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This is the point of giving you a chalange right ? set the difficulty to easy if you want it easy or Dynamic Difficult, dont know why you try to make the game on Normal / hard mode easy for everyone instead of put the easy button for yourself.
play the original FF7 and you will see what grinding for AP means, for real you dont have to max out everything in the first 10 hours in a game where you can spend easy over 50 - 100 hours.
Just run around in a circle like og FF7. That's what I do . This version I'm barely out of Kalm for a meme on making my game go for as long as I can and all my stuff maxed so it can be done. Just don't do it though.
In remake you were used to dodging very early, which is not how it is mostly handed in other games (elden ring), now you need to dodge a bit later, otherwise you get "rollcaught"
For me it feels a bit like you want to emulate a glass canon, try being more defensive, if you feel you are going to die, dont go on the offensive but make sure your ranges have the atb ready for a potion/phoenix dawn, cause pushing your atb bar, when aerith is pressured, is no fun (god is she slow) use your buffs and debuffs.
I found the prison tourney - Proof of Life battle fairly difficult. You kinda have to create a build especially for that one last battle.
I saw people giving up at the midgardsormr, because they did not understand that they can hide behind the trees. lol
I would say focus on the main story first and then enjoy the rest. There's a lot of "grindy" stuff in the endgame.
It is a nightmare with all the particle effects and the camera angles and the complexity of the battle system to really konw what is going on. I think, the game is built to still be intriguing after 100 hours. i've just passed 35 hours and only starting to get a good grasp of the combat. I'd say, give it a bit more time. Try to utilize all abilities. Particularly the timed block for 100% immunity. It's very powerful. Also a lot of synergies are very powerful. Synergies that don't even require an action point (or whatever, you konw what i mean) to use. i've already seen do 2000+ damage. (a beam one from aeris) Neither of these were in the Remake so you might not be using them.
The game rewards & punishes significantly on how well you employ the perfect parry. Many enemies hit like trucks and for those who you can't parry, you've got to be quick on the move to get out of dodge. This is atop being a full fledged fledged expansion of the OG's ATB system. Square finally did it. They seamlessly integrated JRPG combat with a technical reflex combat game akin to Devil May Cry, Sekiro, etc.
I'm really good at games like DMC and Sekiro. I am quite pleased with the challenge and breadth of mechanics SE has put into the combat. It gives me a challenge and gets me immersed into the game the way the OG did when I was little boy and it was more of a challenge. The only other RPGs that do that these days are the SMT games. Aside from Fromsoft games, they're all too easy or artificially increase difficulty by inflating numbers.
It's kinda funny. SE is known for making their games too easy, it's a pet peeve of mine. I couldn't enjoy KH3 at all because it was just too damn easy with all the mechanics they give you to just go nuts. I feel like KH gameplay regressed from KH2's final mix edition. Critical+ final mix is one of the greatest ARPGs ever created. For me, Rebirth is the contemporary KH2.
So, maybe I can drop a bit of advice. Are you actively going after making air combos? I'm sure you know Cloud can go ground to air with dodge -> blade beam, but several of the characters including Cloud have special abilties that act also act as air launchers. For example, with cloud, I have firebolt blade mapped to a shortcut, and at the end of a ground combo, I'll dish out a firebolt blade which extends the combo into the air. You'll build another bar of ATB in the air, which you can then use another special ability that's airborne compatible and extend the combo.
A good way of going about this is to use the elemental attacks you can learn that don't cost MP. They're air combo compatible and can be used to exploit weaknesses and extend air combos at the same time. Tifa has a launcher attack as well. I'm sure a couple others do, but I don't remember.
Also, try this mod:
https://www.nexusmods.com/finalfantasy7rebirth/mods/74
It'll make your allies do more than just sorta stand there and throw regular attacks out here and there and wait for you to keep swapping through them to build ATB. It doesn't trivialize the game at all, just makes it so your party is actually building ATB. It also makes the unique ability materia that makes Tifa, Barret, etc use their special ability is amazing with this mod.
I actually feel like this game is giving too much AP. I haven't had a lot of time to play yet so I only finished up to meeting Yuffie after saving her in lower Junon, after clearing everything in grassland and lower Junon possible except Crowe's Nest/NPC quests that haven't popped yet.
I'd say I am rather surprised I have Pray almost max level (1 star short, thx AP Plus), Chakra max lv, HP Plus level 3, multiple elemental/healing materia near max level, and the dual magic at level 2 (ice/fire) and nearly lv 2 (lightning/wind). Etc., so many more materia I'm leveling in groups as I have my backline characters bus the materia and make sure they each have as many slots (currently 4 armor each) as possible to prepare future useful materia like extra HP Plus, and many other materia. I think how you approach this can make a huge impact on how your materia grows and if you don't organize and keep it equipped up to date and slotted even on unused characters you could end up dramatically behind, like maybe not even a third of what I've done and this isn't even factoring prepping future heavy AP materia like elemental, mp efficiency, multiple HP Plus, luck plus that I know aren't always useful now but can be in the future. Note that when they split off and are no longer part of your party, not even backline, such as when split up in Mythril Cave they do not gain AP for non-combatant characters since they're actually not with you at all.
Some tips and ideas that might make your playthrough a bit smoother.
Give your backline characters Cure magic so you can use their MP instead of your main party's MP or items to keep healed up. I also run two Chakra and then Pray on Aerith, and will give Barret/Red Pray at some point when I see another. I don't run cure on my main characters at all because I don't feel the need for it but it is definitely not a bad idea to run yet another, especially if you want to exploit Regen on harder fights.
I usually run Cloud, Aerith, Barret (grassland) and now I've been mixing in Red XIII swapping out Barret to learn him some. I plan to do Tifa next but am giving solid time to each to learn, meanwhile by personal choice I'm keeping Aerith because she will only get increasingly overpowered and is already quite strong if not a bit clunky to use early on.
On Cloud and Barret/Red XIII I run Auto-Unique Ability and Precision Defense Focus materia. For Cloud I am also using Steadfast Block, which I would use on everyone including Aerith if I actually had more but I do not as of now. This lets Cloud's AI, when I swap to someone else like Aerith, still be competently functional after I've drawn aggro to him and counter punish building a lot of ATB, reducing dmg output on himself, building pressure/stagger on enemies. Barret it helps him build ATB automatically swap to him less frequently just to use his unique ability. Partially a convenience, partially to optimize not detracting from other play efforts especially when handling Aerith. For Red XIII it isn't as important as, later on, when I will get another materia I heard about letting him automatically use weapon skills like Sentinel to properly fully function with AI similar to Cloud.
For Barret I am also running dual HP Plus to hit that 30% cap, but I will donate it later to new characters as Barret's HP Plus levels up no longer needing it. I also have him with Vit and Spirit up and defensive accessory, for now. This with Chakra and Steelskin makes him a sustain beast who could even survive hardest difficulty Titan/Phoenix limits. I could use a tankier accessory, too, and lose slots but it isn't needed for now. Barret also has Poison for bosses since he doesn't use much MP usually, atm.
I also am a bit conflicted on who should use Enemy Skill but, for now, use it on Cloud who does mixed damage most frequently and can adequately get AP while having magic stats comparable to Aerith at the moment and because of Aerith's ATB limitations for now. Mostly for the Sonic Boom buff and convenient wind dmg built in when useful.
For Aerith she has both dual magic materia for all 4 elements. She has Whistlewind Scarf and First Strike to start with 1 ATB. Using this I can either start, against smaller enemies with Aegis to stop them, an elemental ability which are insane on her, or Arcane Ward. For Arcane Ward a tip is that you have ATB ready on her and use Barret, or anyone but due to his range and free movement while attacking he does it best, and move away from her so that she can cast Arcane Ward far across the field on him or someone else. Then, when the enemies are lured to that side by the DPS and player control AI aggro I swap to Aerith and build up ATB from across the field from the enemies. As they rush to her I warp to the Arcane that is on the opposite side of field from them and can cast magic immediately for double cast, then build enough ATB with basic attacks to cast even more magic. By this point they're likely already staggered and Cloud + Aerith probably have 3 Synergy to finish them if its a boss or stronger intel mob.
Also note that the basic Folio party unlocked free elemental abilities are very strong in this game when used right. They have very fast cast, AoE, no MP cost, and can reliably pressure entire groups of enemies. For example, the ice on on Aerith can often instantly win fights. The Wind one on Aerith almost always pressures wind weak enemies and it pulls them together. Ex. Aerith starts fight with 1 ATB and uses the Jetstream abillity which pulls all enemies that are initially grouped at the start to her and prsesures them with a nice minor chunk of dmg. Cloud immediately dodges and holds attack to combo the entire group into the air and then bravers. Battle over 95% of the time in the neatest group AoE nuke you can pull off that early with no resource sink.
Red XIII I'm starting to use has nice dmg and solid free AoE nuke. More interestingly is he appears, so far in my testing, to build stagger the fastest of my current party which made doing the obnoxious Snooze skill birds in Junon possible on Dynamic Difficulty before they fly off when properly coordinated with Aerith using Blizzard.
You also have to look at the types of enemies and what they can do or how to hard counter them. Mind Flayer? The moment he teleports immediately run away. Don't dodge if Aerith/Barret because too slow. Just run. Dodge if anyone else. All his attacks that are dangerous are strictly close ranged and he doesn't move a lot when not teleporting so he can't properly pursue. Keep prioritizing moving away from him when he teleports and the fight becomes a joke because all of his hard hitting moves come after he teleports from what I saw, except the opening fight AoE. The giant snake boss? Ice attacks build stagger, hit hard, and lower its temperature preventing it from using its powerful fire based abilities.
In addition, it is a good idea to prep for bosses that you think/find hard. Get that 3 synergy built up on your two characters, prepare enough ATB for when they're about to stagger, have Aerith's ward down so she can throw out thousands of damage. Follow it up with a Synergy Strike. That could very well chuck 40-60% of a boss' final health just from that alone when it gets knocked down and if it doesn't it will likely be pressured by the Synergy when it gets back up and you have almost another Synergy built up to finish it. I also learned her huge spirit stat folio skill and gave her elemental materia which pairs nicely with her dual elemental materia since the defensive nature is far stronger than the weapon imbue and helps shred some of her squishy nature. If I plan to play Cloud or Red heavily in a boss, but not Barret, then I might swap elemental to them, instead, but usually not a thing I need to do.
Just various ideas and my thought process in case it gives some insights.
I think one of the reasons you find it harder is because Remake was simply easier and more tuned towards a true ATB system with some flashy action that wasn't really so action/skill based in it, while fighting almost entirely on a a flat planar surface. In Rebirth there is a lot more mobility, complex enemy design, enemies are generally faster/more aggressive and competent, and the game is more action oriented than Remake by far. Further, obvious OP elements like Aerith's absurdly high basic attack damage and super fast ATB generation are nerfed to offset keeping her massively overpowered in Rebirth so that it requires some properly technique/build setup to utilize. Meanwhile, characters like Cloud, Red XIII, and Tifa are substantially more skill based. Barret is still single dimension but because of waht they give you early on it is even more important to fully all in on where he excels, but they stripped his dmg share link ability Lifesaver which is not available until quite a bit into the game so you have to actually manage aggro.
That said, I've heard Yuffie and particularly Yuffie & Aerith pairing severely screw up the balance in the game so you could always go that route.
As for dodging, it can be finicky sometimes but I've only really seen issues with a single enemy having iffy dodging and even then it wasn't that bad I just didn't have a 100% dodge rate against it compared to everything else. It also is important to keep in mind Aerith and Barret have substantially smaller dodge ranges thus they're harder to dodge with safely by literally making the enemy miss. That said, I do believe it seems to give some tiny amount of i-frames because I've pulled off some Aerith dodges that should have blatantly hit and I think it was purely i-frames with good timing that made it possible.
If you just block everything at the right time you take little damage and deal lots of stagger. Red 13 is literally designed to show off the system.