Oracle SCC part 2
Lenalia PlateauResets: zero!
Chat was surprised at this being an easy battle, I wasn't too shocked though. Thieves' Fort was much more dangerous. Poor strategy here too but it's a good map for oracles, the enemies all run up and make themselves highly vulnerable to Confusion or whatever horrifying things you want to drop on them. I won with 3 life drains and 2 turns of poison on Miluda, the poison coming courtesy of a confused wizard. This was really a bad plan and I cut it quite close on people dying - just tried it to illustrate how nerfed Life Drain is/was at 2 range.
Fovoham PlainsResets: Just one, I think?
I was scared of Wiegraf and thought this would be dangerous... and it was. All the enemies run up and you can drop Confuse for merry times all around. Wiegraf himself cannot be confused, though, and will OHKO any squishy targets he can reach - but usually he just goes for Delita. The danger comes from the monks + Wiegraf managing to drop someone early on, which generally happens regardless of what you do. On the winning run, Wiegraf overextended himself and I chased him down and hit three life drains (the last coming from someone on the upper plateau literally chasing him to the back of the map). All three were 70% though and if one had missed I'd have been in some trouble. So.
Note also that the enemy Oracle here has (no spells and) a stick. Sticks don't show up for ME until after Zirekile. No fair.
Note also that one of the monks got the random name Sage, got confused, and then used Secret Fist on the other monk. So, Sage engaged in confused lesbian fisting. Yep.
Fort ZeakdenResets: aaaaaauuuuuuuuuuuugggggghhhhhhhhhh okay it was only like six or seven but as always feels like more because battles go so long.
This sucked.
The wizard who charges OHKO damage on Ramza turn 1 must be Silenced, if this misses it's pretty much a reset (even though Ramza will revive through dialogue, he comes back at 1 HP and there's no way he'd manage to stay up facing Super and Algus's crossbows.)
The lone knight on the other side is lured forward and confused. If he has Basic Skill he'll run around trying to Throw Stone people, but if he doesn't have Basic Skill he won't find any targets close enough for an actual action and will sit in place for the duration of the battle, effectively dead unless one of the others goes after him.
Delita chases Algus and needs to live as long as possible and break as much of his equipment as possible, preferably all three of shield/helmet/armor, without wasting his time trying to deal damage or hit wizards. This is up to the mercy of the AI.
My team Zombies up, providing a chance of undead revival and easier Life Drain HP distribution. And then... they... well... hm.
Super and Algus are incredibly threatening. Super has a solid 2HKO on anyone and Algus has OHKOs on anyone with Charge. Both of them have crazy movement and range, and can shoot up to the top of the fort. This is bad, because if anyone gets sniped it's obviously impossible to take Algus down in three turns. The other knight and the wizard that wasn't immediately silenced usually get distracted playing with Delita, but they provide a solid meat wall for Algus to hide behind. On my first attempt I tried getting people up on top of the fort, but crossbows put an end to that, so... hiding everyone behind the fort it is. Sage suggested I try to blitz Algus down instead, to which my reply was "With what exactly?" He's vulnerable to confusion, but there's just too many enemy pointy things in the way.
Most of the actual resets came from me getting greedy and doing stupid things like poke my head out from behind the fort to try to confuse/petrify people. Bad ideas there. Oh, also, the absolute worst luck imaginable - everything missed, undead revival never kicked in, etc. This battle sucked.
The winning run was the one where I turtled hard enough to actually make Algus advance far enough to shoot someone around the back corner of the fort - and then his own confused wizard ran in front of the charge, saving my oracle. The entire team seized the moment and ran out to surround and trap Algus, Foxbird him once to shut off Auto Potion, and then staff beat him down. Thankfully, Delita had done his job and left Algus at only 66 HP, and he went down before the other enemies could break through and let him escape.
Dorter Trade CityResets:
!!!!!!!
This battle. Usually easy. Not so here. Third in a row in the string of fights I was really not looking forward to. You'd think it would be hard to lose with two swordskillers on your team, and in FFT you'd be right, but this is LFT where the enemy archers can hop up on the roofs and hit literally every panel on the map. They will infallibly target the squishiest things they can find, will OHKO with charge or 2HKO without, and the swordskillers generally can't reach them. Oh, and there are thieves and time mages too. I anticipated this being nigh impossible, and I was right, but... well.
I manage to zombie up everyone except one person, and of course that one is the first to die. Enemy time mage puts Reflect on Andrew. I throw confusion into the center anyway, reflecting from Andrew to the other thief such that he's getting hit twice by each cast, four times in total. All four miss him. Gaffy and Agrias are mostly useless. Two people are dropped by archers after being wounded and trying to hide. The entire team is dead except for Gaffy and Agrias. I decide to fast forward and see what happens anyway.
Agrias Raises the non-undead dead unit, with zero and a lot of CT on her counter, just before a Charge hits and kills her.
Ramza gets undead revival.
"Okay," I think, "that was fun but what can I actually do with them?" I run up and manage to lock Petrify on both archers... at 37% and 41%. Everyone else is still counting down and on zero.
Petrify hits.
Petrify hits again.
"Well, dang, that was lucky, but I'm still dead since that girl's about to crystallize and the time mage is still alive at critical in the corner..."
Undead revival, no crystal. Saved for one turn before I have to risk it again on the last dead unit. Walk over to time mage. Check his HP. 19. Staff beats deal 18 to neutral. I prepare to cry, check the attack anyway, and find I have good compat with him and deal 20something. Hit. Win.
Battle over, no resets, via the expenditure of all the luck saved up from Zeakden. That was crazy, I still needed EVERY BIT of that luck to win.
This battle is WAY WAY WAY too hard right now for where it is in the game, you're stuck there and can't do randoms or shop if you can't beat it. It's mainly a byproduct of all the archer changes coming together in a terrifying way for the enemies. Yeah, you have two swordskillers, but they can't save you from the archers. In fact I think the two skillers will lose vs the two archers straight up if neither are distracted by other units, and the thieves with time mage support are no joke themselves. (And god forbid the time mage haste an archer. Or haste anyone, for that matter.)
Yes, I'm doing a mage SCC with no revival and wet paper durability, but I can easily see an ill-equipped mixed party having the same issues here - if you aren't prepared to deal with the archers sniping the entire map from nigh unreachable positions you're screwed. Additionally, the previous battle features Super rocking the crossbow Battle Skill, and if he (or the melee knights) broke any items, you can't replace them. It's unacceptable to have a battle like this that's got you locked in on the map. I'd strongly suggest changing at least one enemy archer to a crossbow, or using another unit entirely. It's certainly cute to see some challenge here, and to see the archers snipe on this map, and I think leaving just one of them capable of it would be okay, buuut... honestly even that's dicey, I can't really approve of this fight from a design standpoint unless the swordskillers really are capable of taking the whole battle out by themselves.
In summary death to FFT lockin battles.
Araguay WoodsResets: Zero
Saved Boco. This is a joke with Oracles, or really any ranged unit. The highlight was a confused Black Goblin running up to a Gabbledegak and Stop Breathing it.
Zirekile FallsResets: Zero, barely.
Also not hard, although I was stupid and moved Ramza forward early and got him killed. Thankfully Delita was nice and Wished him back up. Naked Chemist Gaffy (he spent all his chemist JP on High Ether, Echo Grass and Eye Drop, didn't even know Potion) was OHKO'd on the first move by Delita's Lightning Stab, which also hit and inflicted Undead on a knight. The second action of the battle was Agrias using Stasis Sword on the same knight... and hitting Stop on him. Poor guy. Anyway, everyone went down into the water, laughed at the knights clustering on the bridge and petrified them in due time. One enemy knew Local Quake and confused someone but nothing bad came of it.
That's all for tonight. FINALLY sticks are here, it freaking took long enough. Apparently there's Oracle rebalancing coming, I was going to wait to talk about that until a bit later on but Laggy pestered. I'm not a fan of status spells that aren't fatal having such high costs and low hit rates (nonfatal status is never worth an action below around 75% hit rate), and Mediators duplicated and outshined a lot of their skillset and generally directly outclassed them prior to whatever changes Laggy just made. We'll see how that works out.
By the way, this hack is awesome.