Same, such a cozy memory of the last couple years for me. Quarantined, just watching/playing 2FM rando and chilling with friends on COD lol. Hope BB is doing okay. Dude had to drop streaming full time to focus on his family and I respect it. These streams/vods were a great chapter in his career as somebody who watched him for years.
I would like to see some kind of "2 truths and a lie" run. So they start the rando and then every 10 minutes or something they have to say where they found 2 checks and can lie about one. Try to bait the other player to go to a place where you didn't find something but risk a 2/3 chance that they were telling the truth and now you're skipping a good check on purpose.
Strong agree with BB on Cure in these games. KH1 is its own beast as mentioned since that is balanced around a very different style of play than later games. None of your defensive magic in that game is particularly reactive except Cure, with Aero being a cut to damage rather than an offensive guard like Reflect. Its just assumed you'll be taking damage (like the barrage of stuff during Boat Ansem) and magic like Aero and Cure is built around that. In general MP in 1 is balanced around the cost that actions have. Limits, Summons, and spamming spells are high cost, and the disadvantage state the player is put in for using it is the difficulty of regaining it. Building up more than 1-2 MP in a fight can be difficult, and items are costly and clunky to use ( especially compared to 2/3). This gives magic build equipment like accessories and Keyblades a very high value to the player which is offset by other factors like strength, reach, and recoil. I like to think of this as being more like a traditional RPG compared to the action influence that took hold more in 2 onwards. After 1 (at least in the Osaka games and 2), the disadvantage state for using magic has been recharge time. I think 2 does this best by having a very wide range of utility to what you can spend MP on that often makes Cure one of the worst options at your disposal. You can get back health through Drives, Summons, and (much easier to use/acquire) items. The player has a lot more ways to just straight avoid damage with MP while also dealing it back with Reflect and Limits. I think 3 is shakier than 2 because of the lessened utility to spells as BB mentioned and the emphasis on "free" big damage attacks, but mechanics like Critical Converter have helped to make it more interesting. Hopefully it keeps up going forward in the series. BBS/DDD tho at best make Cure a completely free action to the player with how many you can have, hastes, and the increasing deck capacity as the game progressing basically lessening the cost as the game goes on. At worst the game basically assumes you'll be using Cure freely to mitigate the very punishing enemy/boss design. Basically as a band aid for any situation where you take really high damage out of nowhere because of super armor, lack of i-frames on attacks, etc. Making Cure send your whole deck into reload would actually be a great solution to the "free action" problem and would nullify having multiple as a strategy, but it would require the whole game to really be built better. As always, the Command Deck is innocent. I've been replaying Re:Coded recently and can see how this would work there and add an interesting new dynamic without making the game painful to play.
0:05 hello Aceuhhh. Good grief it gets me every time. Anyway, did y’all see that SonicShadowSilver2 did some Rando stuff with GDQ? Like last week or so? I think we’re gonna see either you or him do a run in SGDQ this year.
the one for gifted subs? that ain't bayo music, that's UNIST's character select song, Gathers Under Night AKA one of, if not the best character select song from a fighting game EVER
So the only main KH game I have played is 1 (not even fm just base 1) and I will agree cure in 1 is broken but also I feel making it cost all mp in 1 wouldn't work well because unlike 2 and beyond where you have recharge then full mp again, you would have to build up from 0 by hitting things. Also from what I have seen of 2 and beyond they have more ways to not take damage than 1 (vanilla) does. Like in 1 you had dodge roll, guard and that's it to avoid damage + no real way to control enemies (magnet/chicken little, etc) so at least I ended up needing to cure a lot. Probably would have been more balanced if it had cost like 2 or 3 mp instead of 1. I don't really think in 2 (again haven't played but have watched a lot of speedrun/rando) it needs a nerf or a buff. Also to be fair when playing 1 items are a pain since you can't auto reload them so I ended up using very few items in the game except for the superbosses.
Kh1 cure each time which yeah could be an issue but thing was it didn't fully heal you all the way and could heal you barely as a punishment if used too much within a single battle Kh2-above mp all time is bad for many things but the main part is the mp cool down takes 40-50 sec even with mp haste/mp hastaga data docks off 5-10 secs cool down still takes a min Which is why ethers and potions are so cheap
Can you theoretically miss a proof if you go into STT and where you fight the struggle champion. Depending on you win or lose can lock you out of a potential proof? Or does it give you both I don't remember/know
Sora in KH1 is new with a keyblade, and so heavily relies on being able to heal consistently. KH2 Sora is mature enough to not need to rely on cure anymore.
Kh2 it's pretty bad given that MP is extremely valuable for limits and spells, plus MP recharge is very punishing and potions are cheap. Kh3 made the problem worse by making links heal. Cure is mostly a n00b pitfall in those games anyway
Oh i understand and its not important really like your not gonna get nothing from knowing a glitch or something just move on and get a job if you're that bored or play something else like i just don't understand the fun of replaying that game.
WHAZZUP BIZKITZEEERSSSS!!!!!!~~~~~ Always a favourite part of the randos!!!
It's all downhill from there let's be honest
Bl00dy: Has a cordial discussion about the uselessness of cure in KH games.
Aceuhhh: Purple doritos, dude!
Cure is only useful in 3, when you can abuse Cure Converter
I miss these KH2 rando runs from BB .
Wish I could see another coop or solo tourney for this category from BB again soon
Same, such a cozy memory of the last couple years for me. Quarantined, just watching/playing 2FM rando and chilling with friends on COD lol.
Hope BB is doing okay. Dude had to drop streaming full time to focus on his family and I respect it. These streams/vods were a great chapter in his career as somebody who watched him for years.
I would like to see some kind of "2 truths and a lie" run. So they start the rando and then every 10 minutes or something they have to say where they found 2 checks and can lie about one. Try to bait the other player to go to a place where you didn't find something but risk a 2/3 chance that they were telling the truth and now you're skipping a good check on purpose.
Strong agree with BB on Cure in these games.
KH1 is its own beast as mentioned since that is balanced around a very different style of play than later games. None of your defensive magic in that game is particularly reactive except Cure, with Aero being a cut to damage rather than an offensive guard like Reflect. Its just assumed you'll be taking damage (like the barrage of stuff during Boat Ansem) and magic like Aero and Cure is built around that. In general MP in 1 is balanced around the cost that actions have. Limits, Summons, and spamming spells are high cost, and the disadvantage state the player is put in for using it is the difficulty of regaining it. Building up more than 1-2 MP in a fight can be difficult, and items are costly and clunky to use ( especially compared to 2/3). This gives magic build equipment like accessories and Keyblades a very high value to the player which is offset by other factors like strength, reach, and recoil. I like to think of this as being more like a traditional RPG compared to the action influence that took hold more in 2 onwards.
After 1 (at least in the Osaka games and 2), the disadvantage state for using magic has been recharge time. I think 2 does this best by having a very wide range of utility to what you can spend MP on that often makes Cure one of the worst options at your disposal. You can get back health through Drives, Summons, and (much easier to use/acquire) items. The player has a lot more ways to just straight avoid damage with MP while also dealing it back with Reflect and Limits. I think 3 is shakier than 2 because of the lessened utility to spells as BB mentioned and the emphasis on "free" big damage attacks, but mechanics like Critical Converter have helped to make it more interesting. Hopefully it keeps up going forward in the series.
BBS/DDD tho at best make Cure a completely free action to the player with how many you can have, hastes, and the increasing deck capacity as the game progressing basically lessening the cost as the game goes on. At worst the game basically assumes you'll be using Cure freely to mitigate the very punishing enemy/boss design. Basically as a band aid for any situation where you take really high damage out of nowhere because of super armor, lack of i-frames on attacks, etc. Making Cure send your whole deck into reload would actually be a great solution to the "free action" problem and would nullify having multiple as a strategy, but it would require the whole game to really be built better. As always, the Command Deck is innocent. I've been replaying Re:Coded recently and can see how this would work there and add an interesting new dynamic without making the game painful to play.
"Uhh.. I'll go staff"
Dude, did something happen? Hope you're doing fine
He got vaccinated and is feeling the short term side effects.
0:05 hello Aceuhhh. Good grief it gets me every time.
Anyway, did y’all see that SonicShadowSilver2 did some Rando stuff with GDQ? Like last week or so? I think we’re gonna see either you or him do a run in SGDQ this year.
The only submitted run for 2FM rando was BB's and that got declined.
I finally got my kh2 rando up and running. All that work was completely worth it.
That Bayo music snippet you use is classy.
the one for gifted subs?
that ain't bayo music, that's UNIST's character select song, Gathers Under Night
AKA one of, if not the best character select song from a fighting game EVER
@@Iffem Then I must be gaslighting myself cause I thought I remembered it being in Bayonetta, regardless it’s still classy.
@@Thisisthegreatestatofalltime It sounds a lot like Riders of the Light from Bayo 1, that might be why
proof guesses:
TT1
Pride lands
Level ups
me: *stops paying attention for 2 seconds*
aceuhh: AIGHT BRO TAKE OFF YOUR SHIRT
me: yo hold up what
Holy Cow! I caught up to the latest KH2 streams!
So the only main KH game I have played is 1 (not even fm just base 1) and I will agree cure in 1 is broken but also I feel making it cost all mp in 1 wouldn't work well because unlike 2 and beyond where you have recharge then full mp again, you would have to build up from 0 by hitting things. Also from what I have seen of 2 and beyond they have more ways to not take damage than 1 (vanilla) does. Like in 1 you had dodge roll, guard and that's it to avoid damage + no real way to control enemies (magnet/chicken little, etc) so at least I ended up needing to cure a lot. Probably would have been more balanced if it had cost like 2 or 3 mp instead of 1. I don't really think in 2 (again haven't played but have watched a lot of speedrun/rando) it needs a nerf or a buff. Also to be fair when playing 1 items are a pain since you can't auto reload them so I ended up using very few items in the game except for the superbosses.
Kh1 cure each time which yeah could be an issue but thing was it didn't fully heal you all the way and could heal you barely as a punishment if used too much within a single battle
Kh2-above mp all time is bad for many things but the main part is the mp cool down takes 40-50 sec even with mp haste/mp hastaga data docks off 5-10 secs cool down still takes a min
Which is why ethers and potions are so cheap
omg 73 bled in to this community aswell
Can somebody send me the link to the rando discord, correct me if I’m wrong but they made a new one, right?
Why is it called STT? I know TT = Twilight Town, but where does the S come from? Summer?
Simulated Twilight Town
@@Bl00dyBizkitz Ahh that makes sense, thanks! Love the rando runs btw
Can you theoretically miss a proof if you go into STT and where you fight the struggle champion. Depending on you win or lose can lock you out of a potential proof? Or does it give you both I don't remember/know
Can’t remember if gives you both checks or, if the logic ensures that important checks don’t get placed there.
It should give you both either win or lose
It gives you both regardless of outcome
I'm curious if any more plandos are in the works?
Sora in KH1 is new with a keyblade, and so heavily relies on being able to heal consistently. KH2 Sora is mature enough to not need to rely on cure anymore.
Obligatory rando starts at 4:36
Appreciated, but I always love hearing Aceuhhh scream "What's up Bizkiters?!" every time they do a rando.
14:28 Wonder if BB would be a fan of Guilty Gear if he ever decides to try it out
Funny enough, he was playing the Strive beta the other day.
@@LupineHero Oh cool, I'll have to check it out
How do you coop kh2?
Sorry if this gets asked a lot bb, what is the brand of your fight stick?
I believe he got it from Fight Keys.
proof guesses: HB, TT1, DC
Like #4 siempre activo para kingdom hearts
wait, when was cure ever bad?
Kh2 it's pretty bad given that MP is extremely valuable for limits and spells, plus MP recharge is very punishing and potions are cheap.
Kh3 made the problem worse by making links heal.
Cure is mostly a n00b pitfall in those games anyway
Ever since KH 2 since it made Cure drain all of your MP, unlike KH1.
It by itself is never bad but using it locks you out of using a third of Sora's actions and truly makes the experience less interesting overall.
Whats the point of replaying this game infinitely times over and over again? @Bl00dyBizKitz
It's fun
Not only is it fun, but with the way rando works it’s going to always change up the experience. Especially if you turn on the enemies being randomized
Oh i understand and its not important really like your not gonna get nothing from knowing a glitch or something just move on and get a job if you're that bored or play something else like i just don't understand the fun of replaying that game.
I would probably try out a rando later on but it's the same thing.
"Oh i understand"
Clearly not.
BB finds it fun, people find it fun to watch. That's all the reason anyone should need.