~Hakurei Shrine~ > Help Me, Eirin!
Gensou Shoujo Taisen You, Ei, Yume - Gameplay Translation into deep Dreams
Nikkanoffun:
--- Quote from: HertzDevil on August 28, 2019, 09:33:06 PM ---Normal+ is the old Normal, and Normal is the old Easy, although even on Normal+ they toned down things a bit towards the end (e.g. Red Sheep no longer has Thick Wool, Utsuho (Nightmare) doesn't keep her personal skill from S55).
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But before the middle game (Hard) this became a little difficul ... I want to mention Kanako (especially her final spellcard, is virtually impossible to beat without a bomb) and Yuyuko, who became damn tough, Yukari became easier against her background (especially without the possibility do critical).
Nyxnyx:
IMO the real reason the game much easier is SP regen, makes every chapter in the game winnable with enough time. In the base games on higher difficulties if your reimu?s dead and your supers ran out of SP against a real boss it?s time to restart. Although, it does make some time limit chapters harder cuz no yuyuko rally spam. Some chapter still requires good tactics tho. Namely the Yukari and Okuu. I?d say those are the 2 most difficult chapters in the game.
seki108:
--- Quote from: Nyxnyx on September 11, 2019, 01:20:55 PM ---IMO the real reason the game much easier is SP regen, makes every chapter in the game winnable with enough time. In the base games on higher difficulties if your reimu?s dead and your supers ran out of SP against a real boss it?s time to restart. Although, it does make some time limit chapters harder cuz no yuyuko rally spam. Some chapter still requires good tactics tho. Namely the Yukari and Okuu. I?d say those are the 2 most difficult chapters in the game.
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Reading Akurasu, it seems most of the skill points/battle mastery/ ex missions are still the same. SRW skill points have almost always been more time focused, even after the games switched to the new SP system. Since FMW switches that formula to barely any time focused objectives, it would make sense that some difficulty is lost because of SP regen.
Wouldn't rally spam still be somewhat viable first turn with the new Lunar Magatama effect, combined with the usual doll kamikaze? I can't really test it myself, but it seems like getting off 2 or 3 early Rallies would still be possible......though the morale boosting items seems to be buffed too if Akurasu's lists are accurate.
Nikkanoffun:
Now I got to "Yume" ... and it seems to me that there is clearly some kind of confusion with the balance in the game.
I just express my general impressions:
General point SP-regen and more resources (although there are some problems with PP) of course significantly accelerated game but Hit/Evasion formula was actually taken from "Yume" which makes enemies ~ 20% more accurate (you must use seyshiny and of course all the bosses are now have a good chance of hitting Reimu) they also adjusted bosses from the "Mystic" and "Scarlet" (with some exceptions)
There are also three points:
1) Barrier now work in graze (it is absolutely useless, and eat a huge amount of MP on Reimu, Sanae, Cirno)
2) Enemies do not make critical (I don?t even know how to explain it)
3) The Direct Hit now has no effect on the danmaku (and this is a serious moment ... now you can?t get through the game without bombs)
And now in parts:
1) Scarlet - here almost everything is on the level, but Flan is frankly weak (even Remilia looks impressive), even the status of the final spell card does not help (when her HP in red, attacks less than the 3000 base damage cease to deal damage, although Fantasy Sell still does ~ 1500 damage) and I think 50k(100k in bless) from reward to this spell is too much.
2) Mystic - basically, also on the level (although they removed the blocking skill from Tengu... why?).
Kanako - Reimu doesn't deploy automatically, and it even seemed to me that Сost is less than in the battle with Flan (Suwako, frankly does not represent anything) on the final spell card, when her HP becomes in the area of 5-6k, she stops taking damage from any attacks (Master Spark with the 6th update does in the area ~800 damage, Fantasy Sell ~200) ... either you bomb it, or you can?t do anything. After using the bomb, Fantasy Sell did 3200 damage +2500 from the bomb.
Ran and Chen - You start at 100 power and 50% + 10SP ... they are the only bosses who have not received new skills. (and it?s funny to me that Ran cannot make critical even to Rumia on the final spell) And yes, I want to note that Now calculating the chance of hitting also takes into account the chance of a Bunshin, that is getting me crazy, I just can?t understand the real hit-rate chance.
Youmu - received HP from Lunatic and Bunshin, now it?s not bad compared to the original battle.
Yuyuko ? for now was the hardest boss in the whole game (seriously!) The only one who made me think about battle tactics (since she catches almost all attacks on the shield)
Yukari - just up damage on the last three spellcards(and a little bit of HP), at least Super Type can no longer impunity hit her. In the original, all the difficulty was at the start, where you had to deal with Chen Ran Zenki and Goki before Yukari entered the battle, while you could not spend a lot of SP. Now there is no such problem. She also does not make critical ... which is absurd, given that she has two skills that increase this chance.
3) Eternal now is the most disappointing chapter in terms of difficulty, as soon as you get the FPM ... you just do an average of 20k damage (with support), which is absolutely destructive for the bosses of this part, because for some reason they remained on the old characteristics (or even weakened) which is funny, all the bosses to this point are slightly improved. So in fact, the issue of spending SP does not even arise.
Kaguya - I don?t understand how the second spell card (-40% damage, and normal HP) differs from the third (half HP + barrier + def only) ... barrier is now useless since you have a break barrier status .
Yorihime - it's just ... disappointment, I even forgot that she is on the battlefield, her status of -3 mov range now only works on unfocused movement (like in EX chapter). In general, the battle ended in two phases, and I think that now it is at the Eirin-battle-level.
Ha~Ha And I don't even know if this is a bug https://funkyimg.com/i/2WVRZ.png
Kisume - a status of -70% damage cannot be avoided without a bomb (and there is only one bomb)
Parsee and Yuugi - I was funny when for some reason you now need to mov on the bridge and create a traffic jam. Parsee has become a little bit lighter, Yuugi is surprisingly strong, although her Knockout is no longer terrible, since Direct Hit no longer bypasses defensive seishins.
Yatagarasu Utsuho - this fight was absurd, but not because of the difficult, but because of other nuances: I took Reisen + Kaguya to hold her (and not Eirin + Kaguya) and Reisen constantly dying due to Bunshin activation (I note this happened on almost every boss) as well as Chirno, throughout the game she caught fatal damage with grazing in most of her HP instead the grit effect in boss battle.
I started the fight with 16kHP on non-spell (I forgot that she does MAP) and in one turn I reached the middle of HP of her final spell card, I still have 4 FPM + Reimu (who got it again, but didn?t even use the first one) I gave the turn to Utsuho , she restored 20% of HP (due to a bug she did not lose the old effects) and when her HP was close to 10k, she also stopped taking any damage, of course, because this fight is designed for use the correct chain attacks by Direct Hit whose effect is now not working .... so I had to use a bomb.
And it even seems to me, at this fight that it was appropriate https://funkyimg.com/i/2WVRY.png
To be honest, I don?t understand why now the game has become so easy? (It was Hard, I not transfer data) you either playfully defeat the enemy, but as soon as it comes to the status who blocking your damage, you can do nothing about it and must use the bomb. I honestly loved no-bomb run...
PS: If not for the accuracy bonus in Lunatic, I think now I would start the game on this difficulty ......
--- Quote from: seki108 on September 12, 2019, 12:37:53 AM ---Wouldn't rally spam still be somewhat viable first turn with the new Lunar Magatama effect, combined with the usual doll kamikaze? I can't really test it myself, but it seems like getting off 2 or 3 early Rallies would still be possible......though the morale boosting items seems to be buffed too if Akurasu's lists are accurate.
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Now there is no additional power bonus at the start (50 down target or top 1 ace)
HertzDevil:
--- Quote from: seki108 on September 12, 2019, 12:37:53 AM ---Wouldn't rally spam still be somewhat viable first turn with the new Lunar Magatama effect, combined with the usual doll kamikaze? I can't really test it myself, but it seems like getting off 2 or 3 early Rallies would still be possible......though the morale boosting items seems to be buffed too if Akurasu's lists are accurate.
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You don't need the Magatama at all, here is how I did it in the lategame:
* Give Yuyuko a Grilled Lamprey and Rose Cookie, plus her PS that doubles the effect of healing items. Use Rally -> Grilled Lamprey -> Rally -> Rose Cookie -> Rally -> Rally, in that order.
* Give Merlin Sakuya's Tea and one of the vegetables. Use Rally twice. (If you have the Prismriver Sisters, give Lunasa one or two Frozen Frogs and combine afterwards.)
* Give Mystia a Concert Ticket, Tipsy L2, and preferrably Break Power Limit. Use the PS that increases the range of Howl of the Horned Owl.
* Cast Yell on Mystia if she isn't at max Power. Then do Valor + Howl of the Horned Owl (MAP). IIRC at 150 Power everyone else in the front of a team receives +14 Power.
* If Yuyuko has Extend L2, she should have enough SP to cast Rally once more, though it is better to save that up for Enable especially if you don't have Kaguya.With some extra work you could get Mystia to 120 Power (required for Howl of the Horned Owl (MAP)) during 1PP even on S74.