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Everything posted by ignasia

  1. Fair point. Though it's still not the same as previous DQ games. The devastation is far more removed, and the change to a bright sunny world after Heliodor certainly didn't help matters. Nevermind a lack of direct retribution of any form.
  2. Ok, that is a fair point, to a degree, but it's one with far less impact, except maybe for the Last Bastion. Except for Heliodor, that's a gross exaggeration, and even then it's implied a very sizeable portion of the townsfolk and castle staff made it out. No seriously, there are no other missing townsfolk. All the Octagonia folk return after events. The Nautica people weren't killed in its assault, the people of Lonalulu remain to a man. Same with Hotto, Gondolia, Gallopolis, Arboria, same with Puerto Valor, Phnom Nohn, and Medal Academy. Even the Vikings remain intact after they're saved. The only exceptions beyond Heliodor are certain extras outside the walls in Sniflhiem, and the parents of two children who were supposed to go to the Medal School. That is it. We also don't witness quite the same thing either. The only deaths of humans we bear witness to are... We visually watch Marta and Papa's lives being stripped from them. We directly participate in a free-for-all murder spree that repeats endlessly, to the bottom of a well for a single treasure left by the great sage, as men cast away whatever humanity they have left to butcher one another for it, only to be revived and restart the process. We watch as the jailed citizens in the last town in DQ6 get wiped out one by one by lightning strikes. We see a man take up a sword and both the recently deceased, and his last two victims before he shatters his sword in a young woman's body, shattering her soul, in the hopes of escaping a purgatory town, just for the chance of potentially leaving and getting his powers back after the false Dharma. We bear witness to the deaths of the town of Mammon. Watch as their spirits drain over time, as their greed continues their search for riches in the mine, and their eventual. They're more raw and visceral, more emotionally drawing, more real and I'm not even getting into Dune or late game DQ7. Or the sacrifices in Aridea in 6. Except that it's not. At all. Less than 1/100th of the NPCs are removed. Hell, there are even additional NPCs added to Phnom Nohn, who then move to Puerto Valor.
  3. Those two, with snarls, and a sense of threat. The dragon's maw open, and the eyes positioned in such a way as to give that sense that the dragon is a ferocious monsters, despite the lighter tones and curvy lines, giving it a more happy-go-lucky shape...to this: ...which looks like it's smiling and happy. Totally non-threatening in appearance, as most of the extra lines are removed, and the eyes are widened a bit, and given a rounder shape, while the lower jaw is widened a bit, and given more of a curve, and the body is widened just slightly, to make it more jolly looking and giving the dragon a wide-eyed smile instead of a snarl. It's subtle, but it doesn't fit DQ as well as the original. Though I guess we can say that later DQ games tone down the darker themes as Horii becomes a better writer. There's less actual murder, only threats (not much murder in DQ11, and 9...wow, 9 was so ungodly tame it's a joke). The darker elements since 7 have just become less the focus, and are more your average modern day fairy tale, as compared to the older fairy tales of yore, where fairies ate children, or mermaids drowned men in the sea. So in the sense that DQ is becoming more tame in general. Yes, it fits. It just lacks that mixture of threat and evil, with a light and happy coat of paint. There's no connection anymore to the original style.
  4. Two last pieces of advice: 1) try to keep your rooms layed out so each one is part of the walls of the others, so they all fit on the 1st floor. So it's best to start in a corner and build out from that corner within the base. Try to keep it 1 story for Chapters 1~3. Feel free to put a roof and stairs leading up to it, towards the end of Chapter 2 facing away from the land leading to the peninsula the town is built on. I think the direction is South, but I'm unsure. Once the bosses are defeated, if you want to continue playing that chapter post-boss, feel free to build as you want to. Note though, that Terra Incognita, at the very end, is designed for infinite building on a safe island to build as you please on. 2) If you decide TO build upwards at all, note there is a cap to where NPC's will go (anything under I think 30 or 32 tiles up). Enemies will spawn beyond that point. They will also spawn on any section of your base outside that square space you're given with the lighter coloured tiles and special music within those tiles, to indicate the base perimeter. So let's say you build a castle, and you build a spire that extends outside the base, enemies WILL spawn on the spire, regardless of how high up it is. This is a bit problem in Chapter 4 where one enemy, Rockbombs, will blow up a huge portion of your base, and the only material that blocks that explosion, is Obsidian. Obsidian in Chapter 4 is also annoying, as you're not given a very powerful hammer (it's strong enough to break the material, but not strong enough to break it and allow you to collect it...meaning once broken, it's gone forever). The only way to collect it at all is through cannons, which the story gives you for free after you rescue a certain individual. In chapters 1 and 3, you'll have the ability to farm Obsidian with a mallet, as it's just strong enough to break it and keep it for your own usage as a building material.
  5. 1) Chests for storage. Even after you make the big chest that automatically takes your excess items magically, that will fill up easily. Make extra small chests, and I suggest keeping similar types of items within them. Like use 2~3 for basic building materials like dirts, 2~3 for building materials you have to make yourself, like bricks, etc. 2) When you can make flooring and walls, you can craft infinite of these things. They're called Flooring and Cladding. Make 1 set instantly for each of your preferred type, then... Flooring - create a 5x5 grid of a basic building material that can be changed (dirt or clay most of the time, dirt being the best choice), then stand on the center square, and use the Flooring to turn the whole grid into that floor type. Keep making these until you have both as many individual floor blocks as you need, or ample to make more Flooring to change whole sections of dirt into that flooring. Cladding - create a grid of 5x5, except the center block, and stack this 3 high. Stand in the center, use the Cladding, then use your hammer to smash the top two, then charge attacks to smash the rest of the top 2 layers, then the bottom layer. You'll get the hang of it. You can use this extra for just making the walls as you go, or to make more cladding to change dirt into those wall tiles. If you have the Telaria Shoes, you can double jump and make the 5x5 grid, 4 stacks tall. Do note it's best to stack upward with each dirt patch. So lay one dirt patch, place the second one on on it, then jump to place the 3rd. Then lay the next one, repeat the process until you get your 5x5 grid. 3) In Chapter 1, when you get to the final section with the Obsidian, use that to surround your base. The boss cannot damage Obsidian. You'll see the outline of your base, where the music is still your base music, and not the world music. That's where you want to put your wall, where the town music still plays, just prior to the world map music, at the very edge. 4) Chapter 1, I suggest a full wall of Stone cladding around your base the moment you can, with doors leading out. This will prevent the constant monster attacks from getting through. Chapter 2, place wooden or magical doors (or both) outside your main walls. They prevent ALL attacks. Chapter 3, the moment you can create cannons, farm obsidian asap on the third island, and surround your base with a wall 6 tiles up and 1 tile underground on the West side, and 4 tiles high on the East. It might be a good idea to assure the bottom tile is missing, as you may want to place push traps all around your base (the game will require a push-trap section be built, and it is effective against all but super large enemies, like Trolls...which is why the 6 tile height. Chapter 4, obsidian barrier around the castle the moment you can, only you don't have to place it inside the city, but instead just outside. I HIGHLY suggest creating one major opening on the West side with all your Evil Idol's placed as a kill zone, and the spike traps you'll get layed out in between. Do not make a moat until you can put Obsidian at the bottom as well. It's the ONLY thing that prevents your base from being blown up. So make sure to collect as much as you can the moment you're able to, and use it as your main base protection. 5) It's always a good choice to place 4 doors leading from the 4 walls in Chapters 1~3. 6) In Chapter 4, I suggest making sure you get the Gold Ring that's hidden in the special treasure area in the first island, the SE section I think. It's hidden behind an ashen wall. 7) In Chapter 4, make sure to break the statue you find for water purification, and place it in the water pool inside the small mini-base, so you can make infinite Holy Waters without going back and forth. 8 ) In Chapter 4, make sure you get the cursed equipment early. It's a good idea to get the Critical Ring from the same dungeon. I suggest looking up a youtube about it. It can be done after the first base defense on the first island. 9) In Chapter 4, I HIGHLY suggest you collect as much from the second island as you need or think you might need, before freeing Tantegel with Holy Water, as you'll want as many healing and iron/coal as you can get for a good early start. The moment the main base in Tantegel becomes operational on Island 2, you'll get enemy party attacks, and with initial resources, no way to counter them properly. Better to know you can make some decent cladding, or prepare for decent cladding asap. 10) A requirement in Chapter 2, but it should be repeated for Chapters 3 and 4: break tree stumps for seedlings. Designate at minimum a 2x8 or 4x4 grid space for trees. Make sure nothing is hanging over them so they can grow to full height (takes like 3~4 in-game days). This will offer a constant supply of wood, which is used in a number of recipes.
  6. Sounds like a blast of hot air, straight to the face, in the heat of the moment, at the end of the summer, in a town by the equator. Hope you get that breath of fresh air soon.
  7. It's like he's suddenly becoming...serious...you don't think he's begun his manstration cycle and a mid-life crisis do you?
  8. That's far more. I've never seen anything on DQ1-3. But it's obviously tied together. You're supposed to say something like: *clears throat* Ahem, and that's about the size of it. *cough* *drinks water* I haven't read anything either *looks around, smiles as no one notices the sweat beads pouring down*
  9. I've never read or recall any interview suggesting planning in advance. It's rather difficult to do so, unless you already write the main storyline first, and work out the specifics for that game first, then work on the prequels/lead-in. Horii just patched DQ1 together initially as a pet project he presented to Enix in a contest, where his work was chosen, and he expanded it into what we know as Dragon Quest. That suggests there were no grander ambitions. He was a huge fan of Wizardry and Ultima, and as he's stated in numerous interviews, thought they weren't very accessible or approachable. Thus his idea for DQ1, taking elements from both, combining them, and making a very easy to get into, intuitive game design with the same basic premise: role playing mechanics and save the world from the evil menace...plus save a princess, literally. DQII, he barely spent time finalizing anything after the ship. He was too busy co-ordinating with Shonen Jump after a friend suggested helping his series out through Shonen Jump promotions. So everything post-ship has minimal story, no real story direction (he clearly wrote bits, but they were obviously hurried), and no play testing to manage enemy difficulty values (and really the story direction to assure players would likely walk into the right enemies at the right time, or be foolhardy and rush to a later area before being told to, and risk death). That Shonen Jump push is what assured success, as DQ1 sold poorly at first (it was a success by general standards, now as then, but it wasn't the runaway success it would be after Shonen Jump's promotion for DQ2, spurring on DQ1 sales from like 100k to 1.5m, and upon DQ2's launch, the first truly successful RPG launch in Japan that helped pave the way for Final Fantasy being a runaway success). So no, the chance DQ3 was written and crafted already, with 1 and 2 being the lead-ins is almost an impossibility given the history, and how hard Horii worked going straight into DQ2 after 1. There's just too much in DQ3 to make that happen. The writing is about 30~40x that of DQ2 in real terms. There are 4x as many NPCs in the first world alone, nevermind the extra text related to core story points, and the NPCs in Alefgard, and the writing for the class change and patty's party planning place, and the bank, and other features. The amount of in-battle text with the spell expansion to nearly 10x what was in DQ2. The amount of menu bits, the equipment. There's just a lot more text written for the game in names, etc. Plus the team for DQ1, then 2, then 3 just grew a lot. It's possible DQ3 was an ultimate dream, to eventually become realized. Much like the King Arthur Action RPG Sakaguchi set out to make for Square, but had to cancel it in favour of Final Fantasy as the company was going under, and they needed a final attempt at success (and he's even suggested that because of Dragon Quest's popularity, Final Fantasy was able to have the success it has, so he's definitely acknowledged Horii-san, though I can't find that interview anymore). That King Arthur game was reworked later on to become Seiken Densetsu. So what we know as Mana, is in fact the precursor to Final Fantasy, never fully realized, and most of the code for that game was passed on to SD2, or Secret of Mana, as the Gameboy just couldn't handle the type of programming and story depth the NES could, so they used it as a precursor, a starting point, which would eventually allow them with SoM, to realize the original King Arthur story (thus the Mana Sword in the stone), though a good 60~70% of the game had to be tossed out when they were forced to rebuild SD2 for an SNES cart, as Nintendo trashed the disc system (I forget why). Anyway, no. DQ3 if it was an idea, was a simple and basic idea, but I've never found any interview where Horii has ever suggested it was an earlier concept he couldn't realize until later. One built off the other, and he built DQ2 off of DQ1, and decided to make the 3rd about the past. As to why DQ3 is a prequel is another matter...maybe he thought it would work better given the title holds so much weight in the original game, and DQ2 kind of strayed a bit off course from that. So it offers the opportunity, given the historical basis created in both games, to go back and create the legendary hero, as that allows for a grand adventure based on lore. Though I don't know.
  10. Act 2: - Act 3: - I realize it's better to put this here. So I realized there are no hard data dumps or good basic FAQs to check for item locations. 2D mode definitely has a different Mini Medal count to 3D at different points. Ends up as 45 at the end of Act 1 for both, but the locations are different, and the lead-up to them is different. So I am going to drop things for now, and any testing, to just do a 2D run on normal, then a 3D run on normal to get a full catalog. Then redo one of my main saves from scratch to see what gold counts are in place of the books.
  11. Who didn't see this one coming? In anycase, the boss vids, all 30s at the end, of the wins. I'll keep adding them here. Act 1:
  12. Vamp Definition (yes, it's a word long prior to Twilight): A woman who aggressively seduces men, sometimes to exploit or manipulate them. Agility I already put up there, and it's unisex: Bat Out of Hell (+40%, 100% to everything else) Warrior , Martial Artist, Merchant, Gadabout, and Thief can all start with it. You can also gain it by equipping the Mercury's Bandanna Accessory.
  13. He has a good point. Plus Horii's latest interviews are relaxed, more like the Japanese interviews. They're not concerned with pushing DQ11S very hard. They're treating us now more like a market they feel comfortable with. That's a positive change in general behaviour. Yu Miyaki is relaxed. He was VERY tense for the DQ11 PS4/PC interviews. Clearly it's not as fun and engaging in the way they interview in Japan, but the tone and mood is very different, and suggest a positive outlook and acceptance of slow and steady growth over time.
  14. Sexy = Vamp in the current translation. It's also the best general for any female class due to the only positive bonuses. One issue with Dragon Quest III, that remains an issue, is that Wisdom is not a particularly favourable stat. The only reason to boost it for Mages, is to gain more MP. Or there's also looking long-term... ...let's say you want a Dealer/Merchant with all Sage spells (and maybe Thief + Jester), and adequate MP to cast them. Dealers actually gain MP in the remakes, having their own personal skills in the remakes (only Martial Artists do not). However, Dealer's gain subpar MP somewhere between the Hero and a Priest. So you might go for Wit (95/100/100/130/90), and suffer a bit of luck reduction, but maintain normal HP growth and Agility, and near normal Strength values in return for 30% more MP. Maybe you pick something like Genius (100/120/80/140/90), suffer a substantial loss to your HP total (though Dealers still have good HP growth, so it wouldn't be too crippling), and a much higher Agility rate to assure a greater likelihood of going first. One thing to note though, is that personalities do not impact base rate values, or range upper/lower values per stat per level. As to the rest, that's a lot to work out. The only for sure thing is that any Fighter to be should avoid personalities with high Intelligence when a fighter. There are also books and accessories to consider for Personality augmentation, and switching up. Going back to the Dealer. Let's say you start with a Gadabout/Jester, and begin with Lone Wolf for decent HP, MP, Agility, and serviceable Strength. Switch to Sage, then read "The Eureka Moment" to turn Genius, to maximize MP growth, or equip a Scholar's Specs to change to Wit for more MP, but better general growth. Then once a Dealer, gear up with "Hen's Tooth" for Lucky Devil personality, and the second best general growth (everything is at 100%, except agility at 110%, and luck at 150%), and to replenish Luck development, because Luck determines your natural resistance to status effects. === My point is, what you'd be asking of me is really not that simple. Depending on what you want out of the system. There's also the question of what you want out of them. Augmentation of Strengths, or offsets of weaknesses? === General rule though, the top personalities I wrote up apply generally between the sexes per class: system.04f1 https://gamefaqs.gamespot.com/switch/272750-dragon-quest-iii-the-seeds-of-salvation/faqs/70835 ...ok my last seven lines are within a quote box that I never created, and I cannot interact with them to cut-paste. Nevermind then.
  15. Well, I think since DQ7 3DS is the first time the development team has no copyright, that means either SE or Armour Project are the owners of the actual game engines. DQ11 3DS was clearly built off the DQ7 3DS engine. Models have similar forms (head to body ratios as well), the battle layout in 3D is the same. So it would make sense that they used that particular engine, and the 2D aspects carried over from the SNES days, which would have been copied into their server database when Arte Piazza reworked the DQ7/4 PSX engine for DQ's 4~6, and that was clearly the basis for DQ7 3DS (would make things much easier, and would allow very easy transition of gameplay elements from DQ6, cutting out a lot of extra development time). That's likely why it uses such a similar formatted AI pattern. While DQ11 PS4 was cut from whole cloth, a brand new game. Which it feels like, as a way to develop new DQ's going forward, to cut down on development time and costs in future installments, much as with Arte Piazza's rehashed engine all the way back from the DQ6 SFC days. Kind of cool. Probably why the PS4 AI patterns are so unique to PS4. Plus as they said, they wanted the PS4 to appeal to Westerners, and having the AI be more proactive in healing and be far more focused purely on healing would fit that mold and thought process. ==== One thing I really hope doesn't happen: the Arte Piazza engine doesn't die with DQ11 3DS. I've been wanting a DQ to allow for Attack over 999 for a very very very long time. I would prefer that is carried over into DQ12, even knowing 12 will use UE4 (or 5 if it's upgraded in that period), and thus carry over DQ11 assets and gameplay features.
  16. I'm not positive on horses/mounts. I think it halves the encounter rate, but that means: Light/dark grass, desert, snow, water when on ship) : 2 ~ 100 steps (1~50 tiles) ->> 4 ~ 200 steps Forest, Swamp : 2 ~ 50 steps (1~25 tiles) ->> 4 ~ 100 steps Mountains : 2 ~ 36 steps (1~18 tiles) ->> 4 ~ 72 steps ======== Yes, I do think there's a very good chance 4~7's mobile versions will see a Switch port, then DQ8 3DS with some QoL tweaks, likely restored trees and removal of two boundary markers for the map area. 9 will get a remake for likely the Switch and maybe also the PS5 (and a PS4 release). ======== + 2D forces 1 Pep Power per round, while 3D allows for up to 1 per character assuming each character is in Pep and the player chooses a Pep Power that only uses up that one character's Pep. + 2D AI patterns track to Arte Piazza's coding for DQ's 6 DS and 7 3DS. So Focus on Healing is infinitely more useful, as said character will use skill and special attacks, which they won't do in 3D (they'll just attack in the interim). Fight Wisely is less useful for healers in 2D, as they're less prone to healing until someone is in the orange (under 20 or 25% HP), whereas for 3D it's in the yellow (either 21~49% or 26~49% HP). + 2D enemies are far more prone to running when they can. So not only are they more dangerous, but also may potentially run (which is annoying for EXP farming). Metal Slimes, for instance, have about a 50% run rate in 2D, but a 40 or 30% in 3D. + 2D Rarefied monsters can spawn in with more than 1 of its base type (so a Golden Globe with 2, 3, even potentially 4 Cactiballs), making said battles infinitely more dangerous. + 2D Flying allows you to land anywhere, not just the Whale Way stations, while 3D forces just the Whale Way stations (do not expect to find sparkly spots from on-high though, you won't. + 2D ships can dock almost anywhere, but in 3D have to dock at specifically designated locations. I don't know if the 3DS 3D mode enforces this. --- There were a few others I thought of but I can't recall atm.
  17. Switch 2D, 8x Draconian mode...took 2 tries but managed a win. Shame I'm only able to get 30s of video:
  18. After DQ's 4~7 Droid/iOS , DQ8 3DS, and DQ9's eventual remake gets released on Switch (maybe PS4 and 5, depending on PS5 market integration). Unfortunately, Mobile sales are abysmal worldwide. So I doubt it's a priority.
  19. - 2D Flying (and floating, so like the shadows) enemies are immune to Ground-based attacks, so this means any of the Earth magics, and the Pep Powers based on them: Fire and Grimstone, Tundra and Lightning, and Scorched Earth. They will still be affected by the Elemental damage alterations however, so still use them in certain battles to boost elemental damage. There are no special defenses for Flying type enemies in 3D, - All 2D mode Pots/Drawers/Barrels can contain random items, that seem to be from groupings of tiered item sets, similar to DQ9. Only unlike DQ9, you do have 1-time first found items that don't repeat, that SOME have, including Mini Medals. So feel free to keep breaking them after the fact. Do note that unlike DQ9's system, the rates are much lower. They seem to track with DQ6's Dig skill. So it's like a 1/64 chance or so you'll find an item on any one check.
  20. They reused DQVI's old engine, or whatever was left of it. Even the SFX are ripped from it, and attempt to rebuild the reverb effect (though it doesn't quite sound the same, it is very appealing). The hues are from the SFC era, though they changed a few things around in terms of town vs overworld, where the town takes on a more DQV (and I+II SFC) set of colour hues, which are brighter, while the world takes on DQVI (and III SFC). Though what's interesting is they're using the in-town DQVI hues for outdoors DQ11, and the outdoors DQV hues for in-town DQV. Much like the enemy models and SFX in battle are borrowed from DQVI, as with background stylings, but the lack of animations and extra thin format for the battle screen is married in from DQV. - Enemies also have different positions in the world map, relative to the PS4. - You have distinct lists in 2D for day, night, and weather (assuming anything comes out specifically in those conditions, there will be blank/empty spaces when they trigger if there is a distinct enemy) - Map layout for enemies is also unique to this game. They use two patterns. 1) a standard 16x16 grid, and 2) within that grid, they carve out individual sections on the world map. Even dungeons use individual layouts per section on the same floors, something totally unique to DQ11, unknown before in any 2D DQ. - 3-item Alchemy foraging spots are random both in which items are given, and in how many (1~3) each time. There are also more of these in a given area than in 3D, potentially allowing for more items in a given run (though PS4 is consistent and gives slightly different items, making it often the better material granting game, but it's slightly easier to farm certain items in 2D). - Maps were even tweaked somewhat for Switch, from the 3DS version. - There are 2, not 1, but 2 distinct Heliodor Field maps. The opening game map, when you first arrive in Heliodor, is about 3~4x larger than the standard map the game uses after you recruit Erik. - Enemy AI patterns are different (same skill lists and stat lists though). For instance. Bodkin Bowyers in 2D will summon in their friends first, fill up the screen, then cast buff, then battle the party. They also rarely cast if MP is gone, unlike PS4, where they often waste turns. Crabids are less threatening, but only because they run away more often. Bongos are infinitely more dangerous in 2D versus 3D. - Erik's Dagger combo is less powerful with Divide (first hit cancels the status effect, giving you a multiplier combo of *6.2 + *1.1 + *1.1, while PS4 it cancels on the final hit, so it's *6.2 + *6.2 + *6.2) - Attack goes over 999. Strength boosts from Pep state allow carrying Strength over 999. This is unique to 3DS and 2D Switch. - For Dual Wielding Backhand damage is lower for several people as a result, as Strength Seed boosts will never allow over 499 for Backhand. This is a difference of about 120~280 depending on the character. However, Erik benefits from having a much higher backhand attack power overall, especially when Pepped up. - there are even differences with Pep powers - there are a bunch of other little details as you've noticed.
  21. That's from Dragon Quest IV. Give me a minute. The Colliseum Music:
  22. Weird. All the videos I've seen and everyone else is reporting she's spamming it far more consistently at 2 hits, than she ever did with 3. That really would make a difference. When I get to her I'll be doing testing to get a grip on her AI script (since the only Japanese site with it was pulled and none of the DQ11 stuff was cached, just the links to data pages). I'll be doing the same on PS4 as well, though for now it's critical hit base value testing, and I'm starting to think each weapon has it's own base value. I might even attempt fisticuffs to get a human base: https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928917546 https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928959689 https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928983852 https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928998689
  23. As I said, her Strength adjustment in Stronger monsters on PS4 is +40%, it's +15% on Switch. So those crits pack a much bigger punch on PS4, even if they're more common on Switch. Thus on PS4 it's a crapshoot between her being super bloody difficult, and just a tad hard. On Switch, she's more dangerous, but given preparations, if you're at the same levels on Switch, she's not going to be nearly as hard. At slightly lower levels though, she would be more consistently difficult on Switch, which is what I think they were aiming for given the QoL adjustments. I think they assumed people would be getting to her earlier, thus there's less need for her Strength to be nearly so high, while the higher chance for crit and more dangerous vampiric ability would make her generally more difficult. I really wish they had just buffed her Vampire ability though, and left her Strength at +40%.
  24. I am the smartest! *hits head on door, opening it the wrong way* I is da...uh...smut...no no no...shart...sma...saaaamaaaaaarrrrrrest! Da smarrrest!!! EDIT: to be honest though, I find it's more often the opposite. We tend to downplay our intelligence, and I think the general sense that we aren't as intelligent as we're capable of being breeds a need to prove this isn't true, generating behaviour where we make mistakes rather than calmly assess a given situation, leading to foolish statements and ideas that some feel stuck in sticking with, rather than accept a mistake and move towards the goal line of a more accurate assessment/conclusion, or more thoroughly considered statement or question. Thus the need for humility to fill in the gaps during those moments.
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