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New ideas needed: FF 13-2 challenge run

Posted on 6/10/20 at 3:22 pm
Posted by td01241
Savannah
Member since Nov 2012
23864 posts
Posted on 6/10/20 at 3:22 pm
I don’t like much of what I’ve read it seems akin to Riki mixing 9999 and calling it hard.

I’m thinking of stuff like:

6 same paradigms the whole game

As in 13 Sarah and Noel have roles. Rav, Med, Sav/ Com Syn Sen respectively and either not entering into the others or setting a cap.

No weapons with ATB speed increase; no pro bolt; only ones available until you unlock Chocolina fully.

No top monsters. This means all DLC, All chocobos, cloudburst flaninator, the well known cheese sentiments, chichu, twilights Odin, weird syn I cant spell that it’s dancing bird, you get the jist.

Somehow limit what equipment I want to make more use out of more than increase attack and magic and reduce physical and magic damage.

Cap on items maybe?

Limiting monster passives from some of the known best?

Capping CP use to objectives like parts of 13? Maybe only allowing certain perks at ends of parts of the crystarium. Like no role boost only ATB gauge, special moves, idk.

Ideas please

Also does the game have a Minerva’s plate equivalent or way to stop XP?
Posted by Master Guilbeau
Member since Jan 2013
1164 posts
Posted on 6/10/20 at 10:50 pm to
Why would you subject yourself to that awful game?
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