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Working Designs balance basically adjusts enemies to deal more damage, but they tend to have less HP/Defense, while bosses scale more with Alex's level, but honestly the difference is very negligible. The real Worked balance is that enemies give less experience and silver, which hurts, especially starting out, but there shouldn't ever really ever be a dire need to grind at all because game drips you plenty of good equipment and items and just playing normally will give you all the levels you'll need. Honestly I think people over exaggerate Silver Star Story Complete's changes, outside of the note to Myght's Tower which was mysteriously removed... (♥♥♥♥ move to sell strategy guides).
Eternal Blue on PS1 went pretty much untouched compared to the Sega CD, the only thing changed was the price of the corrupt goddess statues.
https://chatgpt.com/share/68080978-98a8-8004-a8d0-8c3c19063dab
That is a pretty messed up answer because it's mixing up the Sega CD version with the Playstation.
Things will be much easier, you will earn much more experience and silver.
https://tcrf.net/Lunar:_Silver_Star_Story_Complete_(PlayStation)
"With few exceptions, regular enemies have 45% higher Attack, give out 14% less EXP and 10% less Silver, and have 10% less HP. The net effect is to make it a lot harder to stay alive and to increase, in an extremely artificial way, the time required to beat the game."
Saves me a ton of button presses so I can just enjoy the story of course
The net effect is that you're spending less time grinding up levels and resources. You still have to bring your A-Game to boss fights, even if the tactics for them are ultimately same-y.