Thanks so much for the coverage and feedback on the mod everyone! I’m working on some other mechanical mods that build upon my work here so any feedback or wishlists are welcome 🙏
You're most welcome Jake, This is by far one of the most interesting and game changing mods I've seen. Really looking forward to seeing what else you come up with!
@@lisamcrad5799 sadly the random nature of situation commands are something none of us modders have found a way to edit in the custom UE4 engine we use. I suppose it’s not impossible but it would require more knowledge on how they hard coded that element in the game. There tons of custom spell mods on Nexus though! I reccomend giving them a look. Just searching “magic” outta do the trick
@@JakeDeeJake In my opinion, contrary to what a lot of people think, airstep should not cost Focus. It's like making Dante's Trickster moves cost DT gauge. It severely limits player control, again, IMO.
@@ShadowbannedAccount yeah a lot of people share this sentiment and I definitely see why. My intention was to try and force players to use other tools to approach enemies, but it’s clear I need to go about it differently. Dante’s Trick or Nero’s snatch is a great comparison. The difference is though the range on those abilities is more limited. Air step is closer to Vergil’s dark slayer teleport which is basically trick but with no range limit. Airstep can leave you more open tho. Either way thank you for the feedback! In my next update I’ll probably gonna remove the airstep cost but keep the shotlock restriction when below 25 FP. This way you can still lose access to air step but not by using airstep. That or I’ll remove that restriction entirely lol. We’ll see.
These types of mods are what i’m starting to enjoy, we’ve surpassed the crazy stupid insane mods and have entered an age of lowkey chill mods that actually have a huge impact in the game
I like the enemy healthbars, but not constantly - a bit too much on the screen imo. I think it would be better if it was tied to your shotlock view, giving it more of a sense of "You're really focusing on your enemies and can extract more information"
I really do like KH3. But this is extremely interesting to look at in a sense of the overall gameplay and how we could improve the experience as a whole.
This is awesome. I've been saying KH3 needed a drive gauge forevever now. Only change I suggest is that airstep & shotlocks should have their own separate gauge(or make airstep consume less focus as it's not nearly as valuable as keyblade forms).
Huh, interesting. I’ve always thought that the drive gauge was the worst thing about drive forms, and having to build up situation commands in battle rather than having to basically only use forms in boss battles because of limited gauge was much more interesting.
@@mishonbreland4458 dude it’s not even a comparison. I hear what you’re saying, KH3 melee attacks have really good enemy tracking for the most part. But come on. You’re not swinging on an enemy from across stage and hitting them. It’s not similar at all.
@@schmutzonya5659 it only takes a few keyblade swipes to get to your enemy even less if we're counting the formchange combos plus air dodge like let's be real here lots of properties zip you toward the enemy with ease even without airstep.
NIght of Fate will always be one of the best Kingdom Hearts song to me. Every time I hear it, i get nostalgic and think of my first time experiencing Kingdom hearts 20 years ago.
Tying all of those costless functions to Focus, which only had one use in the base game, is genius, simple, and elegant. I wouldn’t mind if that was in all difficulties, it mimics the Drive Guage in KH2 but different enough to feel different.
i want to like this comment, but the number 13 stops me. Yeah, i really want them KH3 review, I am craving for it everyday... umm, maybe like this comment if u don't want to ruin the number 13
I think the gameplay and variety of useful and powerful abilities is one of the things that makes Sora feel more powerful in KH3 compared earlier games. Mods like this are nice to have for subsequent playthroughs, so the game feels different but I like the default system more.
That is what I always look for with these kind of games. You have your basic bread and butter gaugeless 5 hit combos and there's the Gauge Skills to put in between bread and butter combos until the 5th hit which ends the combo comes in.
I think critical mode, or at least the limit cut bosses simply aren’t balanced around these mechanics. This is a decent idea, but the game balance of critical mode is just not conducive to this creating a good experience. All of Sora’s crowd control options are tied to his form changes or magic, using keyblade combos will get you killed because you’ll randomly get sniped from something from behind. We don’t have KH2’s enemy design with a couple of enemies using telegraphed attacks where you can get good enough to take less damage. This would make limit/Yozora cut a very miserable experience unless you have a bunch of ethers/refocusers because bosses don’t drop any focus prizes and you’re dependent on Airstep for many openings because the bosses teleport so much.
I completely agree honestly and it was a real frustration when designing this mod. The enemy design of 3 is not very fun to actually engage with, especially mobs. I like how my mod makes it so you HAVE to engage more often, but if engaging with these enemies isn’t fun due to he things you mentioned… I want to address this in a successor mod but I would have basically adjust every single enemy’s AI, animations, and even adjust some mob spawns all together. I can also definitely remove the air stepping restriction, but it’s a shame there’s no other fun ways to approach the teleporting bosses.
@@JakeDeeJake Precisely! I love what your mod is trying to accomplish, and I think it could be very good if KH3 is balanced around these restrictions. As you said, enemy design would have to be rebalanced to accommodate it, but also, I think the combat system should be to an extent as well. I think dealing damage with physical combos specifically should gradually restore the focus gauge sort of like how it does with KH2’s drive bar. Base Sora’s physical combos aren’t fast, snappy, or damaging enough to reward quickly engaging an enemy and dispatching it. Post-game remind fixes this somewhat, but it’s still not KH2 levels of quick combos. I’ve never cared for situation commands as a way to activate drive forms. I think it would be best if you had to charge a meter and could activate it at any point on the fly when you need to deal with a specific problem, just like KH2’s drive forms, but I digress.
@@finalbossd yeah there’s a lot I would’ve done differently if I didn’t have to work around Kingdom Hearts III’s hard coded systems (situation command being random is so annoying but there’s sadly no way to change that as of now). Originally focus points regain worked more like what you described but you gained it way too fast. The problem is KH3 only ever gives you 100 FP at most and and you can only add or subtract integers from that value (so you can’t have 99.5 or 74.35 FP, only 74 or 99). If that wasn’t the case I’d just set regular attacks to increase fp by .25 and call it day but again it can only take integers. So annoying but is what it is. Gonna use my free time to rethink some things tho.
@@JakeDeeJake Maybe remove focus prizes from being droppable by enemies, in return, every physical attack gives 1 or 2 FP? Just a suggestion, though, I don’t know the mechanics of how it would need to be balanced.
@@finalbossd I definitely considered removing the prizes. Not sure if it would still be too much though for every base attack. Could make it so attacks in forms don’t give FP to compensate…. I’ll look into it!
Game balance is something that the Osaka team has always struggled with. I'm currently playing through BBS on critical for the first time and after about 2 hours I'm able destroy everything in my way because of the so many broken commands, overpowered shot locks, and haste abilities. I'm pretty sure that they do this on purpose to appease casuals but I think it hurts the game in the long run.
I agree mostly, but I genuinely think they don't realize quite what they've done when the games are released lol. I think a lot of that has to do with how every non-numbered title functions in a completely unique way (they do change certain fundamentals on the main titles, but ultimately stick to the original format).
CoM for example is the most unique game and, while considered the most challenging by casuals and/or first time playthroughs, it's actually the easiest game in the franchise when you know how to abuse the card system. Same can be said about BBS using the example you just said.
I don't think they do it on purpose, simply because it would make more sense for the flashiest move to be the strongest one, but it always ends up being something like Storm Surge or Baloonra (not even Baloonaga, but instead Baloonra)
@@javangle6057 Balloonra is really funny because when you look at the moves in a vacuum its really clear that -ga is supposed to be stronger, it does better damage per hit, has a formation that seems like it should do more damage... and then you realize that Balloon and Balloonra reload much much faster, and that Balloonra hits like mad on most fights because the homing is really crazy strong and all that logic turns to dust
i like this mod conceptually, and i adore it aesthetically. the block style focus meter kinda gives off the vibes of the KH1 MP block meter. (idk if that was intentional or otherwise, but i like it all the same),
Incredible! This is the exact kind of thing KH3 needs, to be given so much power with no cost was ridiculous and just reduced the appreciation for each mechanic added. Love this!
Y'know I'd just like to say that I really appreciate even after probably 7-10 years of me watching this channel, Jared is still coming out with new content that's enjoyable on this channel! I've been here since before even 2.8 was a thing, so the fact now we're waiting for KH4 is crazy to me.
Something I think you missed in discussing why KH3 Forms feel bad is Volition, Situation Commands put systems outside of your immediate reach, you can't just Decide to do something, you have to faff about for 40 seconds in The Correct Way to be allowed to (maybe, unlike 0.2 SitCommands are not consistent outside of Crit Converter giving you Forms) make a decision about using A Thing for 30 more seconds, everything is put behind these barriers that attempt to create dynamism, but instead just make you feel like the game is making decisions for you because the options come and go via systems that both delay and rush your options, you don't have a toolbox, just a pile of buttons that do Really Powerful Shit but only exist at practically random As for the changes demonstrated here, I am kind of opposed to making Finishs AND Form Advancement use FP, it makes a number of forms really weirdly valued because like, many of them aren't meant to really be viewed as "stronger" just for having more stages, Guns into Launcher into Finish is cool, but Launcher isn't really Stronger in most practical ways imo, but now its significantly deeper investment, and the huge FP cost devalues it and its Finish significantly compared to 1 step form types like Shield, the example with Rage Form is really clear, I feel like if the Riskcharges didn't cost FP, but the Form and Finish cost 50 it'd feel a bit cleaner, also makes using it as a Get Out Of Jail card more of an obvious cost I also don't really like locking Airstep behind FP, even if its only done for combat Airsteps, which it isn't, though at least there's a concession for navigation needs, a lot of the endgame fights are designed really aggressively around its existence in regards to how they utilize distance and ask you to use Airstep to close gaps after long distance attacks and combo escapes, which can quickly feed into a problem if you're locked out of it, and creates a problem when using any Form properly will ALSO cost you like 50/75% ... also the buzzsaw attack kinda sucks? Like its okay on mob fights but I wouldn't really call it good, iunno maybe its just me Overall I think its maybe a bit too many things feeding from the same resource pool at once and thus dis-incentivizes all but the best of those, I think it also makes the Focus recovery "shotlock" ability really necessary... if it still exists The resource pool issue existed a bit in KH2, where most people ignored Summons in part because unless you actually know what the fuck they're doing, most of them feel like incredible wastes of power and value compared to just slapping that Master Form button and laughing, and thats just two generalized uses of the resource rather than.... 5? 6? Yeah 6(Edit: 7, I forgot Link Summons), Forms and Form Accessories, Grand Magic(which ain't all that Grand until you have -gas unless you use food, real funny that), Team Attacks, Attractionflow, Airstep, and Shotlocks(relatedly, locking Shotlock costs to max out at 25 or 50% of meter no matter how long you spend aiming would probably help them not feel super wasteful)
Thank you so much for the useful feedback. I’m doing a lot of play testing and adjustments for my next release and this helped a lot with it 👍 I completely agree about situation commands being random btw. Sadly there’s no way to adjust that as far as we know right now so i kinda have to work with what the game gives me. The reason for many of the shared cost of all situation commands in this mod is due to the fact you can only restrict all situation commands or non, for example. So grand magic or friend links costed/less than the others, you’d lose access to all situation commands when you still technically had points to cast one of them. I have to worn with I got basically. But yeah the airstepping restriction is almost definitely gonna go for the next release.
@@JakeDeeJake Yeah I figured you were struggling with some fundamental system issues(I assume this also extends to Form Advancement/Finish Commands? Since they're just Situation Commands glued to the actual Menu area), I know not every problem is actually solvable while keeping the intent of the mod, and overall I do quite like the idea of giving Focus Meter some more use, since a Single Use Resource is incredibly narrow and boring, especially a resource with no real toolbox applications, with Drives you had options in what to use, and the secondary tool of it being a combo breaking burst, with Shotlocks you uhhh... Do Damage, maybe steal some HP I also realize I fucked up, its SEVEN things, because Link Summons as well, but thats not really making a point, just a self-correction Aside from that I'm not sure what other kind of tweaks would make sense to make within limitations, changing the ratio to 20 Pts a segment would ease up some systems, but reworking FP Gain is... Messy and would be way too fast I think at that point, not even your fault like, its just a super swingy problem and its not like KH2 did better with Drive, lotta moves generate waaayyy too much Drive because they just hit like crazy I wish you luck in improving this, and maybe someday people will crack the game open enough to enable a more discretely designed take on this idea, as it is I don't think what you've created is terrible by any means, it works, it looks real good(love me that clean as hell Meter demarcation, and the FP Pop Up is neat, I assume its reusing some minigame popup behavior or something?), and it changes the game dynamics
@@syrelian Expanded Shortcuts helps the randomness in some way since it lets you put formchanges on the shortcuts, which would be crazy OP in Vanilla, but is mostly fine with ReFocus since they still take FP like using them through the Situation Commands. HOWEVER I would absolutely take a mod that somewhat automated this process by replacing the Links Menu with a Forms Menu with the forms for your currently equipped Keyblades.
...I really like this. Especially considering how easy it was for the game during day one to basically giftbasket you attractions and especially grand magic when under the situation booster. To have a limiter to how much you could would make the combat feel less automated
This is definitely a really cool idea, although I don't really agree with airstepping needing focus. I can see an argument for the buzzsaw attack needing focus, but airstepping itself is more of a basic movement ability and shouldn't be restricted. Plus, refocusers never had a use in the first place, so to completely prevent you from using them in combat instead of actually giving them a use doesn't vibe with me very well. Otherwise, this is a really cool mod idea and I'm definitely a fan.
Having done a whole modded playthrough including this, you'll never really run out of airsteps outside of Tornado Titan. Though if you want to make those free, I feel like Formchanges are still really strong, I actually feel like all 4 bars for something like Double Form Finisher would actually make sense, especially if you're trying to replicate the drive menu with Expanded Shortcuts.
I don't enjoy the idea of the focus gauge being drained by using air step since air step is one of the most fun things about kh3. And the idea that you said you never used shotlocks during your play-through isn't good game design though. Having to think about using something is fine, but you shouldn't feel punished for using a tool. Or be completely deterred from using a mechanic. I think the main issue of the situation commands isn't addressed here, the randomness of getting the situation commands. The cost was less of an issue.
I feel like it might be worth looking into or polling the community to come up with some sort of "tier list" on these different abilities. And apply different restrictions on the Focus meter to different difficulties in-game appropriate to the power of the abilities as polled. And of course, we're modding here, there's no reason there shouldn't be toggles for the features some people like/ don't like. ( ie. detaching certain things like air-stepping from the focus meter since I personally quite like the flow of combat it introduces to the game and I know others like it as well. )
I don't think situation commands need a resource management mechanic because to get them you need to land hits on enemies. That's not too different than how to get drive guages and use forms in KH2. The only difference is that you store the drive guages you got and use them when needed. Granted, I tried this mod and it didn't bother me that much on bosses because I almost never ran out of focus (you get more focus from combos than it takes to use it on stuff). But mob fights are not fun at all now. Part of what made them enjoyable was that you could've spammed airstep everywhere and do crowd control. Now that I can't use airstep->Buzz Saw as often, I get swarmed by enemy waves a lot more. I think I'll stick with normal KH3.
Restricting airstep makes no sense given how obviously catered the game is to that mechanic. Shocks me that people are commenting that this is a well balanced mod…
@@schmutzonya5659 It's their pre-established KH3 hatred/disappointment that influences them. They are like "a mod that makes it so you can't spam stuff"!? Immediately better! Fans, at least casual ones who don't play on Critical LV1, don't comprehend the entire length of effects some changes have on the combat. As a hardcore player, I know that restricting airstep is not great. I don't mind formchanges requiring focus because I still used them as freely as possible and almost never ran out of FP (essentially making that limitation superfluous for me), but don't touch airstep!
@@roiitzkovich4545 I did actually play test this before release ya know. I’m aware of the consequences of even the smallest change. I appreciate the feedback and definitely want to make some adjustments. However I also ask you consider what a restriction of this mechanic does and WHY I’d want to restrict it. Sora has a bunch of movement options in this game right? Why use any of them to approach an enemy if you can just airstep to them? Why ever cast blizzard and ride it’s rail or flow motion off the wall when you can just airstep? My intention is to encourage OTHER tools, not just restrict one. I definitely can do better to encourage that, but I’m limited to the game’s hard coded elements and and need to constantly work AROUND them. Again I appreciate the feedback but there’s no need to also assume the worst of my intentions here lol
@@JakeDeeJake First of all, I have a ton of respect for content creators and modders like you who ask for feedback. Really shows how much you care about your craft. Big kudos👏👏👏👏 Though I understand the intention, you need to understand that there are cases where air dodge is preferable to airstep. This is most noticable against reactionary bosses. Airstepping won't always help you (or at least, not as much as dodging). That's not to mention that, after you airstep and reach your destination, you have a few frames where you can't move without I-frames. That means you can be hit by enemies for not timing airstep correctly. Besides, the way you use airstep isn't a very conventional execution for an action game. Aiming the camera where to go can be hard for some. The process of airstepping to begin with is enough of a work. If I can offer a solution, make flowmotion attacks give you more FPs for a hit, and/or half the FP cost for airstepping. That way, I won't feel AS restricted against mobs. Also, on LV1 runs or when activating the 0 Defense Pro Code, make airstepping free since the added challenge will make it consistently essential.
@@roiitzkovich4545 Thank you for the feedback so much! Sorry if I cam across as insulted. Will definitely look into adjusting airstep as I completely see your point about it making some bossess annoying with this cost. Workiong on a successor mod as I type and im taking all feedback into account for it!
Focus should only be used for shotlocks imo. Airstep should always be free since it makes mob fights enjoyable and makes me feel like Goku. Only problem with the combat in 3 is that links should have their own summon bar like in 2 so that you can’t just nuke everything when you have a full mp bar which just clashes with magic. Also make grand magic 100% guaranteed instead of rng PLEASE
Wanna know something funny? In 0.2, the Situation Command system had no RNG. You could make combo setups to get the Style Change/Grand Magic commands that you wanted, and if you did it the same every time, you'd get the same commands every time. Then, for whatever reason, they screwed with the system in 3.
Yea it’s so weird they screwed with that in 3, especially when all other game mechanics they brought back such as flowmotion and shotlocks were vastly improved
@@musicbyxj There's RNG tied to whether or not you get the command in KH 3. Using a variety of magic spells won't always give you the same commands every time, even if you do the same hits with each spell. Using Firaga, Blizzaga, and Thundaga in one combo has a chance at giving you Firaza, Blizzaza, or Thundaza, or a combination of two of them, or maybe even all three if you're lucky. The problem is that it *isn't consistent*, even though it was in 0.2 Doing the same exact combo, doing the same exact hits with each spell and/or physical would always result in the same exact commands each and every time. You could come up with combo setups to get the results you want consistently against single target bosses. This isn't the case in KH 3 due to the RNG thrown in the mix. Now you have to spam ONLY a single spell to consistently get what you want, or spam ONLY physicals to get Formchanges (asides from Critcal mode due to Critical Converter, but that only makes Formchanges appear no matter what, and it doesn't fix Grand Magic commands' RNG). Let's say you're spamming Firaga in a combo, and you decide to use a *SINGLE* Aeroga. Now you have a chance at getting Aeroza instead of Firaza, despite using Firaga wayyyy more than Aeroga. The change made to the Situation Command system was unnecessary since it was already good in 0.2. All they did was just make it worse.
@@reddodeado301 that was not my experience at all i don’t think. I pretty consistently get Waterza even without Storm Flag so maybe i’m on good terms with RNGesus
At first glance I didn't think this sounded that necessary for the game but remembering going into a horde sequence with Thundaza, Aeroza, Firaza and 3 finishers stacked up behind the keyblade change mechanic, I think that the game would be far more enjoyable without the ability to spam the commands with i-frames and big damage AOE moves
I like the idea over all in restricting some of the most powerful abilities in a means like this. At the same time Sora is so strong that some of the things connected here to the focus should maybe cost less than 25 points or not really worth being connected.in the way they are. what would be cool is to make it a bit more customizable for the user, where the max is as it is set right now but you could take something off or alter the amount of points used but each skill. For example you could set air step to 5 points. It still limits its usage but not quite where you feel you cannot afford to use it at all.
I get don't get flowmotion attacks with this mod. Air stepping is the core to the game's focus on aerial combat, and flowmotion is crazy safe and powerful. Why would the mod reward me for using it? It seems backwards. Other than that, saying 'I never used X thing now that it's limited' isn't exactly a glowing endorsement to me. The biggest issue with KH2 is that there's almost too many choices and they all cost resources so people ignore it and just go for the strongest drives, despite there being strategic value in other tech. It sounds like there's a competition between resources that may not be beneficial to the player.
The issue there is honestly actually just that Summons are poorly designed from the ground up, they are incredibly opaque in what they do, they are very swingy and random in their efficacy, and almost none of them really feel Good to use, especially when you have no way to know what the fuck is happening Lotta folks don't know what the hell Stitch does aside from maybe noticing his auto-parry, because nothing tells you he just randomly refills your MP for no clear reason, Chicken Little feels like he's just doing random shit most of the time because, again, you're not actually allowed to know what his abilities are, the fact that he has a mob magnet requires you to actively sit around and watch him instead of doing things to notice, Genie and Pan are a bit better because Genie has multiple forms(which also makes him the only summon to outright scale with game progress), and just spits out a lot of obvious chaos if you let him go at it for any length of time, did you know he has Potions though? So does Chicken Little actually, meanwhile Pan brings Tinker Bell for the ride so thats Auto-Life if you know KH1, and Pan does incredibly blunt and obvious offense, he just shanks shit Most people are just gonna hit the Limits on em and watch the magic happen, because thats how you engaged with most of the summons in KH1 as well, you called them up and then used their Unique Button to do cool screen nukes or have a head-mounted machine gun, and maybe you noticed Genie does stuff on his own, those Summons also had their abilities described in the Journal, KH2's Journal just mentions who they are as characters Summons are incredibly powerful when you know what they do, but none of your Summons have an Abilities menu or anything, so you're given no real way to investigate what they do easily whereas you see these huge Ability Lists for your Forms constantly with rad names and shit, and also Olympus does weird pacing shit to investigating the Drive system(sure love to get a Summon then immediately get Drive locked), so Summons fail to remain relevant in decision making for most people, even if they do use multiple Forms as they need/want
I really hate how pro codes just turn off everything fun about the game, they just completely cut off access to a large portion of your arsenal, and cut you down to just basic sora swinging his key around. I think this would have been so much better as a replacement for those pro codes, and maybe then I'd actually consider doing an all pro codes run.
They turn off things that make Sora extremely powerful as a way for you to challenge yourself. Honestly I just used them to mainly turn off the attractions because those attacks while they look cool are pretty obnoxious and in my opinion break the flow of combat, but you can only disable them in Critical without the codes. Anyway the pro codes were completely optional and didn't need to be used.
I would make a few changes to this mod. Namely I would have airstep costing nothing as I feel that is a more integral part of kh3’s combat that shouldn’t be limited, also I feel the 50 points of focus cost is already enough for links and the extra 50 for the finisher is a bit overkill. Overall though? Really cool mod.
I get why it's made a resource it since you just instantly zip to the enemy to get free extra damage and infinite combos off of it. Even in FF15 airstep was a resource cause of its mass utility
@@TheAnimatedGamer Fair enough but in kh3 you dont get alot out of it besides potentially a combo and even then you can get punished for doing it if you dont do it at the proper time. On top of that, airstep is required for story progression
@@LunaAndPals Not including Limit Cut (I don't particularly like the fights so I'm not the person to talk about them), the only real time I felt the pressure from using Airstep a lot is when fighting Tornado Titan, otherwise Forms usually give you a lot more focus than they consume ESPECIALLY when in MP Recharge where everything is doubled, and if you use Flowmotion? during MP Recharge you get 10FP per move. And if you use literally any mod that gives you even slightly swifter combos? Forget about it, airstep all you want and you'll still be fine.
This is cool and all, but it still looks like form spam with forms that last barely any amount of time. I'd rather the cost be greater AND THEY LAST MUCH LONGER. Plenty of people talk about how frequently you use them. But no one talks about how asinine short their duration is. I feel like this is equally as important for getting a feel for each form. Though if one tries this with KH3, one will quickly realize the forms lack depth compared to KH2's forms. But regardless it would still be a step up. KH2 let you instantly revert if the situation called for it, sure. But the duration was meaty. Especially when you've leveled up the forms quite a bit. Bosses rapidly drained your Form gauge when attacked in a form, sure. But you still got good use out of the forms when you used them, especially Limit Form.
Its not just Bosses, its anything you hit, costs the same any way, try using Final Magnega at Memory's Skyscraper or in one of the Rapid Thruster hordes in the Coliseum, your gauge will drop like mad as all the mobs get mulched because Final's attacks all have huge meter costs, aside from the Crime & Punishment auto-attacks added to things which I think have little to no cost on hit
@@syrelian Yes magic has a notable cost as well. But honestly it's small enough it's not a big deal and feels completely justified. The real broken Final Form spell is Firaga really. So there's yet another layer of cost missing from KH3. Also aoe spells in KH3 with forms don't seem to do any bonus damage. Which would be fine if the spells didn't already explode into aoe's, and two of them are innately aoe's. Drive Forms are just so much better.
@@terrariku2010 Yeah Final Firaga is nuts, Magnet I brought up because unlike base or Master Magnet, it keeps attacking even enemies its captured, and unlike Wisdom Magnet, which does so slowly and bounces them away after pulling them in, its rapid-fire, so the sheer drain on your Form meter is very very visible And yeah its wild and kinda terrible how like, Hyper Hammer has these really cool alternative spell hitboxes but like, you don't care? You have Thundaga? The resource systems involved don't quite work and its a shame cause the good parts KH3 has are really cool
I think hiring fans to work on combat would isolate casual kh players. I've watched planty of people who can't really multitask struggle with games even on normal and beginner, somebody literally quit Ansem kh1 and just watched the end cutscene because they were getting frustrated and weren't having fun anymore.
@@michaelklock422 Yea and I beat Pokemon Emerald in a day as a kid, can't do that shit now, congrats, whats easy for you, might be difficult for others.
@@michaelklock422 believe it or not, KH requires a lot of multitasking, which is not in some people's skill set, I don't have an issue but I have seen plenty of people who do. All I'm saying is that for people who just want to go through the story, having to worry about the cost of resources is not “fun” especially if someone just isn't wired to think on their feet. Sure, to us seems ridiculous, but it just depends on the person. I just think that if the hardcore fans got ahold of the combat it would isolate those who don't want to have to repeat fights over and over to get through the games.
@@joshz2491 Then leave it exclusive to higher difficulties modes or make it a toggleable option. Games have been getting dumber and dumber and isolating the more hardcore crowd for decades now.
13:30 Double Team doesn't make party members do double damage, it just raises their strength and magic by 5 if they're targeting something you're targeting.
is there a version that has JUST the Focus recovery mechanic as that's how Square should've approached Focus recovery, not limiting it to items, orbs, and that weak shotlock you get from San Fransokyo which replaces your normal one during Focus Charge
This feels like a over correction of 3’s combat system I can get team attacks and Formchanges but everything else seem too much Like Links already cost all your mp and grand magic usually needs you to use magic which also cost mp Also airstepping shouldn’t cost anything because it’s essentially a mobility option (P.S. I do think that Drive forms costing party members is dumb because you’re relying on the fact that Donald doesn’t fucking die)
Yeah, I kinda agree. I definitely think that Grand Magic needs to be balanced in some way, but I feel like this system puts way too much on the Focus Gauge.
@@xinf3ctdx honestly I can’t think of a way to balance the grand magic system (like maybe have it cost more mp?) But yeah I don’t think it’s good game design to have every single resort tied to one gauge
I only agree with Airstepping. Links completely heal you. You know what else completely heals you? Cure. However, Cure ONLY heals you. With the same cost, Links do so much more. So, making them cost Focus is appropriate. Grand Magic makes you invincible and costs no Magic. Yes, you need to cast Magic first, but it's not like you waste the Magic on to the floor or the wall. You still deal damage/heal yourself with the Magic. So, Grand Magic is basically free. IMO, it's more appropriate for it to cost Magic, but Focus is fine, too.
@@ShadowbannedAccount A. Limits in KH2 cost all your mp, sure links heal but your still spending all your mp (p.s. I dislike the cure system in 2 and 3) B. Your still using mp just to get a single cast of grand magic Though my point is that is mod is over correcting the 3’s combat system by placing everything on the focus gauge instead of trying to divide the abilities between focus or mp or making a new gauge P.s. I still think the drive gauge is flawed
Drive Forms relying on party members is funny and weird, on one side its not really an actual problem most of the time, you just hit Cure and then use your Drive most of the time(and the rest of the time you're using it as a combo breaker which is unfortunately when its the biggest issue), on the other its actually a system necessity, most Drive Forms load much larger amounts of data for Sora's actions, moveset, abilities, etc(partially because they don't UNLOAD base Sora, thus why Revert has no pause), and purging Party Members frees up memory space that keeps the game from running out, thus why they sorta fade in rather than immediately returning, a lesser form of this happens with Limits as well
I was actually very excited for the new situation command system. I think it makes you feel stronger, which is more fun, which is better. I do however fully understand that people kind of miss the difficulty.
To me, it did the exact opposite. All of the commands made me feel like the game was winning itself for me, and I was just in charge of pressing triangle. Especially the attractions.
Grand magic can just show up randomly depending on Keyblade/Accessory, with the most Infamous example being the Water Cufflink available as soon as the Water Core fight in Olympus, giving you Waterza in the first world.
this was really good! i wished KH3 had a similar system to make the overall game more challenging, especially for critical mode. honestly, I hope the developers r watching these kinds of things to take note and implement wat they learned. i don't mind the inclusivity of making it easy for all players - old and new - but that's why there's 3 diff modes in the 1st place. i doubt this would happen but it would be cool to add in the 4th mode that's harder than critical for people who want to test their skills, raise the stakes, harder enemies, etc. Overall, this video was enjoyable to watch and great jobs to the people who made those mods! =D
It would be interesting to balance things up but I don't agree with airstep because it's a really important mechanic to reach enemies in a big arena like yozora or organization data
I've been working on the Data fights myself and was thinking the same thing. Data Xigbar spends a lot of time away from you and with how big the arena is it makes airstepping to him very necessary.
I dont think this solves the problem. I feel like for most people the problem isnt that situation commands dont cost a resource, its that theyre basically completely random. Which that would be a good tradeoff, having more choice over the command you get, but it costs focus.
Expanded Shortcuts pairs really well with this, essentially allowing you to make your own KH2 Drive menu with the other two shortcut menus that I have yet to see anyone use in vanilla playthroughs.
I had this thought too and was thinking of doing another playthrough with Expanded Shortcuts, but I just wish that the other grand magic tiers were included in that mod instead of just the tier 4s.
The Link Command tie-in is really goofy in my opinion. Especially since it STILL costs ALL of your MP to even pull it off. The point of Link commands outside of pulling off a powerful summon is to actually have another method of bailing you out of a tough situation once you’ve ran out of Items- And contrary to popular belief, it’s still possible to outright die, even when Linked. It’s happened to me during the data battles where I’d come out of the link with a sliver of health because you can still take damage-
Amazing video as always Cynical! It’s so cool to see what the modding community has brought to this game. Speaking of mods, I would gladly take one that gets rid of or replaces Arendelle. 😂 that world has repeatedly stopped me from wanting to replay the game.
honestly i got light VS darkness an amazing overhaul to come back to kh3. and it feels amazing. enemies are a lot harder with status effects etc. party overhauls. i also added coliseum. because come on... and tres menu so i could play with different chars.
Sounds cool although I never really used air stepping that much to begin with and now that there's a you know resource behind it I doubt I want to use it ever again with this mod
It's sad that the game was just a few design decisions away from being a great game. Thank god for the PC release and mods giving is this opportunity to play the game in a slightly new way making the experience much greater than the slightly disappointing vanilla release
The forms are a bit too weak to justify needing focus. The reason KH2's forms required drive was because they were much more powerful than your base form (except valor) so if it does work this way I'd like to see forms get buffed. Either way I still prefer KH3's use it or lose it approach because I don't want to bother with managing a resource that makes the game less fun. Think of it this way, what if MP did not regen when it hit 0?
"What if MP didn't regen when it hit 0?" So KH1 pretty much? And I feel most of KH3's forms were perfectly fine when put into the role of Drive forms, even to the point where I feel some of them should've been bumped up to 50 FP.
Finally got a very expensive and good gaming pc I’m gonna finally mod kh3 and this is one I’m gonna use along with the early oathkeeper and oblivion ( sorry I’m not doing the pictures again )
I actually do not agree with this mod but not gonna judge. So yall can make the game harder if yall want to. Im not looking for challenging stuff. Im looking for good story and gameplay
When you started talking about how Rage Mode uses the new focus mod, I started thinking about a mod that overhauls the effects on different keyblades and accessories. I think It would be pretty cool to have a polarizing build that increases the amount of focus regained based on damage dealt and taken👍🏾
my biggest issue this thus far (7:00 i still haven't watched it all) is that the remind bosses kinda heavily rely on air step and potentially so do other things (i'm worried about how much longer those fights would last, like if the fights become too long) or even what you can even do in those fights might suffer with air step limitation (particularly more on a casual side of things.. so yes it 'could' be more fit for a critical mode type of thing, i mean.. a nice challenge can be nice..) ) . The other thing would be this.. why encourage magic usage for focus gauge if magic is sorta op in this game? (i think they were aiming for like a mix up of attacks? in which case , im not sure if an attack mix-up reward system would do good depending on how its done?) I'm just iffy thus far on encouraging magic that way. Another thing to note would be how this would affect challenges and restriction like a boss fight with several restrictions. Oh and i think kh2's limits were already always more powerful than kh3's since you took no damage in a sense, and trinity limit and other useful limits were a thing. (I guess kh3's limits are still useful but kinda potentially unfair when considering no damage challenges since maneuvering around with them can be restrictive and you can't dodge but that's a whole other can of worms ig? The limits themselves aren't always that powerful besides simba or if you're lucky with usage.. reck-it-ralf. {Anyhow, imma keep watching. } edit: (just passed a certain point in the video 10:46) im glad that they thought of the focus gauge recharging to 25% outside of combat since yea ig air step was needed in the the story 2nd edit: just passed through a point again (12:05ish) cool multiple hp displayer mod, interesting/cool idea for the 'better party members' type of mod
The Magic encouragement is absolutely just because KH2 did it with Drive Gauge, Magic being mad strong in KH3 is its own issue that doesn't really have solutions aside from gutting its damage or your MP, things Square already did(ReMind and Limit Cut bosses all have mad magic resists, Crit slashs your MP by a hilarious amount), or completely overhauling it, since part of the problem isn't just its raw power, its the fact that Fire is a One Stop Shop for boss damage, and the other spells are maddeningly good AoE(or they're Blizzard, poor poor Blizzard), the spells aren't restricted in their application very much, since they're all flavors of ranged aimed damage, unlike KH2 where only Thunder and Magnet actually worked like that, and Magnet had actually poor range, Blizzard was a straight shot, Fire was a proximity attack, Reflect was Reflect
Yeah... I hate it. If you enjoy restricting your gameplay this is perfect, but personally, I don't like straying too far from the way the game is intended to be played. It's just not for me, though I admit that it seems pretty well thought out
While it sounds cool, it looks like it just further entrenches magic as the dominant strategy for the game while gimping other combat options needlessly.
@@snintendog I mean I was just using it as an example. It’s not a 1 to 1 comparison, with this mod you still have the normal MP bar for magic. I wasn’t saying it was the end all be all of mana bars, just that having both is a cool idea.
Shotlocks just didnt need to be in this game, I never use them and never need to use them, could easily have replaced the focus gauge and renamed it to command gauge or something. It's maddening to me how easy of a fix this and would have made the game so much better for me personally.
I became less skeptical the more I hear the explanation on this mod. However, unless the Shotlocks are buffed, I think it's inefficient to use them when the other actions seem more useful. Combined with the recharge rate of the focus gauge, all this mod does is discourage you from using offense based Shotlocks.
Yeah something my mod here unfortunately highlights is the absurd amount of utility overlap in this game. The offensive shotlocks have no functional difference or effects on enemies beyond damage. That’s why once you unlock ultima, the only other shotlock you’d ever want to use is the non offensive ones like health steal. Definitely gonna mess around with airstepping. I want people to have to actually have to use other movement tools when engaging with enemies but definitely could use more fine tuning. Thanks for the feedback.
I'd argue shotlocks get the added benefit of I-frames. Of course, not everyone will know/care about that. Also of course, almost everything else in this game gives you i-frames so IDK, lol.
Hey completely off topic to the fact that this is for the pc release of the game, but if I use savewizard to transfer my save from ps4 to pc can I use the mods on my save file that goes back to ps4?
Mod essentially takes the devil may cry-ish style out of kh3, but it can be a new hard mode type mod. Not my cup of tea since I like style, but not bad.
Cool mod but listening you talk more about it and some of its changes i am left wondering as to like WHY. JUST Why. Idk if i am the only one but some of the changes seem very dumb to me. No heat to the creator but there is a lot of room for improvement imo
Still think Kingdom Hearts II system is the best overall we had HP gauge MP gauge Drive gauge 5 forms *if you add the dark form 6 and that form is annoying* but when you have to rethink with a mod how to improve the system based on a system from almost 20 years ago means something is not good at SquareEnix this is not like Fallout 4 where the base game was Bethesda good and now you can transform Fallout 4 into Escape From Tarkov, just saying.
For the last decade KH has been iterating on that BBS combat system, which I personally enjoy, but it does feel like they've abandoned the better parts of 1 & 2 that could have been refined the same way the other mainstay mechanics have been. This mod takes the tech point system from KH1 and merges it with KH2's drive meter mechanics, and it's the only thing more I could ask from the combat.
Some of this is a good idea but if you spent your MP and can’t even use grand magic then that’s stupid. Along with only being able to use form finishers with focus. Thats just stupid. A good chunk of formchanges finishers aren’t even that good. And needing focus just to air step is just too far. And why would you need a full focus bar to use a link? It already uses all MP and if you take a bunch of damage and/or Donald won’t do his job then you’re dead. It is kinda specific but more common than you think.
Thanks so much for the coverage and feedback on the mod everyone!
I’m working on some other mechanical mods that build upon my work here so any feedback or wishlists are welcome 🙏
Cool
You're most welcome Jake, This is by far one of the most interesting and game changing mods I've seen. Really looking forward to seeing what else you come up with!
@@lisamcrad5799 sadly the random nature of situation commands are something none of us modders have found a way to edit in the custom UE4 engine we use. I suppose it’s not impossible but it would require more knowledge on how they hard coded that element in the game.
There tons of custom spell mods on Nexus though! I reccomend giving them a look. Just searching “magic” outta do the trick
@@JakeDeeJake In my opinion, contrary to what a lot of people think, airstep should not cost Focus.
It's like making Dante's Trickster moves cost DT gauge. It severely limits player control, again, IMO.
@@ShadowbannedAccount yeah a lot of people share this sentiment and I definitely see why.
My intention was to try and force players to use other tools to approach enemies, but it’s clear I need to go about it differently.
Dante’s Trick or Nero’s snatch is a great comparison. The difference is though the range on those abilities is more limited. Air step is closer to Vergil’s dark slayer teleport which is basically trick but with no range limit.
Airstep can leave you more open tho.
Either way thank you for the feedback! In my next update I’ll probably gonna remove the airstep cost but keep the shotlock restriction when below 25 FP. This way you can still lose access to air step but not by using airstep. That or I’ll remove that restriction entirely lol. We’ll see.
These types of mods are what i’m starting to enjoy, we’ve surpassed the crazy stupid insane mods and have entered an age of lowkey chill mods that actually have a huge impact in the game
I like the enemy healthbars, but not constantly - a bit too much on the screen imo. I think it would be better if it was tied to your shotlock view, giving it more of a sense of "You're really focusing on your enemies and can extract more information"
That's a separate mod, I believe.
@@NickyShadow99 Correct. Just a side note I wanted to make.
I definitely like the idea of that!
IMO, enemy healthbars should only be for super enemies (like the axe-shield Heartless) or bosses.
I really do like KH3. But this is extremely interesting to look at in a sense of the overall gameplay and how we could improve the experience as a whole.
This is awesome. I've been saying KH3 needed a drive gauge forevever now. Only change I suggest is that airstep & shotlocks should have their own separate gauge(or make airstep consume less focus as it's not nearly as valuable as keyblade forms).
Airstep is integral to many combo videos. This change really makes you consider whether an airstep is more important than a sitcomm
Huh, interesting. I’ve always thought that the drive gauge was the worst thing about drive forms, and having to build up situation commands in battle rather than having to basically only use forms in boss battles because of limited gauge was much more interesting.
@@AdeptArcanist the worst thing about the drive gauge is that it doesn’t fill up at the save point
@@raheemaslam7363 Me, who goes to world map while in a drive form:
@@joyhappiness yeah I get the exploit but still doesn’t change the fact that the save doesn’t give you drive and you have synth for it
Making air step a resource based mechanic is a non starter for me. Makes no sense to punish or restrict its use.
inb4 block becomes a resource based mechanic. Kinda sick of mods that Debuff the experience.
Jeah he's gonna patch that out, no worries.
I mean your basic attacks function similar to airstep anyway. Any move you do zips you to the opponent quick
@@mishonbreland4458 dude it’s not even a comparison. I hear what you’re saying, KH3 melee attacks have really good enemy tracking for the most part. But come on. You’re not swinging on an enemy from across stage and hitting them. It’s not similar at all.
@@schmutzonya5659 it only takes a few keyblade swipes to get to your enemy even less if we're counting the formchange combos plus air dodge like let's be real here lots of properties zip you toward the enemy with ease even without airstep.
NIght of Fate will always be one of the best Kingdom Hearts song to me. Every time I hear it, i get nostalgic and think of my first time experiencing Kingdom hearts 20 years ago.
Same!!
I've made it very clear over the years that I love this game, but man this mod definitely does make it even better.
I don't get wanting to add a punishment for fun moves.
Balancing a game?
The issue with modding for KH3 is everyone just makes power fantasies and no one actually knows how to balance a game. It's wild.
Tying all of those costless functions to Focus, which only had one use in the base game, is genius, simple, and elegant.
I wouldn’t mind if that was in all difficulties, it mimics the Drive Guage in KH2 but different enough to feel different.
Still waiting for your KH3 Official Review. Would pay to watch it.
i want to like this comment, but the number 13 stops me. Yeah, i really want them KH3 review, I am craving for it everyday...
umm, maybe like this comment if u don't want to ruin the number 13
I think the gameplay and variety of useful and powerful abilities is one of the things that makes Sora feel more powerful in KH3 compared earlier games. Mods like this are nice to have for subsequent playthroughs, so the game feels different but I like the default system more.
That is what I always look for with these kind of games.
You have your basic bread and butter gaugeless 5 hit combos and there's the Gauge Skills to put in between bread and butter combos until the 5th hit which ends the combo comes in.
I think critical mode, or at least the limit cut bosses simply aren’t balanced around these mechanics. This is a decent idea, but the game balance of critical mode is just not conducive to this creating a good experience. All of Sora’s crowd control options are tied to his form changes or magic, using keyblade combos will get you killed because you’ll randomly get sniped from something from behind. We don’t have KH2’s enemy design with a couple of enemies using telegraphed attacks where you can get good enough to take less damage.
This would make limit/Yozora cut a very miserable experience unless you have a bunch of ethers/refocusers because bosses don’t drop any focus prizes and you’re dependent on Airstep for many openings because the bosses teleport so much.
I completely agree honestly and it was a real frustration when designing this mod. The enemy design of 3 is not very fun to actually engage with, especially mobs.
I like how my mod makes it so you HAVE to engage more often, but if engaging with these enemies isn’t fun due to he things you mentioned…
I want to address this in a successor mod but I would have basically adjust every single enemy’s AI, animations, and even adjust some mob spawns all together.
I can also definitely remove the air stepping restriction, but it’s a shame there’s no other fun ways to approach the teleporting bosses.
@@JakeDeeJake Precisely! I love what your mod is trying to accomplish, and I think it could be very good if KH3 is balanced around these restrictions. As you said, enemy design would have to be rebalanced to accommodate it, but also, I think the combat system should be to an extent as well. I think dealing damage with physical combos specifically should gradually restore the focus gauge sort of like how it does with KH2’s drive bar. Base Sora’s physical combos aren’t fast, snappy, or damaging enough to reward quickly engaging an enemy and dispatching it. Post-game remind fixes this somewhat, but it’s still not KH2 levels of quick combos.
I’ve never cared for situation commands as a way to activate drive forms. I think it would be best if you had to charge a meter and could activate it at any point on the fly when you need to deal with a specific problem, just like KH2’s drive forms, but I digress.
@@finalbossd yeah there’s a lot I would’ve done differently if I didn’t have to work around Kingdom Hearts III’s hard coded systems (situation command being random is so annoying but there’s sadly no way to change that as of now).
Originally focus points regain worked more like what you described but you gained it way too fast. The problem is KH3 only ever gives you 100 FP at most and and you can only add or subtract integers from that value (so you can’t have 99.5 or 74.35 FP, only 74 or 99). If that wasn’t the case I’d just set regular attacks to increase fp by .25 and call it day but again it can only take integers.
So annoying but is what it is. Gonna use my free time to rethink some things tho.
@@JakeDeeJake Maybe remove focus prizes from being droppable by enemies, in return, every physical attack gives 1 or 2 FP? Just a suggestion, though, I don’t know the mechanics of how it would need to be balanced.
@@finalbossd I definitely considered removing the prizes. Not sure if it would still be too much though for every base attack. Could make it so attacks in forms don’t give FP to compensate…. I’ll look into it!
Game balance is something that the Osaka team has always struggled with. I'm currently playing through BBS on critical for the first time and after about 2 hours I'm able destroy everything in my way because of the so many broken commands, overpowered shot locks, and haste abilities.
I'm pretty sure that they do this on purpose to appease casuals but I think it hurts the game in the long run.
I agree mostly, but I genuinely think they don't realize quite what they've done when the games are released lol. I think a lot of that has to do with how every non-numbered title functions in a completely unique way (they do change certain fundamentals on the main titles, but ultimately stick to the original format).
CoM for example is the most unique game and, while considered the most challenging by casuals and/or first time playthroughs, it's actually the easiest game in the franchise when you know how to abuse the card system. Same can be said about BBS using the example you just said.
They also cant get aerial recovery right.
I don't think they do it on purpose, simply because it would make more sense for the flashiest move to be the strongest one, but it always ends up being something like Storm Surge or Baloonra (not even Baloonaga, but instead Baloonra)
@@javangle6057 Balloonra is really funny because when you look at the moves in a vacuum its really clear that -ga is supposed to be stronger, it does better damage per hit, has a formation that seems like it should do more damage... and then you realize that Balloon and Balloonra reload much much faster, and that Balloonra hits like mad on most fights because the homing is really crazy strong and all that logic turns to dust
i like this mod conceptually, and i adore it aesthetically. the block style focus meter kinda gives off the vibes of the KH1 MP block meter. (idk if that was intentional or otherwise, but i like it all the same),
Man that Scan+ mod that lets you see all enemy health bars would’ve been so helpful in the base game!
Incredible! This is the exact kind of thing KH3 needs, to be given so much power with no cost was ridiculous and just reduced the appreciation for each mechanic added. Love this!
Y'know I'd just like to say that I really appreciate even after probably 7-10 years of me watching this channel, Jared is still coming out with new content that's enjoyable on this channel! I've been here since before even 2.8 was a thing, so the fact now we're waiting for KH4 is crazy to me.
Same here
Something I think you missed in discussing why KH3 Forms feel bad is Volition, Situation Commands put systems outside of your immediate reach, you can't just Decide to do something, you have to faff about for 40 seconds in The Correct Way to be allowed to (maybe, unlike 0.2 SitCommands are not consistent outside of Crit Converter giving you Forms) make a decision about using A Thing for 30 more seconds, everything is put behind these barriers that attempt to create dynamism, but instead just make you feel like the game is making decisions for you because the options come and go via systems that both delay and rush your options, you don't have a toolbox, just a pile of buttons that do Really Powerful Shit but only exist at practically random
As for the changes demonstrated here, I am kind of opposed to making Finishs AND Form Advancement use FP, it makes a number of forms really weirdly valued because like, many of them aren't meant to really be viewed as "stronger" just for having more stages, Guns into Launcher into Finish is cool, but Launcher isn't really Stronger in most practical ways imo, but now its significantly deeper investment, and the huge FP cost devalues it and its Finish significantly compared to 1 step form types like Shield, the example with Rage Form is really clear, I feel like if the Riskcharges didn't cost FP, but the Form and Finish cost 50 it'd feel a bit cleaner, also makes using it as a Get Out Of Jail card more of an obvious cost
I also don't really like locking Airstep behind FP, even if its only done for combat Airsteps, which it isn't, though at least there's a concession for navigation needs, a lot of the endgame fights are designed really aggressively around its existence in regards to how they utilize distance and ask you to use Airstep to close gaps after long distance attacks and combo escapes, which can quickly feed into a problem if you're locked out of it, and creates a problem when using any Form properly will ALSO cost you like 50/75%
... also the buzzsaw attack kinda sucks? Like its okay on mob fights but I wouldn't really call it good, iunno maybe its just me
Overall I think its maybe a bit too many things feeding from the same resource pool at once and thus dis-incentivizes all but the best of those, I think it also makes the Focus recovery "shotlock" ability really necessary... if it still exists
The resource pool issue existed a bit in KH2, where most people ignored Summons in part because unless you actually know what the fuck they're doing, most of them feel like incredible wastes of power and value compared to just slapping that Master Form button and laughing, and thats just two generalized uses of the resource rather than.... 5? 6? Yeah 6(Edit: 7, I forgot Link Summons), Forms and Form Accessories, Grand Magic(which ain't all that Grand until you have -gas unless you use food, real funny that), Team Attacks, Attractionflow, Airstep, and Shotlocks(relatedly, locking Shotlock costs to max out at 25 or 50% of meter no matter how long you spend aiming would probably help them not feel super wasteful)
Thank you so much for the useful feedback. I’m doing a lot of play testing and adjustments for my next release and this helped a lot with it 👍
I completely agree about situation commands being random btw. Sadly there’s no way to adjust that as far as we know right now so i kinda have to work with what the game gives me. The reason for many of the shared cost of all situation commands in this mod is due to the fact you can only restrict all situation commands or non, for example. So grand magic or friend links costed/less than the others, you’d lose access to all situation commands when you still technically had points to cast one of them.
I have to worn with I got basically. But yeah the airstepping restriction is almost definitely gonna go for the next release.
@@JakeDeeJake Yeah I figured you were struggling with some fundamental system issues(I assume this also extends to Form Advancement/Finish Commands? Since they're just Situation Commands glued to the actual Menu area), I know not every problem is actually solvable while keeping the intent of the mod, and overall I do quite like the idea of giving Focus Meter some more use, since a Single Use Resource is incredibly narrow and boring, especially a resource with no real toolbox applications, with Drives you had options in what to use, and the secondary tool of it being a combo breaking burst, with Shotlocks you uhhh... Do Damage, maybe steal some HP
I also realize I fucked up, its SEVEN things, because Link Summons as well, but thats not really making a point, just a self-correction
Aside from that I'm not sure what other kind of tweaks would make sense to make within limitations, changing the ratio to 20 Pts a segment would ease up some systems, but reworking FP Gain is... Messy and would be way too fast I think at that point, not even your fault like, its just a super swingy problem and its not like KH2 did better with Drive, lotta moves generate waaayyy too much Drive because they just hit like crazy
I wish you luck in improving this, and maybe someday people will crack the game open enough to enable a more discretely designed take on this idea, as it is I don't think what you've created is terrible by any means, it works, it looks real good(love me that clean as hell Meter demarcation, and the FP Pop Up is neat, I assume its reusing some minigame popup behavior or something?), and it changes the game dynamics
@@syrelian Expanded Shortcuts helps the randomness in some way since it lets you put formchanges on the shortcuts, which would be crazy OP in Vanilla, but is mostly fine with ReFocus since they still take FP like using them through the Situation Commands.
HOWEVER I would absolutely take a mod that somewhat automated this process by replacing the Links Menu with a Forms Menu with the forms for your currently equipped Keyblades.
...I really like this.
Especially considering how easy it was for the game during day one to basically giftbasket you attractions and especially grand magic when under the situation booster.
To have a limiter to how much you could would make the combat feel less automated
This is definitely a really cool idea, although I don't really agree with airstepping needing focus. I can see an argument for the buzzsaw attack needing focus, but airstepping itself is more of a basic movement ability and shouldn't be restricted. Plus, refocusers never had a use in the first place, so to completely prevent you from using them in combat instead of actually giving them a use doesn't vibe with me very well. Otherwise, this is a really cool mod idea and I'm definitely a fan.
Having done a whole modded playthrough including this, you'll never really run out of airsteps outside of Tornado Titan. Though if you want to make those free, I feel like Formchanges are still really strong, I actually feel like all 4 bars for something like Double Form Finisher would actually make sense, especially if you're trying to replicate the drive menu with Expanded Shortcuts.
Now I finally get that and the focus mod on steam when it arrives on June 13th
I don't enjoy the idea of the focus gauge being drained by using air step since air step is one of the most fun things about kh3.
And the idea that you said you never used shotlocks during your play-through isn't good game design though.
Having to think about using something is fine, but you shouldn't feel punished for using a tool. Or be completely deterred from using a mechanic.
I think the main issue of the situation commands isn't addressed here,
the randomness of getting the situation commands.
The cost was less of an issue.
Being able to free jump into a keyblade transformation is pretty bad.
I feel like it might be worth looking into or polling the community to come up with some sort of "tier list" on these different abilities. And apply different restrictions on the Focus meter to different difficulties in-game appropriate to the power of the abilities as polled. And of course, we're modding here, there's no reason there shouldn't be toggles for the features some people like/ don't like. ( ie. detaching certain things like air-stepping from the focus meter since I personally quite like the flow of combat it introduces to the game and I know others like it as well. )
I don't think situation commands need a resource management mechanic because to get them you need to land hits on enemies. That's not too different than how to get drive guages and use forms in KH2. The only difference is that you store the drive guages you got and use them when needed.
Granted, I tried this mod and it didn't bother me that much on bosses because I almost never ran out of focus (you get more focus from combos than it takes to use it on stuff). But mob fights are not fun at all now. Part of what made them enjoyable was that you could've spammed airstep everywhere and do crowd control. Now that I can't use airstep->Buzz Saw as often, I get swarmed by enemy waves a lot more.
I think I'll stick with normal KH3.
Restricting airstep makes no sense given how obviously catered the game is to that mechanic. Shocks me that people are commenting that this is a well balanced mod…
@@schmutzonya5659 It's their pre-established KH3 hatred/disappointment that influences them. They are like "a mod that makes it so you can't spam stuff"!? Immediately better!
Fans, at least casual ones who don't play on Critical LV1, don't comprehend the entire length of effects some changes have on the combat. As a hardcore player, I know that restricting airstep is not great.
I don't mind formchanges requiring focus because I still used them as freely as possible and almost never ran out of FP (essentially making that limitation superfluous for me), but don't touch airstep!
@@roiitzkovich4545 I did actually play test this before release ya know. I’m aware of the consequences of even the smallest change. I appreciate the feedback and definitely want to make some adjustments.
However I also ask you consider what a restriction of this mechanic does and WHY I’d want to restrict it. Sora has a bunch of movement options in this game right? Why use any of them to approach an enemy if you can just airstep to them? Why ever cast blizzard and ride it’s rail or flow motion off the wall when you can just airstep?
My intention is to encourage OTHER tools, not just restrict one.
I definitely can do better to encourage that, but I’m limited to the game’s hard coded elements and and need to constantly work AROUND them.
Again I appreciate the feedback but there’s no need to also assume the worst of my intentions here lol
@@JakeDeeJake First of all, I have a ton of respect for content creators and modders like you who ask for feedback. Really shows how much you care about your craft. Big kudos👏👏👏👏
Though I understand the intention, you need to understand that there are cases where air dodge is preferable to airstep. This is most noticable against reactionary bosses. Airstepping won't always help you (or at least, not as much as dodging).
That's not to mention that, after you airstep and reach your destination, you have a few frames where you can't move without I-frames. That means you can be hit by enemies for not timing airstep correctly.
Besides, the way you use airstep isn't a very conventional execution for an action game. Aiming the camera where to go can be hard for some. The process of airstepping to begin with is enough of a work.
If I can offer a solution, make flowmotion attacks give you more FPs for a hit, and/or half the FP cost for airstepping. That way, I won't feel AS restricted against mobs. Also, on LV1 runs or when activating the 0 Defense Pro Code, make airstepping free since the added challenge will make it consistently essential.
@@roiitzkovich4545 Thank you for the feedback so much! Sorry if I cam across as insulted. Will definitely look into adjusting airstep as I completely see your point about it making some bossess annoying with this cost. Workiong on a successor mod as I type and im taking all feedback into account for it!
Focus should only be used for shotlocks imo. Airstep should always be free since it makes mob fights enjoyable and makes me feel like Goku. Only problem with the combat in 3 is that links should have their own summon bar like in 2 so that you can’t just nuke everything when you have a full mp bar which just clashes with magic. Also make grand magic 100% guaranteed instead of rng PLEASE
Wanna know something funny?
In 0.2, the Situation Command system had no RNG.
You could make combo setups to get the Style Change/Grand Magic commands that you wanted, and if you did it the same every time, you'd get the same commands every time.
Then, for whatever reason, they screwed with the system in 3.
Yea it’s so weird they screwed with that in 3, especially when all other game mechanics they brought back such as flowmotion and shotlocks were vastly improved
grand magic is random?? i don’t think i understand
@@musicbyxj
There's RNG tied to whether or not you get the command in KH 3.
Using a variety of magic spells won't always give you the same commands every time, even if you do the same hits with each spell.
Using Firaga, Blizzaga, and Thundaga in one combo has a chance at giving you Firaza, Blizzaza, or Thundaza, or a combination of two of them, or maybe even all three if you're lucky.
The problem is that it *isn't consistent*, even though it was in 0.2 Doing the same exact combo, doing the same exact hits with each spell and/or physical would always result in the same exact commands each and every time.
You could come up with combo setups to get the results you want consistently against single target bosses.
This isn't the case in KH 3 due to the RNG thrown in the mix. Now you have to spam ONLY a single spell to consistently get what you want, or spam ONLY physicals to get Formchanges (asides from Critcal mode due to Critical Converter, but that only makes Formchanges appear no matter what, and it doesn't fix Grand Magic commands' RNG).
Let's say you're spamming Firaga in a combo, and you decide to use a *SINGLE* Aeroga.
Now you have a chance at getting Aeroza instead of Firaza, despite using Firaga wayyyy more than Aeroga.
The change made to the Situation Command system was unnecessary since it was already good in 0.2. All they did was just make it worse.
@@reddodeado301 that was not my experience at all i don’t think. I pretty consistently get Waterza even without Storm Flag so maybe i’m on good terms with RNGesus
At first glance I didn't think this sounded that necessary for the game but remembering going into a horde sequence with Thundaza, Aeroza, Firaza and 3 finishers stacked up behind the keyblade change mechanic, I think that the game would be far more enjoyable without the ability to spam the commands with i-frames and big damage AOE moves
I like the idea over all in restricting some of the most powerful abilities in a means like this. At the same time Sora is so strong that some of the things connected here to the focus should maybe cost less than 25 points or not really worth being connected.in the way they are. what would be cool is to make it a bit more customizable for the user, where the max is as it is set right now but you could take something off or alter the amount of points used but each skill. For example you could set air step to 5 points. It still limits its usage but not quite where you feel you cannot afford to use it at all.
I get don't get flowmotion attacks with this mod. Air stepping is the core to the game's focus on aerial combat, and flowmotion is crazy safe and powerful. Why would the mod reward me for using it? It seems backwards.
Other than that, saying 'I never used X thing now that it's limited' isn't exactly a glowing endorsement to me. The biggest issue with KH2 is that there's almost too many choices and they all cost resources so people ignore it and just go for the strongest drives, despite there being strategic value in other tech. It sounds like there's a competition between resources that may not be beneficial to the player.
The issue there is honestly actually just that Summons are poorly designed from the ground up, they are incredibly opaque in what they do, they are very swingy and random in their efficacy, and almost none of them really feel Good to use, especially when you have no way to know what the fuck is happening
Lotta folks don't know what the hell Stitch does aside from maybe noticing his auto-parry, because nothing tells you he just randomly refills your MP for no clear reason, Chicken Little feels like he's just doing random shit most of the time because, again, you're not actually allowed to know what his abilities are, the fact that he has a mob magnet requires you to actively sit around and watch him instead of doing things to notice, Genie and Pan are a bit better because Genie has multiple forms(which also makes him the only summon to outright scale with game progress), and just spits out a lot of obvious chaos if you let him go at it for any length of time, did you know he has Potions though? So does Chicken Little actually, meanwhile Pan brings Tinker Bell for the ride so thats Auto-Life if you know KH1, and Pan does incredibly blunt and obvious offense, he just shanks shit
Most people are just gonna hit the Limits on em and watch the magic happen, because thats how you engaged with most of the summons in KH1 as well, you called them up and then used their Unique Button to do cool screen nukes or have a head-mounted machine gun, and maybe you noticed Genie does stuff on his own, those Summons also had their abilities described in the Journal, KH2's Journal just mentions who they are as characters
Summons are incredibly powerful when you know what they do, but none of your Summons have an Abilities menu or anything, so you're given no real way to investigate what they do easily whereas you see these huge Ability Lists for your Forms constantly with rad names and shit, and also Olympus does weird pacing shit to investigating the Drive system(sure love to get a Summon then immediately get Drive locked), so Summons fail to remain relevant in decision making for most people, even if they do use multiple Forms as they need/want
I really hate how pro codes just turn off everything fun about the game, they just completely cut off access to a large portion of your arsenal, and cut you down to just basic sora swinging his key around. I think this would have been so much better as a replacement for those pro codes, and maybe then I'd actually consider doing an all pro codes run.
They turn off things that make Sora extremely powerful as a way for you to challenge yourself. Honestly I just used them to mainly turn off the attractions because those attacks while they look cool are pretty obnoxious and in my opinion break the flow of combat, but you can only disable them in Critical without the codes. Anyway the pro codes were completely optional and didn't need to be used.
I would make a few changes to this mod. Namely I would have airstep costing nothing as I feel that is a more integral part of kh3’s combat that shouldn’t be limited, also I feel the 50 points of focus cost is already enough for links and the extra 50 for the finisher is a bit overkill. Overall though? Really cool mod.
I get why it's made a resource it since you just instantly zip to the enemy to get free extra damage and infinite combos off of it. Even in FF15 airstep was a resource cause of its mass utility
Maybe make it cost like 5 focus? That feels like it’d make it less spammable while still letting you use it frequently like intended.
@@TheAnimatedGamer Fair enough but in kh3 you dont get alot out of it besides potentially a combo and even then you can get punished for doing it if you dont do it at the proper time. On top of that, airstep is required for story progression
@@LunaAndPals Not including Limit Cut (I don't particularly like the fights so I'm not the person to talk about them), the only real time I felt the pressure from using Airstep a lot is when fighting Tornado Titan, otherwise Forms usually give you a lot more focus than they consume ESPECIALLY when in MP Recharge where everything is doubled, and if you use Flowmotion? during MP Recharge you get 10FP per move. And if you use literally any mod that gives you even slightly swifter combos? Forget about it, airstep all you want and you'll still be fine.
Making air step restricted is also lame never nerf fun stuff in a vídeo game NEVER DO THAT
Man These KH3 Mods are Cool and All. But Man I wish I have that game on my PC
This is cool and all, but it still looks like form spam with forms that last barely any amount of time. I'd rather the cost be greater AND THEY LAST MUCH LONGER. Plenty of people talk about how frequently you use them. But no one talks about how asinine short their duration is. I feel like this is equally as important for getting a feel for each form. Though if one tries this with KH3, one will quickly realize the forms lack depth compared to KH2's forms. But regardless it would still be a step up. KH2 let you instantly revert if the situation called for it, sure. But the duration was meaty. Especially when you've leveled up the forms quite a bit. Bosses rapidly drained your Form gauge when attacked in a form, sure. But you still got good use out of the forms when you used them, especially Limit Form.
Its not just Bosses, its anything you hit, costs the same any way, try using Final Magnega at Memory's Skyscraper or in one of the Rapid Thruster hordes in the Coliseum, your gauge will drop like mad as all the mobs get mulched because Final's attacks all have huge meter costs, aside from the Crime & Punishment auto-attacks added to things which I think have little to no cost on hit
@@syrelian Yes magic has a notable cost as well. But honestly it's small enough it's not a big deal and feels completely justified. The real broken Final Form spell is Firaga really. So there's yet another layer of cost missing from KH3.
Also aoe spells in KH3 with forms don't seem to do any bonus damage. Which would be fine if the spells didn't already explode into aoe's, and two of them are innately aoe's.
Drive Forms are just so much better.
@@terrariku2010 Yeah Final Firaga is nuts, Magnet I brought up because unlike base or Master Magnet, it keeps attacking even enemies its captured, and unlike Wisdom Magnet, which does so slowly and bounces them away after pulling them in, its rapid-fire, so the sheer drain on your Form meter is very very visible
And yeah its wild and kinda terrible how like, Hyper Hammer has these really cool alternative spell hitboxes but like, you don't care? You have Thundaga? The resource systems involved don't quite work and its a shame cause the good parts KH3 has are really cool
it doesn't have a lot of depth, but Situation Commands feel AWESOME to use and is probably the main reason they implemented it.
Mods like this are prime examples as to why these companies should be hiring from the community.
I think hiring fans to work on combat would isolate casual kh players. I've watched planty of people who can't really multitask struggle with games even on normal and beginner, somebody literally quit Ansem kh1 and just watched the end cutscene because they were getting frustrated and weren't having fun anymore.
@@joshz2491 i beat kh1 ansem on proud mode when i was 9 years old lmfaooo if a grown adult struggles with that in 2023 idk what to tell you
@@michaelklock422 Yea and I beat Pokemon Emerald in a day as a kid, can't do that shit now, congrats, whats easy for you, might be difficult for others.
@@michaelklock422 believe it or not, KH requires a lot of multitasking, which is not in some people's skill set, I don't have an issue but I have seen plenty of people who do. All I'm saying is that for people who just want to go through the story, having to worry about the cost of resources is not “fun” especially if someone just isn't wired to think on their feet. Sure, to us seems ridiculous, but it just depends on the person. I just think that if the hardcore fans got ahold of the combat it would isolate those who don't want to have to repeat fights over and over to get through the games.
@@joshz2491 Then leave it exclusive to higher difficulties modes or make it a toggleable option. Games have been getting dumber and dumber and isolating the more hardcore crowd for decades now.
13:30
Double Team doesn't make party members do double damage, it just raises their strength and magic by 5 if they're targeting something you're targeting.
is there a version that has JUST the Focus recovery mechanic as that's how Square should've approached Focus recovery, not limiting it to items, orbs, and that weak shotlock you get from San Fransokyo which replaces your normal one during Focus Charge
This feels like a over correction of 3’s combat system
I can get team attacks and Formchanges but everything else seem too much
Like Links already cost all your mp and grand magic usually needs you to use magic which also cost mp
Also airstepping shouldn’t cost anything because it’s essentially a mobility option
(P.S. I do think that Drive forms costing party members is dumb because you’re relying on the fact that Donald doesn’t fucking die)
Yeah, I kinda agree. I definitely think that Grand Magic needs to be balanced in some way, but I feel like this system puts way too much on the Focus Gauge.
@@xinf3ctdx honestly I can’t think of a way to balance the grand magic system (like maybe have it cost more mp?)
But yeah I don’t think it’s good game design to have every single resort tied to one gauge
I only agree with Airstepping.
Links completely heal you. You know what else completely heals you? Cure. However, Cure ONLY heals you. With the same cost, Links do so much more. So, making them cost Focus is appropriate.
Grand Magic makes you invincible and costs no Magic. Yes, you need to cast Magic first, but it's not like you waste the Magic on to the floor or the wall. You still deal damage/heal yourself with the Magic. So, Grand Magic is basically free. IMO, it's more appropriate for it to cost Magic, but Focus is fine, too.
@@ShadowbannedAccount
A. Limits in KH2 cost all your mp, sure links heal but your still spending all your mp (p.s. I dislike the cure system in 2 and 3)
B. Your still using mp just to get a single cast of grand magic
Though my point is that is mod is over correcting the 3’s combat system by placing everything on the focus gauge instead of trying to divide the abilities between focus or mp or making a new gauge
P.s. I still think the drive gauge is flawed
Drive Forms relying on party members is funny and weird, on one side its not really an actual problem most of the time, you just hit Cure and then use your Drive most of the time(and the rest of the time you're using it as a combo breaker which is unfortunately when its the biggest issue), on the other its actually a system necessity, most Drive Forms load much larger amounts of data for Sora's actions, moveset, abilities, etc(partially because they don't UNLOAD base Sora, thus why Revert has no pause), and purging Party Members frees up memory space that keeps the game from running out, thus why they sorta fade in rather than immediately returning, a lesser form of this happens with Limits as well
I don't know if this mod is really for me. Part of what I like about kh3 is that it makes you feel so strong
I was actually very excited for the new situation command system. I think it makes you feel stronger, which is more fun, which is better. I do however fully understand that people kind of miss the difficulty.
To me, it did the exact opposite. All of the commands made me feel like the game was winning itself for me, and I was just in charge of pressing triangle. Especially the attractions.
@@KitKatNisa I feel like critical is still a good challenge how it is currently. I literally just finished it for the first time 😂
Grand magic should not cost anything
Cause you're using mp already... I think grand magic was fine as it s cause it already needed resources
Actually because of some abilities and food, you can get grand magic attacks without using a single magic point.
It’s silly but it’s true.
Grand magic can just show up randomly depending on Keyblade/Accessory, with the most Infamous example being the Water Cufflink available as soon as the Water Core fight in Olympus, giving you Waterza in the first world.
this was really good! i wished KH3 had a similar system to make the overall game more challenging, especially for critical mode. honestly, I hope the developers r watching these kinds of things to take note and implement wat they learned. i don't mind the inclusivity of making it easy for all players - old and new - but that's why there's 3 diff modes in the 1st place. i doubt this would happen but it would be cool to add in the 4th mode that's harder than critical for people who want to test their skills, raise the stakes, harder enemies, etc. Overall, this video was enjoyable to watch and great jobs to the people who made those mods! =D
It would be interesting to balance things up but I don't agree with airstep because it's a really important mechanic to reach enemies in a big arena like yozora or organization data
I've been working on the Data fights myself and was thinking the same thing. Data Xigbar spends a lot of time away from you and with how big the arena is it makes airstepping to him very necessary.
@@KazumaGShep exactly, that's why airstepping shouldn't be limited
I dont think this solves the problem. I feel like for most people the problem isnt that situation commands dont cost a resource, its that theyre basically completely random. Which that would be a good tradeoff, having more choice over the command you get, but it costs focus.
Expanded Shortcuts pairs really well with this, essentially allowing you to make your own KH2 Drive menu with the other two shortcut menus that I have yet to see anyone use in vanilla playthroughs.
Now we just need a Remagic mod where the MP bar is similar to KH1.
I had this thought too and was thinking of doing another playthrough with Expanded Shortcuts, but I just wish that the other grand magic tiers were included in that mod instead of just the tier 4s.
The Link Command tie-in is really goofy in my opinion. Especially since it STILL costs ALL of your MP to even pull it off.
The point of Link commands outside of pulling off a powerful summon is to actually have another method of bailing you out of a tough situation once you’ve ran out of Items-
And contrary to popular belief, it’s still possible to outright die, even when Linked. It’s happened to me during the data battles where I’d come out of the link with a sliver of health because you can still take damage-
Amazing video as always Cynical! It’s so cool to see what the modding community has brought to this game.
Speaking of mods, I would gladly take one that gets rid of or replaces Arendelle. 😂 that world has repeatedly stopped me from wanting to replay the game.
honestly i got
light VS darkness an amazing overhaul to come back to kh3. and it feels amazing. enemies are a lot harder with status effects etc. party overhauls.
i also added coliseum. because come on...
and tres menu so i could play with different chars.
Sounds cool although I never really used air stepping that much to begin with and now that there's a you know resource behind it I doubt I want to use it ever again with this mod
If they didn't put in the easy and hard codes I'd kind of agree with you but think this is mostly pointless.
Beating yozora with these restrictions would be hella annoying when Airstepping is one of the best ways to close distance and gain an attack.
Honestly didn’t even realize I wasn’t subscribed I’ve been watching you for years lol.
i feel like airstep shouldn't use focus since the re:mind superbosses require it to be used fairly frequently
It's sad that the game was just a few design decisions away from being a great game. Thank god for the PC release and mods giving is this opportunity to play the game in a slightly new way making the experience much greater than the slightly disappointing vanilla release
The trade off with situation commands is you don't have to or need to use them.
The forms are a bit too weak to justify needing focus. The reason KH2's forms required drive was because they were much more powerful than your base form (except valor) so if it does work this way I'd like to see forms get buffed. Either way I still prefer KH3's use it or lose it approach because I don't want to bother with managing a resource that makes the game less fun. Think of it this way, what if MP did not regen when it hit 0?
Pair it with animation enhancement overhaul where the forms have many quirks now
"What if MP didn't regen when it hit 0?" So KH1 pretty much? And I feel most of KH3's forms were perfectly fine when put into the role of Drive forms, even to the point where I feel some of them should've been bumped up to 50 FP.
Finally got a very expensive and good gaming pc I’m gonna finally mod kh3 and this is one I’m gonna use along with the early oathkeeper and oblivion ( sorry I’m not doing the pictures again )
Replenish***** replentish isn't a word my brutha
I actually do not agree with this mod but not gonna judge. So yall can make the game harder if yall want to. Im not looking for challenging stuff. Im looking for good story and gameplay
then you have me were i kept forgetting to use air step or any thing from it XD
i see grand magic as kh3's reaction commands
I think that all this information is very interesting.
When you started talking about how Rage Mode uses the new focus mod, I started thinking about a mod that overhauls the effects on different keyblades and accessories.
I think It would be pretty cool to have a polarizing build that increases the amount of focus regained based on damage dealt and taken👍🏾
my biggest issue this thus far (7:00 i still haven't watched it all) is that the remind bosses kinda heavily rely on air step and potentially so do other things (i'm worried about how much longer those fights would last,
like if the fights become too long) or even what you can even do in those fights might suffer with air step limitation
(particularly more on a casual side of things.. so yes it 'could' be more fit for a critical mode type of thing, i mean.. a nice challenge can be nice..) ) .
The other thing would be this.. why encourage magic usage for focus gauge if magic is sorta op in this game? (i think they were aiming for like a mix up of attacks? in which case , im not sure if an attack mix-up reward system would do good depending on how its done?) I'm just iffy thus far on encouraging magic that way.
Another thing to note would be how this would affect challenges and restriction like a boss fight with several restrictions.
Oh and i think kh2's limits were already always more powerful than kh3's since you took no damage in a sense, and trinity limit and other useful limits were a thing.
(I guess kh3's limits are still useful but kinda potentially unfair when considering no damage challenges since maneuvering around with them can be restrictive and you can't dodge but that's a whole other can of worms ig? The limits themselves aren't always that powerful besides simba or if you're lucky with usage.. reck-it-ralf.
{Anyhow, imma keep watching. }
edit:
(just passed a certain point in the video 10:46)
im glad that they thought of the focus gauge recharging to 25% outside of combat since yea ig air step was needed in the the story
2nd edit:
just passed through a point again (12:05ish)
cool multiple hp displayer mod,
interesting/cool idea for the 'better party members' type of mod
i feel like air step using focus is still bad for fights like data xemnas
The Magic encouragement is absolutely just because KH2 did it with Drive Gauge, Magic being mad strong in KH3 is its own issue that doesn't really have solutions aside from gutting its damage or your MP, things Square already did(ReMind and Limit Cut bosses all have mad magic resists, Crit slashs your MP by a hilarious amount), or completely overhauling it, since part of the problem isn't just its raw power, its the fact that Fire is a One Stop Shop for boss damage, and the other spells are maddeningly good AoE(or they're Blizzard, poor poor Blizzard), the spells aren't restricted in their application very much, since they're all flavors of ranged aimed damage, unlike KH2 where only Thunder and Magnet actually worked like that, and Magnet had actually poor range, Blizzard was a straight shot, Fire was a proximity attack, Reflect was Reflect
@@syrelian ah yes reflect... good times lol.
That s*** was sorta overpowered but sorta cool (especially paired with slapshot against the 1st xemnas)
kh3 is the prime definition of "more is less"
Yeah... I hate it. If you enjoy restricting your gameplay this is perfect, but personally, I don't like straying too far from the way the game is intended to be played. It's just not for me, though I admit that it seems pretty well thought out
I just hopes SE relaunches KH3 to next gen with some kind of influence from the mods
I think kh4 will add that function, that would make sense to me
While it sounds cool, it looks like it just further entrenches magic as the dominant strategy for the game while gimping other combat options needlessly.
To be honest i d like a mod, which gives you an option to have party members or not, like in the endgame, i d like to play just with sora
Any plans to cover all the crazy KH1 mods from the past month? starting to feel like you are out of the loop with what's happening in KH community!
I like how the Refocus subtitle looks out of focus
It's like having the KH1 MP bar, it even recharges in that same way. Looks awesome, definitely want to try it out.
Why do people like that MP system you use so many spells that drain your whole MP bar in 1 that your chugging potions after half a combo.
@@snintendog I mean I was just using it as an example. It’s not a 1 to 1 comparison, with this mod you still have the normal MP bar for magic. I wasn’t saying it was the end all be all of mana bars, just that having both is a cool idea.
Shotlocks just didnt need to be in this game, I never use them and never need to use them, could easily have replaced the focus gauge and renamed it to command gauge or something. It's maddening to me how easy of a fix this and would have made the game so much better for me personally.
So the solution to making the situation commands less spammable... Is to make you never want to press triangle again. Cool mod.
I swear the old school HUD is way better than the unreal engine reactions
How are the mods being played is this on PC or am I able to mod my PS to use these I've always had questions for KH mods
Man the mods are awesome
I became less skeptical the more I hear the explanation on this mod. However, unless the Shotlocks are buffed, I think it's inefficient to use them when the other actions seem more useful. Combined with the recharge rate of the focus gauge, all this mod does is discourage you from using offense based Shotlocks.
Yeah something my mod here unfortunately highlights is the absurd amount of utility overlap in this game. The offensive shotlocks have no functional difference or effects on enemies beyond damage. That’s why once you unlock ultima, the only other shotlock you’d ever want to use is the non offensive ones like health steal.
Definitely gonna mess around with airstepping. I want people to have to actually have to use other movement tools when engaging with enemies but definitely could use more fine tuning.
Thanks for the feedback.
I'd argue shotlocks get the added benefit of I-frames. Of course, not everyone will know/care about that.
Also of course, almost everything else in this game gives you i-frames so IDK, lol.
Such great mods 🙏
Hey completely off topic to the fact that this is for the pc release of the game, but if I use savewizard to transfer my save from ps4 to pc can I use the mods on my save file that goes back to ps4?
Mod essentially takes the devil may cry-ish style out of kh3, but it can be a new hard mode type mod. Not my cup of tea since I like style, but not bad.
Links should only use 50% of the focus. They would never be worth the trade off of the entire gauge imo
"Replentish" :-/
I wonder if "Evolution" will be in this mod?
I have a question, If a new player going through kingdom hearts where to use this, would putting it in proud mode be enough of a challenge?
so basically a stamina bar in other games
So basically this mod does what the devs should have done from the beginning: balancing their game
Cool mod but listening you talk more about it and some of its changes i am left wondering as to like WHY. JUST Why. Idk if i am the only one but some of the changes seem very dumb to me. No heat to the creator but there is a lot of room for improvement imo
Still think Kingdom Hearts II system is the best overall we had HP gauge MP gauge Drive gauge 5 forms *if you add the dark form 6 and that form is annoying*
but when you have to rethink with a mod how to improve the system based on a system from almost 20 years ago means something is not good at SquareEnix
this is not like Fallout 4 where the base game was Bethesda good and now you can transform Fallout 4 into Escape From Tarkov, just saying.
Looks cool but omfg does every single mod have to use the “Re:____” name lol
For the last decade KH has been iterating on that BBS combat system, which I personally enjoy, but it does feel like they've abandoned the better parts of 1 & 2 that could have been refined the same way the other mainstay mechanics have been. This mod takes the tech point system from KH1 and merges it with KH2's drive meter mechanics, and it's the only thing more I could ask from the combat.
Can you turn off the HP above enemies?
They actually DID fixed the situational commands huh?
The word "replenish" does not have a T sound in it.
Resource cost? Why
Some of this is a good idea but if you spent your MP and can’t even use grand magic then that’s stupid. Along with only being able to use form finishers with focus. Thats just stupid. A good chunk of formchanges finishers aren’t even that good. And needing focus just to air step is just too far. And why would you need a full focus bar to use a link? It already uses all MP and if you take a bunch of damage and/or Donald won’t do his job then you’re dead. It is kinda specific but more common than you think.
They should have left link alone. You can't use it if you use some MP and if you use it, you lose all of your MP