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What are the monsters experience levels like on the 3DS remake? Are they higher than the original? Which were insanely low for so long into the game. I know they probably did that so more battles were fought for class grinding purposes, but it also made Metal hunting a REQUIREMENT instead of something fun to do as a quick jump.

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No, exp values are identical.  I've done checking on numerous sites.

 

This is probably a good thing, because the level caps were reduced by 4, leading into Coastal.

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It's a near 100 hour game where you reach and defeat the final boss at like level 36. Leveling in general is going to be slow, it's not necessarily something that needs to be fixed. Generally your level will be fine for the time of the game you're at. If they did alter experience and made you level up faster, they'd have to lower the stat gains upon level up to balance it out anyway so it wouldn't make much of a difference

 

I don't know if it's just me but I find myself accidentally fighting more battles in the 3DS version than the PS1 version despite enemies being visible(since they seem to show up often in hard to avoid places) so I actually ended up accidentally overleveled. Literally beat Death Amigo/Deathpal by basically just spamming the A button.

Edited by The n00b Avenger

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Ok DQ VII, so from the PS1 and 3DS the level of difficulty is different?  I

Edited by Madrigal

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If the battle rate is greater because the visible monsters are more difficult to avoid, that's alright. On a separate thread we were discussing how the DW7 random encounter rate was so low I used Whistle often going through dungeons just to get some action. But still, I feel that even if you were fighting more battles going through the game, as you get into the higher levels and EXP requirements raise significantly, yet the EXP amounts for monsters don't as appropriately, then it still seems like Metal hunting is a necessity.

 

I don't know. I guess the best way would be to experience myself and play the game when it comes to America... (whomp, whomp, whomp)

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Pretty much every monster outside of boss battles had their EXP and gold gains increased in the 3DS remake.

 

PSX: http://dq7.org/ps/monster.htm

3DS: http://dq7.org/dq7_monster1.html

 

I stand corrected.  I thought I did a thorough check.  Thanks krw.

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That would explain why I accidentally end up overleveled. Not only do I get into more battles than usual but those battles apparently give more EXP? Geez.

 

For the record, with absolutely no intended extra fighting i ended up level 17 by the end of Dharma. I think they kind of screwed up the balance because I haven't struggled on a single boss yet.

Edited by The n00b Avenger

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DQ7's has a major problem, and always has: low Defense.  Monsters have the lowest defense by a rather substantial margin comparative to other games at the same points in time.

 

Differences like 350 versus a measly 200 for the final bosses of DQ6 versus 7.  If 7's had 350+, then UltraHit would be kind of worthless against him, unless you're running a very low level game.

 

Similarly with other bosses.

 

Another problem with DQ7 is the range of skills and spells available to enemies and bosses renders them much easier than their counterparts.  This was balanced in the original game due to the system assuring lower levels.  They should have upgraded a few spell and skill lists to the next level version to up the anti.  I guess the main focus was just getting players through the games faster than ever before.

 

Even DQ6 should have seen some buffed up enemies.  Only 8 enemies really benefit from the increased power of Wind Sickles and Thin Air.  I'd love to see someone create a fan patch for the mobile releases that buffs up enemies.  I think that's potentially possible with the 3DS release?  Or does Nintendo make that virtually impossible?

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It's a near 100 hour game where you reach and defeat the final boss at like level 36. Leveling in general is going to be slow, it's not necessarily something that needs to be fixed. Generally your level will be fine for the time of the game you're at. If they did alter experience and made you level up faster, they'd have to lower the stat gains upon level up to balance it out anyway so it wouldn't make much of a difference

 

I don't know if it's just me but I find myself accidentally fighting more battles in the 3DS version than the PS1 version despite enemies being visible(since they seem to show up often in hard to avoid places) so I actually ended up accidentally overleveled. Literally beat Death Amigo/Deathpal by basically just spamming the A button.

Only 100 hours??? I literally just started disc 2 and I'm 140 hours in.

 

Sent from my SGH-I317 using Tapatalk

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Maybe this is just me, but it feels like they did fix it. I'm currently in the Dharma section of the remake, and I'm finding it a lot easier to level. Did they adjust how much EXP it takes to gain a level? I honestly don't know, but it does feel like it. I think they did something to balance it out, because it feels a lot easier to level, and less grindy, too.

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It's probably the combination of increased exp and more battles.

 

That combined with doing the extra shard dungeons and the lowered job requirements, I was already well into the intermediate classes by the time I got Melvin.

 

Though it makes Melvin joining with no class exp all the more jarring. They should at least give him one job mastered.

 

I'm also starting to realize that I don't really like the idea of not being able to use any of the non-base class skills unless you're in that job. Gabo has Paladin mastered and Maribel has sage mastered but when you bring them back to another class to work on something else, poof. All gone. No Multi-heal. No Kazing. No Oomph. No Magic Barrier. No Insulatle. No Kabuff. Makes mastering multiple classes feel kind of pointless.

Edited by The n00b Avenger

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It's probably the combination of increased exp and more battles.

 

That combined with doing the extra shard dungeons and the lowered job requirements, I was already well into the intermediate classes by the time I got Melvin.

 

Though it makes Melvin joining with no class exp all the more jarring. They should at least give him one job mastered.

 

I'm also starting to realize that I don't really like the idea of not being able to use any of the non-base class skills unless you're in that job. Gabo has Paladin mastered and Maribel has sage mastered but when you bring them back to another class to work on something else, poof. All gone. No Multi-heal. No Kazing. No Oomph. No Magic Barrier. No Insulatle. No Kabuff. Makes mastering multiple classes feel kind of pointless.

 

It's a reason for using the Monster class system.

 

Monsters have a LOT more skills now, and any corresponding skill in a monster job, relearned there, becomes universally available.

 

The idea was clearly to grant a reason to revert to certain jobs, limit the skill/spell windows, taking from DQ9's example of spells being class only, and 8/9's skills being mostly weapon dependent, and branching that out to DQ7's build of class system.  In a way I should make it more tactical.  It also means the Monster job system has greater impact than it did before, and the item that increases Job points per battle by 2 are that much more important and useful.

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Well the less something tries to be like DQ9 the better.

 

I guess Evil Turtle is worth it for getting Kabuff and Oomph and it's an easy heart to get  but I don't know, I think that's about it. Heal Slime has Multi-Heal but I'm not sure that's worth taking the time out to learn since it requires 160 battles. Every other base monster class is practically worthless and the only other ones that look decent don't seem too plausible to obtain unless you grind for hearts and I'm definitely not doing that at least until post-game. Guess I can try to get Hell Battler once I get to the good casino since it learns Mulit-Heal in ~40 battles instead.

 

I never really dabbled in Monster classes before but if they have a lot more skills now then the PS1 version must have been sad. Even the intermediate classes only have around 5 skills on average while the base classes have like 4. Some of the human base classes offer as much as 10 skills with the absolute lowest being 6.

Edited by The n00b Avenger

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Most had between 3 and 4 skills in the original PSX.  The later classes having much more, but nothing like the human classes.

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Speaking of monster hearts, it's funny how there was a rumor about how capturing monsters and putting them in a house increase the chances of it dropping and now with the 3DS version it actually DOES make it a lot easier for you to get the heart of a monster that you have in the monster park(though obviously it works quite differently)

Edited by The n00b Avenger

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Speaking of monster hearts, it's funny how there was a rumor about how capturing monsters and putting them in a house increase the chances of it dropping and now with the 3DS version it actually DOES make it a lot easier for you to get the heart of a monster that you have in the monster park(though obviously it works quite differently)

 

I think the houses were intended to work that way.  I was one of the people who continued the rumour, as my experiences seemed to fall in line with it, at least with 4 full houses.  I still haven't figured out why I have 3 in Disc 2, but I think it's tied to how many monsters are recruited into the park.  Anyhow, maybe it's a bug, or a coding error that was overlooked.  It's good to know that hearts do drop at a higher frequency with the Park in action.  I had read that hearts can drop at all points before the Park opens, is that true?

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They don't drop before the park opens, but you can open the park as soon as you unlock the immigrant village so you can start getting monsters in your park and getting hearts much sooner.

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Funny thing, when I first started playing I was actually under the impression that Kiefer would rejoin at the end because a ton of people seemed to have spread that rumor when the game was released. Now I feel stupid knowing that it's not true.

 

Now I know how those people who believed those revive Aeris rumors feel.

  • Upvote 1

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Funny thing, when I first started playing I was actually under the impression that Kiefer would rejoin at the end because a ton of people seemed to have spread that rumor when the game was released. Now I feel stupid knowing that it's not true.

 

Now I know how those people who believed those revive Aeris rumors feel.

 

Wait, what, seriously?  That was all a bloody rumour?  What about the supposed third bonus dungeon?

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Redacted for false information

Edited by YangustheLegendaryBandit

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The remake.  More thorough investigation is needed.  Now about that supposed hidden 3rd bonus dungeon...

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Redacted

Edited by YangustheLegendaryBandit

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That's not a new dungeon, that's a lithograph map, but that about confirms it's legitimate.  I also see three new dragon types present, and two had over 850 HP.

 

Looks like there's a possible part 4 and beyond to that Kiefer quest.  I'm gathering that's how he's obtained?  I wonder how early into the game he can be reobtained?


What stat is that that's constantly at 600+?

Also, his Lv99 stats are a little lower and a little higher in some areas than the PSX ones, but mostly similar. Interesting.

Does DQ7 3DS use a stat growth system similar to the DS ones? Where it's "possible" to roll above what the intended stat is, but generally you're just going to get lower than intended every time?

 

DQ6 DS was a blast for my poor Carver... He had consistently 1-3 MP off of each level-up compared to what online sources stated he should gain per level. I'll give you a hint on who never became a Mage or any other magic user...

 

Natural defense.

 

Also, from the stats present, it does look like it.  They're all within +/- 3 points of their respective natural maximums, except HP/MP.  All of them were classless as well, and there are far too many seeds to account for such low stat growth if those seeds are spread throughout (plus, I keep reading how easy they are to obtain via lithographs, while having fewer seeds available in the main quest versus the original, so it should about even out, depending on how many lithographs are found?).

 

Anyway, the DS stat systems have wide ranges, but very aggressive modifiers to maintain the baseline.  Doesn't mean things like Carver with severely low MP can't happen, or even severely high MP.

Edited by ignasia7

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Redacted for false info

Edited by YangustheLegendaryBandit

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