- Видео 300
- Просмотров 923 551
Bucketgetter
Добавлен 9 ноя 2018
Always searching for creative new ways to make my videos even longer
SMT V: Vengeance [CoV] - Hydra (Low Level, No Fusion/Demon Modification, Hard)
Rules:
1. Hard difficulty, New Game.
2. No fusion or using essences to alter the skillsets of demons.
3. The Nahobino may only acquire skills from Proto-fiend essences, and essences used for his resistances may only be Proto-fiend essences, purchasable from the Cadaver's Hollow, or be from recruitable demons at or below the Nahobino's level.
4. EXP gain is limited to forced battles, Main Quest completion, and abscesses, minimized when possible. Additionally, abscess completion will be delayed as long as possible.
5. No Balms, Incenses, Sutras, Gospels, Grimoires, use of petrified demon statues, Omagatoki: Luck, or stat-boosting Miracles.
6. The Demon Haunt may not be used for stat boosts or ite...
1. Hard difficulty, New Game.
2. No fusion or using essences to alter the skillsets of demons.
3. The Nahobino may only acquire skills from Proto-fiend essences, and essences used for his resistances may only be Proto-fiend essences, purchasable from the Cadaver's Hollow, or be from recruitable demons at or below the Nahobino's level.
4. EXP gain is limited to forced battles, Main Quest completion, and abscesses, minimized when possible. Additionally, abscess completion will be delayed as long as possible.
5. No Balms, Incenses, Sutras, Gospels, Grimoires, use of petrified demon statues, Omagatoki: Luck, or stat-boosting Miracles.
6. The Demon Haunt may not be used for stat boosts or ite...
Просмотров: 890
Видео
SMT V: Vengeance [CoV] - Glasya-Labolas (Low Level, No Fusion/Demon Modification, Hard)
Просмотров 1,1 тыс.9 часов назад
Rules: 1. Hard difficulty, New Game. 2. No fusion or using essences to alter the skillsets of demons. 3. The Nahobino may only acquire skills from Proto-fiend essences, and essences used for his resistances may only be Proto-fiend essences, purchasable from the Cadaver's Hollow, or be from recruitable demons at or below the Nahobino's level. 4. EXP gain is limited to forced battles, Main Quest ...
SMT V: Vengeance [CoV] - Hydra with Minimized EXP (Low Level [7], Hard, No Fusion Accidents)
Просмотров 1,7 тыс.3 месяца назад
I will not be doing a full playthrough of the game with these restrictions; I just wanted to see if this particular battle was possible without completing two of the early abscesses, which leaves the Nahobino at level 7 and with his base resistances. I believe that my actual playthrough will be, as a whole, much more interesting than how this one would turn out, but it will be a while before I ...
Bucketgetter Masterclass Part 2, also ft. Demi-fiend
Просмотров 9705 месяцев назад
One last upload before Vengeance releases. I was originally going to say that this might have been the biggest "Fuck You" (-Noble Voice) moment I had ever experienced in a Shin Megami Tensei game, but then the failed recording incident happened...although that one was actually on me and my recording tools, not the game. You'd think being at 1/-1 buffs (the effective maximum for this battle) and...
SMT V - Demi-fiend (Low Level [87], Hard, No Incenses/Mediarahan Skip/NG+)
Просмотров 6 тыс.5 месяцев назад
Well, I tell you one thing...it sure was an ordeal that I went through trying to record this, as detailed in my community post yesterday. But here we are, only a week away from the release of SMT V: Vengeance, and I'm finally done with Shin Megami Tensei V for good. I didn't think that this version of the Demi-fiend battle would be as good as the other one, but it greatly exceeded my expectatio...
Shocking Revelation for the SMT Powerscaling Community Regarding the Demi-fiend vs. Nahobino Debate
Просмотров 3,1 тыс.5 месяцев назад
You can't win, Nahobino. If you strike me down, I shall become exactly as powerful as I was prior to being struck down. There is a bit of a level discrepancy between the end of the first battle and the start of the second battle, which is from the completion of the "Return of the True Demon" quest. I cut out the EXP screen for that, but it boosts the Nahobino's level from 93 to 95, as shown in ...
Bucketgetter Masterclass ft. Demi-fiend
Просмотров 1,2 тыс.5 месяцев назад
We going back to Apocalypse difficulty with this one
SMT V - Demi-fiend (Low Level [92], Hard, No Stat Boosters/Sutras/Mediarahan Skip/NG+)
Просмотров 10 тыс.5 месяцев назад
A better (in my opinion) version of this battle that I recorded at level 87 can be found here:(ruclips.net/video/N9aspiGHsoA/видео.html) After all I went through to accomplish this, I feel entitled to the privilege of being able to ask viewers to subscribe for once. Well, Atlus had to announce an entire enhanced re-release of Shin Megami Tensei V (which may arguably be an understatement) for me...
Tokyo Mirage Sessions #FE Encore - Medeus (Low Level, Lunatic)
Просмотров 7776 месяцев назад
Challenge rules: 1. EXP may only be earned from forced battles or battles required to complete Side Stories. Farming EXP from reinforcements is not allowed and the Watchfulness skill is banned. 2. Lunatic difficulty on a New Game. 3. No Incense stat boosters. 4. Carnages may only be upgraded once. 5. Bonuses from the Encore version of the game are allowed. 6. No attack items, buff items, Attack...
Tokyo Mirage Sessions #FE Encore - Excellus Rematch (Low Level, Lunatic)
Просмотров 2896 месяцев назад
Challenge rules: 1. EXP may only be earned from forced battles or battles required to complete Side Stories. Farming EXP from reinforcements is not allowed and the Watchfulness skill is banned. 2. Lunatic difficulty on a New Game. 3. No Incense stat boosters. 4. Carnages may only be upgraded once. 5. Bonuses from the Encore version of the game are allowed. 6. No attack items, buff items, Attack...
Tokyo Mirage Sessions #FE Encore - Gangrel Rematch (Low Level, Lunatic)
Просмотров 3626 месяцев назад
Challenge rules: 1. EXP may only be earned from forced battles or battles required to complete Side Stories. Farming EXP from reinforcements is not allowed and the Watchfulness skill is banned. 2. Lunatic difficulty on a New Game. 3. No Incense stat boosters. 4. Carnages may only be upgraded once. 5. Bonuses from the Encore version of the game are allowed. 6. No attack items, buff items, Attack...
Tokyo Mirage Sessions #FE Encore - Aversa Rematch (Low Level, Lunatic)
Просмотров 4536 месяцев назад
Challenge rules: 1. EXP may only be earned from forced battles or battles required to complete Side Stories. Farming EXP from reinforcements is not allowed and the Watchfulness skill is banned. 2. Lunatic difficulty on a New Game. 3. No Incense stat boosters. 4. Carnages may only be upgraded once. 5. Bonuses from the Encore version of the game are allowed. 6. No attack items, buff items, Attack...
Tokyo Mirage Sessions #FE Encore - Garrick Rematch (Low Level, Lunatic)
Просмотров 1936 месяцев назад
Challenge rules: 1. EXP may only be earned from forced battles or battles required to complete Side Stories. Farming EXP from reinforcements is not allowed and the Watchfulness skill is banned. 2. Lunatic difficulty on a New Game. 3. No Incense stat boosters. 4. Carnages may only be upgraded once. 5. Bonuses from the Encore version of the game are allowed. 6. No attack items, buff items, Attack...
Tokyo Mirage Sessions #FE Encore - Lon'qu (Low Level, Lunatic)
Просмотров 6476 месяцев назад
Challenge rules: 1. EXP may only be earned from forced battles or battles required to complete Side Stories. Farming EXP from reinforcements is not allowed and the Watchfulness skill is banned. 2. Lunatic difficulty on a New Game. 3. No Incense stat boosters. 4. Carnages may only be upgraded once. 5. Bonuses from the Encore version of the game are allowed. 6. No attack items, buff items, Attack...
Tokyo Mirage Sessions #FE Encore - Gharnef (Low Level, Lunatic)
Просмотров 4257 месяцев назад
Once again, it’s a new longest battle in this playthrough…that’s how you know that it’s a good boss fight. Challenge rules: 1. EXP may only be earned from forced battles or battles required to complete Side Stories. Farming EXP from reinforcements is not allowed and the Watchfulness skill is banned. 2. Lunatic difficulty on a New Game. 3. No Incense stat boosters. 4. Carnages may only be upgrad...
Tokyo Mirage Sessions #FE Encore - Cervantes (Low Level, Lunatic)
Просмотров 3027 месяцев назад
Tokyo Mirage Sessions #FE Encore - Cervantes (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Jagen, Ogma, and Palla (Low Level, Lunatic)
Просмотров 3137 месяцев назад
Tokyo Mirage Sessions #FE Encore - Jagen, Ogma, and Palla (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Linde, Gordin, Dolph, and Macellan (Low Level, Lunatic)
Просмотров 3417 месяцев назад
Tokyo Mirage Sessions #FE Encore - Linde, Gordin, Dolph, and Macellan (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Greed (Low Level, Lunatic)
Просмотров 3857 месяцев назад
Tokyo Mirage Sessions #FE Encore - Greed (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Whampa (Low Level, Lunatic)
Просмотров 4377 месяцев назад
Tokyo Mirage Sessions #FE Encore - Whampa (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Cursed Wyvern Rider (Low Level, Lunatic)
Просмотров 2657 месяцев назад
Tokyo Mirage Sessions #FE Encore - Cursed Wyvern Rider (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Dark Yashiro (Low Level, Lunatic)
Просмотров 1,1 тыс.7 месяцев назад
Tokyo Mirage Sessions #FE Encore - Dark Yashiro (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Hierophant and Skellingtons (Low Level, Lunatic)
Просмотров 7347 месяцев назад
Tokyo Mirage Sessions #FE Encore - Hierophant and Skellingtons (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Daiba Studio Ritual Druid (Low Level, Lunatic)
Просмотров 5888 месяцев назад
Tokyo Mirage Sessions #FE Encore - Daiba Studio Ritual Druid (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Shibuya 106 Ritual Druid (Low Level, Lunatic)
Просмотров 4258 месяцев назад
Tokyo Mirage Sessions #FE Encore - Shibuya 106 Ritual Druid (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Wandering Myrmidon (Low Level, Lunatic)
Просмотров 8528 месяцев назад
Tokyo Mirage Sessions #FE Encore - Wandering Myrmidon (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Pheros (Low Level, Lunatic)
Просмотров 6218 месяцев назад
Tokyo Mirage Sessions #FE Encore - Pheros (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Cursed Abel (Low Level, Lunatic)
Просмотров 3518 месяцев назад
Tokyo Mirage Sessions #FE Encore - Cursed Abel (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Regans and Blairs (Low Level, Lunatic)
Просмотров 1,2 тыс.8 месяцев назад
Tokyo Mirage Sessions #FE Encore - Regans and Blairs (Low Level, Lunatic)
Tokyo Mirage Sessions #FE Encore - Excellus (Low Level, Lunatic)
Просмотров 7568 месяцев назад
Tokyo Mirage Sessions #FE Encore - Excellus (Low Level, Lunatic)
You already have a Bucketsgetter special? Congratulations
Deathly curious about what shenanigans you can pull off with the new demon skills. Are there any periapt skills still up for the table outside of the stupid broke ones?
All of the alignment-based periapts are locked behind side quest EXP, whereas most of the demon-specific ones can be obtained freely. Problem is, those tend to require demons that are fusion-exclusive.
There won't be Abscesses and Side Quests, Vol. # ??
I forgot to mention that, I'll bring it up for the next video.
Do you feel the hydra is easier or harder than in the original ? For a normal level playtrough.
Its easier if your a lower level. If you match Hydras level its about the same
I haven't done many straightforward playthroughs and I'm not sure what exactly the average attempt level would be for most players, but there are a lot of reasons to think it would be easier. Additions such as Yoko, Aogami Type-A for Rooted Soul and Tarunda access, bonus stats in the Demon Haunt, a few new demons like Nyami Nyami, and Mermaid now having Pandemonic Feast all could contribute to an easier battle. The only reasons I can think of for the contrary is an altered attack pattern (maybe?) since I'm under the impression that Hydra could gather Magatsuhi three times in the original, which are free turns with Dark Dampeners, and the possibility of the damage formula being more in favor of the player at the average attempt level, which I'm not really sure about.
Adding in with my own answer as I've experienced both Creation/Vengeance route It's significantly easier in Vengeance, but only slightly easier in Creation. Normal playthrough would most likely have trouble in the case of Hydra using Fire Breath (trust me, I am VERY unlucky with it) and worse, Frenzy. However, by now you have more than enough demons to use in your disposal compare to the cum shit run that is low level (not to mention: level scaling) if said player knows when to burst (e.g before Frenzy) that fight could go down EASILY. Creation lacks Yoko. It'll goes slower. Yoko can uses items and such, so not having her in Creation means you will have to play it somewhat safer than usual. The game gives you too many tools by Hydra, so much that basically you have a better idea of how to build your team the moment you beat the "tutorial" boss.
No dampeners on what is essentially the "use dampeners, dumbass" tutorial battle is crazy, good job
Onmoraki and Daemon need to be benched ASAP for those misses omg
Should I have benched the Nahobino for missing his Zio on Glasya-Labolas under Omagatoki: Critical? Also, Daemon’s misses weren’t that bad, I took a calculated risk with Hellish Slash and landing one of three is only slightly worse than attacking normally three times, which still has a minor chance of missing as well.
Absolutely GOATED video to pop up after my exams ahahaha tysm
Commenting for support owo
i like yoko hiromine 😊😊😊😊😊😊😊😊
The real question is, does Yoko Hiromine like Yoko Hiromine?
@ YESYESYEYESS
No Dampeners + Multi-Hitting Skills is gonna be extra fun in this run, well done on Hydra once again. It's a good thing Daemon is so good for this fight (regardless if you allow Essences and give him bufu).
10:26 Well good to know that putting the Hydra to sleep works as an option during this boss fight. Guess I can keep that in mind if I ever decide to replay SMT V: Vengeance. Suppose after recently finishing up SMT 4 Apocalypse twice now, maybe I could try out using aliments for other mainline SMT boss fights, if I ever decide to get around to the other 3DS entries, considering how that detail comes up occasionally. On a completely different note with the Bucketgetter Special - I am too lazy to try and write out the other name on a phone - at 10:46 for some reason is kinda funny in this context with the mental image of you and Yoko taking turns repeatedly throwing ice cubes at the Hydra. Guess it will also be another thing I try out during my second SMT V: Vengeance playthrough.
cum
Wooohooo Now It's Hydra Slaying Time's. Insane restrictions btw because I just read your rules😅
In my Shin Megami Tensei V playthrough, I received criticism that dubbing a tactic the "Bucketgetter Special" was overly conceited and Narcissustic, even though I did so after specifically requesting name suggestions for said tactic and receiving no suitable ones from my viewers. I have heeded this criticism; henceforth, it shall be known as "that thing I do in mainline Shin Megami Tensei games after Nocturne that use the Press Turn system mostly excluding Shin Megami Tensei IV: Apocalypse (since the heightened odds of missing on Apocalypse difficulty significantly increases the risk of attempting such a maneuver), in which I withdraw all of my demons to allow the main character to act up to five times in a single round to finish off a battle". However, in the case of this battle, it’s actually a tactic that uses the same principle of "that thing I do in mainline Shin Megami Tensei games after Nocturne that use the Press Turn system mostly excluding Shin Megami Tensei IV: Apocalypse (since the heightened odds of missing on Apocalypse difficulty significantly increases the risk of attempting such a maneuver), in which I withdraw all of my demons to allow the main character to act up to five times in a single round to finish off a battle" to allow the Nahobino and Yoko to attack up to three times each in a single round to finish off a battle, since Yoko actually has offensive capabilities superior to the Nahobino at this point in the game.
In my case, it's "that thing I copied from a guy with Godot profile picture (from the hit visual novel adventure video game franchise developed by Capcom, Ace Attorney) as a part of my strategy for the mainline Shin Megami Tensei games after Nocturne that use the Press Turn system mostly excluding Shin Megami Tensei IV: Apocalypse (since the heightened odds of missing on Apocalypse difficulty significantly increases the risk of attempting such a maneuver), in which I withdraw all of my demons to allow the main character to act up to five times in a single round to finish off a battle, but it proves to be quite trivial because they added a fucking Omagatoki that lets you swap demons and pass turns, ignoring most of the core press turn gameplay mechanics to allow the main character to act up to 8 times (sometimes, 9) in a single round to not only finish off said battle mentioned earlier, but to fucking demolish the entire fight because of how broken it is and how it completely rendered the strategy that the guy with Godot profile picture (from the hit visual novel adventure video game franchise developed by Capcom, Ace Attorney) used in the mainline Shin Megami Tensei games after Nocturne that use the Press Turn system mostly excluding Shin Megami Tensei IV: Apocalypse (since the heightened odds of missing on Apocalypse difficulty significantly increases the risk of attempting such a maneuver), in which I withdraw all of my demons to allow the main character to act up to five times in a single round to finish off a battle to be completely pointless outside of a run that does not restrict said Omagatoki's usage."
...with how the "formerly Bucketgetter Special™" was mainstreamed into Strategize, people thinks you're somehow narcissistic even though you are most likely the first person to ever applies that effectively, and thoroughly planned, and they themselves can't even think of a fucking name either, so why should they have any rights in forcing you to referring that strategy as something else? RUclips comments are cancer. I don't blame the game for mainstreaming said strategy into Omagatoki - I blame brainless commenters whose idea is of backseating people even though they most likely don't even have any actual social interaction in the first place.
Ok, but it was duo variant, so it should have different name
I didn't think it was too narcissistic of you to name the tactic after yourself--in fact, "Bucketgetter Special" is pretty catchy. ...(If this was meant to be a sub-buttle joke, then I appear to have fallen for it).
Double down and call the tactic "Bucketkicker"
Yeahh! New run! And with even more restrictions. Waiting for Glasya-Labolas + Naamah fight
Let's gooooooooo for the new cycle of Despair and Suffering.
OHHHH BABY NEW RUN TIME 🗣️
Demn, he's a lot more sturdy on Hard, I stomped him s hard on Normal aside from a few lucky dodging from his side.
I was eagerly waiting for your playthrough so I can safely confirm that my low level run was complete dogshit and there is a way better and much more enjoyable true low level playthrough of this game. Welcome back, Jim "Bucketgetter" Reaper.
Well, Jim Reaper and I have both had old playthroughs that we're not particularly proud of or consider pretty bad in retrospect. For me it's a lot of the stuff I did in my original SMT IV playthrough, and it's not like I was even remotely close to being new to the series back then. Sometimes it's just having the patience to put more time into figuring a better way to work things. Good luck out there in the low-level world.
Shit, I need to get back to this game so I can watch these as they release. I dropped it cause I did 100% for vanilla V and I was sick of it even though it's different 🙃
Exited how the gank fights will play out in this playthrough, with 4 enemy press turns, low level and your limitations. I am exited to be amazed.
I'm so exiticed.
Let's gooo
I thought you only get access to the world of shadows after this fight. How did you get tarunda and rooted soul?
iirc essence fusion gets unlocked in the 2nd leyline, demon fusion is what gets unlocked after this fight
also hot take but i vastly prefer nahobino's english voice over the japanese one. i feel like the japanese one sounds 45
Refresh the comments and duke it out with the person who just had the complete opposite take two minutes ago
When the world needed him most
Well done! But it's beyond me how anyone can play with dub Nahobino. He sounds like a 14 year old girl trying to sound like a man, having a voice rack every other line. Meanwhile Japanese Nahobino sounds like a chad.
cant wait for the satan and masakado fights
You'll be glad to know that, like was the case for Shiva and Demi-fiend in the original SMT V, I haven't even attempted them above Safety difficulty yet
@@Bucketgettersatan on hard is actually surprisingly chill... with luminescent mirage, that is. i genuinely haven't seen a single video of beating him without luminescent on hard mode that didn't use copious amounts of balms and incenses. masakado is probably the hardest one because he becomes less stupid at low hp and can remember your nulls for as long as like 2 turns by then (normally, he only remembers what you nulled the turn after you null something, afterwards he forgets that you nulled it) but can be cheesed if you're lucky
Oh shit he's back 😂 Looking forward to all the future low-level fights in this game, especially with all the busted new passives
do you count tsukiyomi essences as proto fiend essences?
Aogami and Tsukuyomi essences are both categorized under the Proto-fiend race.
Having enjoyed a lot of your runs, so much so it even inspired me to try and take on a Low Level challenge for this game. I look forward to a lot of the future story bosses especially including a No Fusion, Dampener and Proto-Fiend only restriction to see how far things go. Because hoo boy some of these mid-late game fights are no joke.
Winning with low number has never been more exciting. Looking forward to the absolute shenanigans that are to happen.
Glad to see this at last, looking forward to the rest of the run.
ngl i think the biggest hype for this aside from shiva, trucifer with his absurdly strong balls, masakado, satan, and whether or not the claims about demifiend's "new ai" are true, is tehom
On a completely unrelated note, does anyone else remember when that game “Metaphor: ReFantazio” came out? I think it was…last month? I seem to recall that early after the release of the demo, some players were saying that they found it a bit unrealistic that Louis Guiabern, eloquent though he may be, still had such ardent political support for the highest position of power in the nation in the aftermath of an unsuccessful coup attempt that unleashed chaos and mass unrest in the capital city. Does that ring any bells for anyone else?
I just want to apologize to everyone for the severe lapse of judgment that I just suffered. I really should have known better than to make Metaphor: ReFantazio political and I hope that you will forgive my blunder. It’s only common sense that fantasy is limited to the confines of imagination, and is therefore a powerless creation.
And just like that this channel is political.@@Bucketgetter Next hes gonna try to low level mispronoun all demons 😔 Real shit though, its funny to see the irony in recent events.
@@Bucketgetter vote for will he has cute waifu party members
...Masayoshi Shido from Persona 5? 😉 /s
@@Bucketgetter rueful lol
Shin Megami Tensei V was released three years ago today, so now seems like the perfect time to get started on my playthrough of Shin Megami Tensei V: Vengeance’s Canon of Vengeance route. When the game was first announced, I wasn’t quite sure what to expect with respect to how I might be able to approach a playthrough to feature on this channel, given that most of the game’s original mechanics and some bosses seemed to be the same. However, I soon found out that many of the new additions really change how the game plays out in a number of ways, and I believe this playthrough is very unique and will provide a much different viewing experience than that of my playthrough of the original. In fact, I think that as a whole, this playthrough will likely be my favorite of every game I’ve featured, just from the story battles alone. In many ways, I find that the new changes can create a much more dynamic battle experience than other Megami Tensei games, and I look forward to showing everyone the unique rhythm with which I play this game, so to speak, which I think will be very exciting to watch throughout the playthrough. I also want to go over the rules that I’m planning to adhere to and explain why I want to stick to them. Rules: 1. Hard difficulty, New Game. No, I’m not doing a Godborn playthrough. The way that this game functions in a straightforward low-level playthrough is really appealing to me, and I think that in most cases, the Hard difficulty setting is right where I want it to be for an engaging and interesting playthrough. 2. No fusion or using essences to alter the skillsets of demons. You know me, I just love trying to get by solely using recruitable demons without having to optimize their skills for different boss battles. In most cases, this restriction was pretty reasonable for the original SMT V, and I think that Vengeance does a great job of steadily supplying the player with useful, but rarely overpowered demons for recruitment. 3. The Nahobino may only acquire skills from Proto-fiend essences, and essences used for his resistances may only be Proto-fiend essences, purchasable from the Cadaver's Hollow, or be from recruitable demons at or below the Nahobino's level. Now this is a huge change from my original SMT V playthrough, in which I allowed the Nahobino to acquire skills and resistances without restriction. That allowed him to optimize his skills for every boss, which really turned the game into the NahobiShow since he was the primary damage dealer in nearly every battle. When limiting his skills only to Proto-fiend essences, the Nahobino isn’t quite as overpowered, but still consistently performs superbly thanks to the amazing variety of the Proto-fiend essence skills. Vengeance also made the great addition of having Aogami essences respawn with time, plus the new Proto-fiend essences give the Nahobino even more options than before. With respect to the Nahobino’s resistances, I decided to significantly limit the pool of essences that could be used since there are many resistance sets that are incredibly overpowered among fusion-exclusive demons. Besides the Proto-fiend resistances, I decided to limit it to purchasable essences and recruitable demon essences below the Nahobino’s level, since those are all theoretically farmable and are pretty reasonable in terms of the strategic advantages they provide. Purchasable essences are just like buying armor, and it seemed fair to me to allow the Nahobino to obtain the resistances of any demon that could be summoned alongside him. 4. EXP gain is limited to forced battles, Main Quest completion, and abscesses, minimized when possible. Additionally, abscess completion will be delayed as long as possible. This is also a bit of a change, since the original SMT V wasn’t realistically beatable without the completion of some side quests, at least not in a way that would be interesting to watch. The leveling curve of Vengeance is pretty reasonable, so story and abscess EXP are all that’s really needed to complete the game. Since the Miracles from abscesses are vital to opening up new and interesting strategic approaches to the game, I really don’t want to exclude those, especially since there are a ton of other skills and mechanics that should be banned instead to make the game more interesting. 5. No Balms, Incenses, Sutras, Gospels, Grimoires, use of petrified demon statues, Omagatoki: Luck, or stat-boosting Miracles. Pretty simple; stats and levels are closely intertwined and I want to push the limits without limiting interesting strategies. 6. The Demon Haunt may not be used for stat boosts or items. During the course of the game, the Nahobino can initiate up to 15 conversations with Aogami or Tsukuyomi to increase his stats by 3, based on story progress. That’s up to 45 points that can be freely invested into Strength or Magic to turn the Nahobino into an even more impressive killing machine. That’s a lot. Naturally, I won’t be using those. While demons can also benefit from small stat boosts, they can also gift valuable items that were difficult to obtain or unfarmable in the original SMT V. I’m not exactly sure which items can be found, but I’d rather avoid time-consuming, luck-based mechanics when there are alternatives that are neither of those things. 7. No use of the Skill Manifestation miracle. This is kind of like using essences on demons but with extra steps, the extra steps being completely uncontrollable and irreplicable in other playthroughs. I prefer formulating strategies that could theoretically be reproduced by anyone without heavy RNG influence, plus some skill changes can radically alter the effective roles of some demons. 8. Guest party members or demons may not be used when their level exceeds that of the Nahobino. This is pretty similar to what I did in my original SMT V playthrough. There are quite a few times that Vengeance provides the player with human characters that are drastically superior to the available recruitable demons in a low-level playthrough, and this rule helps bring those Guest characters back to a reasonable strength level…or prevents me from using some of them at all. This time, I’ll have Guest characters remain unconscious until the Nahobino reaches their level, whenever possible. 9. No Dampeners, Block skills, Tetrakarn, Makarakarn, Attack Mirrors, Magic Mirrors, or Luminescent Mirage. Here’s a massive change that I pretty much never even considered in the original SMT V. Like it or not, Dampeners and Block skills can absolutely trivialize a ton of both SMT V and Vengeance with the benefit of a team composition that can quickly tear through bosses’ HP, sometimes even rendering many bosses incapable of even harming the player’s team. Much the same can also be said of Tetrakarn, Makarakarn, and Mirrors; while not always as applicable as Dampeners and Block skills, they can also completely shut down many opponents with minimal cost. In my original SMT V playthrough, I allowed almost all of these since most battles took many turns to win, so even with heavy Dampener usage I would still have to interact with enemy attacks in almost every battle. However, in Vengeance this isn’t as true due to the changes to level scaling among other things, so the value of free turns is often greater than before. Playing without these skills and items also drastically changes how a player has to respond to bosses gathering Magatsuhi, which is rarely something that most players deal with in either game even though it should be a more prominent element. Luminescent Mirage is similar to these in terms of interacting with enemy attacks, and is also generally just a really broken skill so I don’t plan on using it. 10. No Taunt/Fierce Roar Having a demon with physical resistance that can use Taunt can really shut down the offense of several bosses in this game, and it really isn’t an interesting strategy to use or watch. The same, if not more, can also be said of a Nahobino with Taunt since he has complete freedom over resistances. While there can occasionally be interesting uses of Taunt, in most cases it’s just a broken skill that isn’t particularly healthy for SMT V’s strategic turn-based combat. 11. No Knowledge of Tools or Enhanced Summon Here is another huge rule addition over my original SMT V playthrough. Knowledge of Tools is arguably the best Miracle in the game, since it allows every demon to fulfill a number of roles without having the necessary skills, from healing, MP restoration, revival, or attacking. Or Dampeners, although that matter is already settled. While Vengeance did address Knowledge of Tools’ brokenness by delaying its acquisition to the third area of the game from the second and increasing its Glory cost, it still fundamentally changes how players approach the game almost to the same degree as essence skill inheritance. The addition of the new Guest party members that can use items makes the decision around Knowledge of Tools’ a lot more interesting, and I think that Vengeance is a lot more manageable without it than its predecessor. Enhanced Summon’s benefit is pretty minimal by comparison, but is wholly reliant on RNG so I decided to forgo it as well. While not explicitly banned, these rules also prohibit a number of broken Magatsuhi skills including most Periapt skills, Accursed Poison, Shield of God, Omagatoki: Adversity, Omagatoki: Charge, and Omagatoki: Strategize, since most of those require Side Quest completion or fusion-exclusive demons to obtain or use. And that should be it. Also, while I hope to adhere to these rules for most of, if not all of the playthrough, I will say that I may have to break some of these rules for some optional battles or endgame battles based on my discretion for creating an interesting playthrough.
When I noticed that Knowledge of Tools wasn't in Minato, my first guess for why was that it had been removed from Vengeance for being overpowered. This led me to not use it upon learning that it was still in the game.