will not such as Hell House where the poison DoT works even in its godmode phases. You can also use it with Synergy paired to have bio cast on everyone. Bio has same poison DoT dmg as Bioga so this is fine.
Sleep & Stop work on a ton of bosses in the game. It is actually insanely overpowered here to a point its a little baffling.
Stop works on Azbu, Sleep works on Ghoul, sleep & stop both work on Rude / Reno and their duo fight, stop & sleep both work on Rufus which you can then Braver to essentially chain stun him to automatic victory, etc.
Honestly, it is quite busted. There isn't much value in Silence or Berserk on enemies this time around, though, mostly because stop & sleep are so frequently viable and far superior.
10 seconds, btw, is a ton of time to do massive quantities of dmg. That is enough to burst half or all of a boss' health. Some of the bosses you can alternate stop and sleep to perma stun or sleep > Braver Rufus to perma stun, etc. Did you know you can cast stop on someone pressured, or better yet in stagger state, and their pressure/stagger stops wearing off? This can let you finish every single boss not immune to stop in the game the moment you stagger them a single time while capitalizing on Tifa's maxed 350% dmg bonus instead of only the last second or two while most of it is spent on weaker bonuses as she takes a moment to build it up. Sleep & Stop can halt more dangerous attacks, give you time to hit someone with Blizzara (or two, or with Arcane Ward and two casters 4x) resulting in an instant stagger, can bide you time to heal/buff, etc.
Historically, the Final Fantasy franchise is infamous for some of the worst balance of any franchise / games out there, too.
Each entry also changes up the battle systems and concepts with new approaches. This is the one we got here. What is worth mention is this one, in particular, also needs to remain somewhat restrained because it is going to be three episodes total and if you got peak status or all the high end materia, magic, etc. in episode 1 there would be essentially no truly meaningful growth in episode 2 & 3. It would simply become bland and repetitive. For instance, in Rebirth they're adding new synergy mechanics but also new materia like Comet as well as other support pairing combos like the ability to power up a materia into an even more powerful version of itself, etc.
However, Magnify in particular as I showed is an extremely problematic materia. This doesn't really solve the issues I presented other than potentially completely excluding entire options/strategies outright and making everyone's builds as well as strategies more identical.
I've never really seen it as a power fantasy. That is more like Elder Scrolls thing and such. Final Fantasy is more about its story and characters. Often the odds are very against them even (story wise, sadly not in actual gameplay combat wise).
Idk of any unbeatable super bosses in the franchise. If anything, they're usually puzzle based, not power based, so even if you were basically level 7 you can easily beat them as long as you know their mechanics / puzzle design.
ATB materia is great on Tifa if you use her, but if you don't then no its not going to be as useful on other characters (not that it is useless just not nearly as strong).
Yeah, that materia is kind of pointless due to the gil economy balance (just use more items if you need, don't need to make them stronger) invalidating it as well as the hard mode restriction. It feels a bit odd but FF has tons of useless stuff in the franchise in every game without any exception. It isn't even useless here in normal/easy, just arguably not that worthwhile. I'm sure some have appreciated it (certainly not me though).
Items are useful but in most entries due to poor balance they're likely mostly very rarely used, exclusion being Mega-elixer W-item abuse in FFVII (original), Holy War/Aura in FFIII, Tent tricks in FFIX, and essentially god-mode in FFXV. You might rarely use a phoenix down or Ether/Elixer but it is likely extremely rare (maybe less than 5x per playthrough even).
However, none of the other Final Fantasy games typically have anything but a single difficulty mode, either. You can always opt to just stick to normal mode in FFVII Remake if you want items. It is called hard mode for a reason. No items is a popular restriction in games at harder difficulties like some Ys games, etc.
Oh, you mean the rewards to prevent duplicates of unique replaced by Restore materia? lol yeah that is weird but its whatever honestly.
There is, indeed, not much blue materia in Remake but that is because the few that exist are supremely powerful. Elemental's value on defensive usage when properly applied can utterly trivialize bosses and some of the otherwise hardest fights in the game. I need not speak further of Magnify at this point. Synergy may very well be the most valuable materia in the game (Intergrade version, not the inferior version seen in PS4 release). Warding material completely neutralizes entire mechanics/difficulties against certain enemies including bosses. MP Absorb's value in Hard mode is off the charts running roughly comparable to Synergy.
By comparison in the original FFVII... it was almost totally unused and almost all of the blue support materia used was acquired near the very end of the game OR AP requirements so immensely high you can't realistically reasonably level them until you reach Magic Pots just steps before the final boss of the game (pointless at that point). MP Absorb was only used in extreme late game super builds to support infinite Auto-Life from Final Attack + Life (All). Counter was not used by most players and required disgusting farm or a trip deep into North Crater (basically steps before the final boss) just to create multiples for pointlessly overpowered super combo builds that had no actual value at that point other than "fun, because I can". The only useful one was Elemental, and only if you got it via the password mini-game in Shinra building (very missable) and only for getting Beta a little earlier, otherwise with HP Plus, Big Guard, or even more so both... it was no longer relevant.
That said... Blue support materia is the one I want to see most improved on in Rebirth episode 2 because I felt it was so poorly utilized in the first game (esp due to how late it becomes relevant, and the few types that even exist) and it still could see much improvement even in Remake.
Hold on, you said Elemental and Synergy were GOOD? I've had the opposite experience. I equipped a level 2 Elemental + Lightning on Yuffie's armor because I thought it would help in the Top Secrets battle against Ramuh. It did not. At all. His lightning attacks completely ignored my immunity and did full damage. Repeatedly. It ended up being a complete waste of materia space. As for Synergy, I tried this on multiple party members with different spells and I still can't figure out what the hell it does. The text does a poor job of explaining it. It certainly does not result in repeated casting or auto casting of any spell.
I don't know why you're so worried about the game being too easy. This is by far the hardest FF game I've ever played, maybe the hardest RPG I've ever played. At least when you encounter certain bosses, some of which are not even optional. All I'm asking is a little payoff to all the grinding and quest hunting I'm doing so I won't get absolutely ♥♥♥♥♥♥♥ wrecked no matter what I do.
Depending on skill level, any game can be easy to someone. I find Remake to be pretty easy myself on normal and only moderately more difficult on hard mode. It all comes down to how you setup your characters for encounters.
I'll give you some tips.
Most areas of the game have 2-3 elemental weaknesses for the enemies you encounter in those areas. Fire for humans, lightning for mechanical enemies, ice for creatures, and wind for the 2 or 3 enemies that fly.
Bosses are the same way. A perfect example of a boss that a lot of people seem to struggle with is Hellhouse. That fight's gimmick is elemental barrier shifting. As long as you equip Cloud and Aerith with one of each of the four damage element materias, you can basically lock it down and drive its stagger gauge up quite fast.
If you find a fight difficult, use assess, learn the strategy the game basically tells you upon using it, then apply those tips to your loadout for the area you're in.
Elemental you probably thought you put on their armor but were mistaken and accidentally put on weapons. Alternatively, you thought it was level 2 but maybe it was actually level 1? Last, maybe some of Ramuh's attacks are actaully not lightning element despite their visuals, but I cannot confirm as its better to use fire+elemental for that challenge due to Bahamut + Ifrit (you can ignore Ifrit, he will just heal you and only targets the controlled character ignoring others so Sonon or AI characters in base game will not get attacked by Ifrit thus you only need 1x Elemental) and Pride & Joy the round after which has mostly fire dmg as its main threat. This lets you coast those two fights relatively easily if you have it set to heal you. It is also great for some others and you can use it on weapon if fighting robots as they have a special defensive modifier against pure physical attacks.
Synergy basically casts its linked materia (basic level, ex mastered Lightning will cast Thunder not Thundara/Thundaga) from a non-active (AI controlled) when most offensive skills/abilities (not all, but most) such as Triple Slash are used on another character active character. Ex. Aerith has Synergy + Lightning and you use Triple Slash on Cloud. You might think casting a low tier spell isn't that great but it adds lots of DPS every time you use an ability which is frequent and the dmg if it is used by someone like Aerith or caster built Cloud (when Aerith isn't available) can be considerable (like 3k-5k late game or in hard).
In Intergrade version (aka PS5/PC base game and DLC, it was buffed compared to the PS4 version) this effect lets them cast with no MP cost & no ATB cost. It can also use linked effects like MP Absorb. This makes it absolutely top tier for hard mode with no items & no bench MP recovery.
Here is another example of utilizing it:
Imagine Aerith has the following Pair Slots 1 (Lightning + Syenrgy) & Pair Slots 2 (Lightning + MP Absorb).
Every time on hard mode you use a skill controlling someone that isn't Aerith she will cast Thunder for a decent amount of dmg with her insane magic attack stat and recover some MP while not costing any MP or ATB. This lets you act more freely with regards to MP because you have a way to replenish it some.
Now lets enhance this combo further and add Pair Slots 3 (Lightning + Magnify) on Aerith.
Now when you are focusing a single target or boss she can effectively enhance your DPS at no expense due to Synergy and also recover some MP. When you find multiple enemies like a boss with multiple body parts or a basic fight she can, instead, expend ATB with a Magnify + Thunder/Thundara/Thundaga (of your choice) on all targets and retain the MP Absorb (you expend MP this time but due to multiple targets you recoup more to even out or even gain to offset it).
Thus you are now waltzing through Hard mode exploiting the abuse of magic that Hard mode is normally designed to restrict.
To be fair, being harder the an the other super easy FF games doesn't mean a lot. As for this one being hard? Just an issue of you not figuring it out yet, but now you may have a better idea of how to approach it. Honestly, with the right tactics/setup nothing in this game goes past like a 0-2 / 10 in difficulty in this game except Weiss, and he is just a really basic matter of figuring out some basic patterns and properly setting up.
I'm not the one who decides the balance though. That is Square Enix. I'm only expressing what is likely some of their thoughts about the situation and why it was designed as such, and my own experiences for the sake of informed discussion. If there is a specific part of the game wrecking you then ask and there will typically be tips to make it trivial. Once you have certain understandings and a bit of practice you will be a walking god in this game. However, if you really like your power fantasies I do recommend the game Warframe as you will not just be a metaphorical god but an actual god (countless builds that can be made so busted your coop online teammates are forced to watch Netflix with nothing to do as you usher forth Armaggedon on anything that spawns. Nope, this isn't even a slight exaggeration.).
No, all of your assumptions are wrong. I know exactly what materia I was using because I spent over an hour grinding it to level 2, specifically so I could slot it in my armor. How can you give me so little credit to think I don't know which one the armor was? And it did absolutely nothing against Ramuh. All of his lightning attacks did 1000+ damage on me, and he never gave me a break. Ifrit I have no problem with, I just dispatched him with a synchronized limit break and/or ice banishment so I could get him out of the way. Getting fire resistance for a 5 second battle seemed pointless. But Ramuh never gave me an opening, so I thought elemental resistance was the "correct" way to go. I don't know if it's bugged or they just rigged it not to work for that fight, but it completely breaks the contract they have with the player where ♥♥♥♥ is just supposed to work like they say it does, ANY time.
Besides, all this constant materia switching is really tedious. And it's only useful in battles that you know are coming.
Maybe it's my fault for not asking sooner but I wish I had known all of this a month ago. I've already completed hard mode in the main game and DLC, and aside from a few extra side quests and resolutions and a battle against Weiss, I don't really have anything left to do in this game. And I have no desire to replay it in the future. If anything, it just made me miss the turn based combat from the original FF7 and made me wish I was playing that instead. When you fight turn based, you have more decisions to make in a given battle. You gauge the ATB of each enemy and ally, select an active character, prioritize targets, consider weaknesses and resistances, and try to fight as efficiently as possible. In Remake, all you do is keep mashing X repeatedly to damage a single enemy, and/or build up your ATB. Even when the enemy can't be damaged by your attacks.
Maybe Rebirth will be a better game, if and when it comes out on PC, and I certainly look forward to the improved mechanics and story progression. But I think I'm burnt out on this one for good.
Last, it is easy to accidentally put it in your weapon slot if you aren't paying attention and this would be the only explanation unless its one of the prior two.
It isn't really just a "5 second battle". Pride & Joy, the final round of this series, also mainly uses fire as its most dangerous attacks. Being fire resistant makes the final fight a victory lap turning a dangerous boss into a marshmallow.
As for Ifrit, it isn't about how easy Ifrit is to kill. Its about not only being able to ignore Ifrit entirely but he acts as a form of effective HP boon by mitigating the lethality of Bahamut since Ifrit is perpetually healing you. Once Ifrit is summoned the only real way to die is to his Mega-Flare and that is easily doable if Ifrit is keeping you fairly topped up.
Thus using Fire + Elemental turns the two hardest rounds into victory laps.
For Ramuh he dies in 3 Synergized Windstorms (yup, just 3 hits). You just need to cast haste (esp on Sonon). Her evasion skill Brumal Form is really great for Ramuh (and in general) if you haven't used it much. Like Cloud's Counterstance it actually refunds part of the ATB on successful use enabling you to basically spam it when playing right so you can dodge any specific attacks from Ramuh you just aren't good at handling. You could also just use Magic Barrier.
Sadly, never tried so can't comment and I couldn't find good info online since its pretty much the defacto solution to use fire + elemental for the Top Secrets fight (both versions).
Are you staying too far from Ramuh when fighting and maybe just using the magic attack form of Yuffie by chance? That might be why he seems so aggressive and spammy. It isn't ideal for Rammuh to do this.
I wish it was even easier but it isn't so bad. In the base game its saved between weapon slots and you will see materia assigned to a specific character. As long as you aren't stealing that character's materia it stays equipped for hotswapping weapons between fights (not the chain fights in simulator mind you, but just as you play through the game).
As for knowing what materia to use this game lets you reload if you die so you can always optimize if you get defeated similar to Dark Souls or other games like so. Thus this isn't really an issue at all. Usually you only need to swap 1-4 materia, anyways
Yeah, no doubt that would have been helpful but at least you were able to already finish it and learn some stuff that may help you better apply some ideas to Rebirth (at least anything that doesn't get reworked/removed lol...).
Just to save you grief against Weiss... Skip him if you don't think he is fun. However, if you really want to beat him then farm another 2 Fury Rings (super easy if you pick the chapter that lets you revisit wallmarket with Barret & Tifa, run to Don Corneo's and look under the stairs... takes like 3-5 mins per Fury Ring). Works on boosting magic and is basically necessary as the fight will be very tight even with it. Go into the fight setup to nuke him with magic really hard. Caster Cloud + Aerith while Tifa (dmg boost, ATB generation, etc.) for several reasons are considered mandatory for the easy phase 1 method. Nuke him once broken and if you mess up simply redo it rather than trying to salvage the run due to his immense healing power in later phase and weakness shift. The only thing you really need to do is split it into two parts. Learn to dodge his attacks (three directions = at/side/back depending on which move he uses) and also to only attack him to build his stagger gauge after he attacks or the attacks will fail. If you can do that properly with Tifa its an easy win. If still having issues YouTube it.
He has three phases with different weaknesses/immunity and the main reason people opt for the above strategy is his limit break at end of phase 3 does 9999 dmg (there are ways to survive it but not worth bothering tbh) and more importantly his ridiculous recovery (its possible to out dmg to extremely limited effect, but it would have to be a discretely pursued thing with proper setup just to "out dmg his healing" for no reason because he will then still heal to full after it as you can't do it consistently making it pointless and basically resetting the fight.
The fight design has its fair share of issues so most people just opt for the phase 1 burst strat.
This system is actually very close to the original's ATB system actually when you take a step back and review it. Your basic attacks are essentially fluff to keep you entertained as they do like 10% of the dmg output while ATB actions do somewhere around 90% of the work and also things like healing/buffs/etc. except against the weakest trash mobs. There is an classic mode that lets you focus on the ATB actions, too, if you want.
Well, I'll leave that to your own thoughts. If you don't enjoy it ultimately then it is what it is.
Hopefully. The new synergy mechanics and new materia will hopefully turn out great, plus far greater character variety and you don't have to use Cloud if you don't want to in replay of chapters (he is mandatory in the initial playthrough for chapters he is required in tho).
There is a mod, btw, that makes the game function even more like the original game if you are interested https://www.nexusmods.com/finalfantasy7remake/mods/369?tab=description
Well, if you like the story / world enough there is a VR mod for the game (two actually, LukeRoss and another UEVR) that might make it fun to play through and maybe just set it to normal to pass through the battles effortlessly while you just focus on the story and seeing the game world and stuff. Or, indeed, maybe its time to move on.
lol you had me going there. I thought you were helping me. Instead my whole team gets shredded in half the time and does like 0 damage. I should have known when you mentioned Fury Rings as they are a gag item that just weakens you. Oh well, guess my achievement hunt ends here. It's impossible.
The dmg increase isn't relevant here. You don't swap party members so the other two don't get attacked. You only control Tifa in that fight. Tifa's purple materia / Haste help your teammates generate ATB. Tifa can use the other limit break accessory as an alternative if you got the one from the base game already, otherwise give her Fury Ring. This boss can be 100% dodged in phase 1 with Tifa and parry materia equipped like was mentioned before. You need to practice your dodge direction because you MUST dodge certain directions on his different attacks otherwise the dodge will fail.
I'm not sure if you are trolling or not but here is a video showing this exact strategy.
https://www.youtube.com/watch?v=TSGPSOkWlPY
As you can see they do this strategy and nearly phase 1 kill Weiss but because their Aerith didn't have Fury Ring (+30% dmg dealt, +30% received) they slightly missed the mark and finished him luckily in phase 2.