This thread is describing how seat of sacrifice extreme works. Pretty good ex fight imo.




This thread is describing how seat of sacrifice extreme works. Pretty good ex fight imo.
If that were the limit of it, I'd probably be for the idea. Similarly if it were reasonably restricted so that the individual mechanics don't have to be nerfed to hell to cover for the chance of them going off back to back, then the idea wouldn't as likely harm as improve the game.
But, there doesn't even seem to be any attention to bundling (varying specific courses, rather than simply randomizing each part, as to have synergetically higher --but still actively manageable-- difficulty), let alone any consideration of specific interactions or setting up taxonomies/categories of mechanics to resolve the new issues such as system would need to sort out.
It therefore all just feels very 'tossed-out-there' as if surely the details (which matter a whole lot more than the whatever label you slap onto the 'overarching design') will just sort themselves out somehow, so I'mma wait on this one. The idea could be applied more broadly than just the certain fights we already see portions of it in, if the work were put it; otherwise, probably not.




The example OP posted describes what they mean and it's basically how SoS ex works.If that were the limit of it, I'd probably be for the idea. Similarly if it were reasonably restricted so that the individual mechanics don't have to be nerfed to hell to cover for the chance of them going off back to back, then the idea wouldn't as likely harm as improve the game.
But, there doesn't even seem to be any attention to bundling (varying specific courses, rather than simply randomizing each part, as to have synergetically higher --but still actively manageable-- difficulty), let alone any consideration of specific interactions or setting up taxonomies/categories of mechanics to resolve the new issues such as system would need to sort out.
It therefore all just feels very 'tossed-out-there' as if surely the details (which matter a whole lot more than the whatever label you slap onto the 'overarching design') will just sort themselves out somehow, so I'mma wait on this one. The idea could be applied more broadly than just the certain fights we already see portions of it in, if the work were put it; otherwise, probably not.
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