Randomness in WOTV! Some Observations.

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  • Опубликовано: 17 окт 2024
  • #ffbe #ffbe #wotv #finalfantasy

Комментарии • 20

  • @Greatestnesss
    @Greatestnesss 4 месяца назад +5

    Forgot the most important thing to do these days before a battle.... pray to the RNG God's 😂

  • @rudemence5721
    @rudemence5721 4 месяца назад +3

    Only thing I know for sure is I love seeing Mont teams in GB, especially when the entire team is 2-300 attack

  • @Maghanashi
    @Maghanashi 4 месяца назад +5

    Will, you're on one hell of a content creation kick atm. It's appreciated.

  • @foxtalksgames
    @foxtalksgames 4 месяца назад +1

    NICE! This video brings together several points I've been trying to impress upon my audience: Sealing skills are random, inconsistent, and occasionally really good, but also, and this is something you just missed with slow and poison (unless I'm mistaken) -- both have an extra level of random in modern WotV.
    Most offensive characters have/want haste, most defensive characters have/want regen.
    Poison and slow also dispel haste and regen, so that's an extra level of going from best case to worst case in one status proc.
    Consider Slow especially:
    Hasted units go from 142% Agility to 50% Agility when Slowed. That's about a 70% decrease overall, so now only are Poison and Slow hard to account for, they also occasionally line up to become powerfully "swingy", and because of the increased use of haste/regen in kits and support skills, these extra swingy modes are now more likely to line up than ever before.

    • @ReadyPlayerWill
      @ReadyPlayerWill  4 месяца назад +1

      VERY COOL wrinkle, yeah I completely forgot those status overwrite those effects, I honestly never observed the interaction all that deeply, but something I'll definitely keep an eye on!!

    • @foxtalksgames
      @foxtalksgames 4 месяца назад

      @@ReadyPlayerWill it really feels like a trend that they're playing into. Something I noticed on Rinoa's LB upgrade for instance, is that it can do both of these things at once, so I think they're consciously trying to play into this dynamic more often.

  • @kipp14
    @kipp14 4 месяца назад +1

    There are many similarities between random crits in team fortress and the various stats they've added specifically reaction block. Both add a mechanism that allows a less prepared person to have a chance to win while keeping coin flips to a minimum in mirror situations. I personally like the ranges they added even though it's put more pressure on me from a pulls perspective.

  • @MonkeyHero
    @MonkeyHero 4 месяца назад +1

    Thanks for that convo. I feel like this was a polite way to actually discuss an elephant in the room.
    On one hand, i like double-edged swords. I think it's cool to never know exactly how a dodge counter will go.
    On the other hand, the game has become so bogged down in all these buffs and effects, it doesnt feel tacticsl. It brings me farther away from "Tactics". For me Tactics means that; i take my time to decide between many choices that i can properly weigh. But now all the numbers and effects and resistances and sealing of removals is beyond human fathoming. So what happens next? What happens next is the AI then plays for you. Most games modes push keeping the AI on. Great. The problem is the AI is awful. Its really awful. It does a ton of dumb wasteful things that also seemingly do not take into account opponent factors. Things like mage characters cating charge spells on enemies that will just hit them on the next turn, or similarly, castimg a charge spell when the next turn is an ally's and they kill the opponent and the mage casts on an empty square. That turn could have been used to heal and let the attacker kill on the next turn. Or charge spell to kill enemy, and your ally then uses their turn to attack another enemy. Or when your opponent casts reraise on themselves, your unit's AI SHOULD know this, and choose their reraise removal attack as their next attack. Or if an anemy character has high incredibly high evade thats only getting buffed even higher, your own attacker should default to their guaranteed hit attack on them. And dont even get me started on support mages unable to figure out how to move closer to their own allies on the battlfield in order to heal. My Rinoa wont even walk up the map at all until 5 turns into th PvP match while her two attackers are losing HP. She comes into the match way later by herself. Its nuts.
    And ya know, god bless your heart for having patience for removal sealing abilities.Thats too many layers for me personally. Courage. Courage removal. Courage removal sealing. Its just seems insane to me. I cant even. Its kind of maddening, no?
    Heres two things i think will help immensely.
    1) give full stat information on an ability. No more L, XL, S, M damage. Just show us exactly what the numbers are behind every ability. We can plan right when they use shorthand descriptions to describe what abilities do.
    2) bring the gambit system back. Both FF12 and Unicorn Overlord give the plauer the ability to bias abilities towards certain circumstances. I should be able to set what priority i want buffs to happen and why, same with healing and special attacks.
    I also think reincarnation should be de-emphasized, but thats just me.
    Thanks for the video!

  • @tdbcomglomerate1503
    @tdbcomglomerate1503 4 месяца назад +1

    Took that diggs advice to push content everday...
    love it bro!

    • @ReadyPlayerWill
      @ReadyPlayerWill  4 месяца назад +2

      HAH trying! If I do content daily I at least want it to be worthwhile and meaningful. If I can do it I will

  • @Kyrephare
    @Kyrephare 4 месяца назад +1

    After watching this, a thought came into my head. Does Debuff weakening of the tank affect auras on other characters vs stuff like crush? Or is the characters own debuff weakening used for the calculation?

    • @ReadyPlayerWill
      @ReadyPlayerWill  4 месяца назад +1

      Noo the debuff weakening is only taken into account in the unit being directly attacked, so the weakening wouldn't apply to the attack itself or people around them. Only for things directly occurring to them

  • @NubNub721
    @NubNub721 4 месяца назад

    Underrated topic. Great video

  • @kaleiohulee6693
    @kaleiohulee6693 4 месяца назад +1

    GUMI has always kept the mechanics of the game vague with little explanation of how any of the stats function. RNG is just another layer of obfuscation.

  • @erikironsky3168
    @erikironsky3168 4 месяца назад

    Most settlements exactly

  • @GhoSphace6
    @GhoSphace6 4 месяца назад +1

    Hey Will do you think a FFX collaboration returning? Really want to come back to this game

    • @ReadyPlayerWill
      @ReadyPlayerWill  4 месяца назад +2

      Honestly it WILL return, but goodness knows when, there's so many other FFs also worthy of a return. This game has been good about having things come back but couldn't tell you when

  • @acrolein1870
    @acrolein1870 4 месяца назад

    Im starting to hate reincarnations rngesus hates me, haha

  • @RoscoeJones85
    @RoscoeJones85 4 месяца назад

    ....what's rng? Lol

    • @ReadyPlayerWill
      @ReadyPlayerWill  4 месяца назад

      Rng = random number generator, basically means "randomness" hahaha