Kingdom Hearts III
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gladias9

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gladias9

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About this mod

Everyone keeps calling Sora weak.. So let's make him weak!
Brings balancing changes that make the game LESS easy.

Permissions and credits
UPDATE: Optional Easier Version with less changes
Reminder: These changes stack with ALL difficulties. Meaning Critical Mode + My Mod = A completely new and far more difficult beast.

Sora is supposedly weak. He's so weak that he can summon roller-coasters that clear entire rooms of enemies and super saiyan transform on demand.
Let's make him ACTUALLY weak by nerfing HIM and HIS SKILLS.

This has been one of the greatest issues with the game since its launch on the PS4.
IT'S WAY TOO EASY. I barely died at all on Proud Mode.

Even when players ramp up the difficulty, there are just far too many unbalanced tools that Sora has.
Attractions kill every mob in sight. Transformations happen every 5 seconds. Team attacks melt bosses.
The game practically starts to play itself.

I have a solution.


Overall Vision: (tl;dr there's a short list & video of my specific changes after this section for faster reading)
Mod still being tested, many of these aspects are subject to tweaking or simply staying as they are.

To start, I wanted KH3 to be more challenging.
Sora has weaker starting stats and his command prompt skills are weakened too.
Even on standard difficulty, you will notice the difference in Sora's abilities. It takes longer to kill enemies, you can't take as many hits from enemies, and senseless spamming of Y/Triangle doesn't save you. I want to discourage reckless play from major battles and encourage people who play safe & smart. Also, I THINK that I made enemies attack more frequently and in higher numbers, but I'm not sure if it works. Overall, the game should be tougher regardless. Don't misunderstand though. This isn't Dark Souls. It's still action-based Kingdom Hearts.. just tougher like the originals if not more.

So where do attractions/team attacks fit in?
Let's talk about attractions. I wanted to tackle this issue the most because attractions have been the bain of this game's balancing and difficulty.
Attractions are incredibly weaker now, in fact, you'd be surprised that they can't even kill basic shadows if poorly used. They're still useful, but you have to think before you use them. Use an AOE attraction on a single powerful enemy and notice a health-bar that barely moves. Alternatively, use the blaster attraction on a group of small enemies and realize you wasted your time. Heck, you can even die while using them (not sure if this was always the case). Team attacks are to be treated in much the same way. Be smart and consider which attacks are best used for what situations or find that you, again, just wasted your time and opportunity.

There's (hopefully) a better balance between mashing attack and casting magic.
Sora's melee attacks deal less damage now but his starting magic (fire/water) has not been touched. You want to mash attack but it's terribly inefficient compared to casting an enemies weakness without combo abilities. Wait, why did I not nerf magic? I did. Starting magic is unchanged but magic finishers and upgraded forms of magic have been more than halved in damage for many cases. For example, the relationship between Fire and Fira isn't Night and Day anymore. Fira is better than Fire but it no longer eclipses it in power. It's a slight upgrade. So the game balance now is hopefully: Early game - Magic craps on Melee, Mid-Game - Magic and Melee on par, Late game - Melee craps on Magic. Instead of Magic dominating the entire game. Anyway, this is my desire and aim. In practice, maybe something completely different happens.

About those transformations..
Form Changes simply occurred too regularly in the normal game. Do two simple combos and you have a free ticket to going super saiyan. KH2 didn't do this with its Drive Forms and for good reason: They were OP as freak. They're still OP. The change is that now you actually have to put in a lot more work to fill the Form Change bar. Equipping combo extending abilities should fill the bar fairly fast, but still noticeably slower than the normal game. Transformations should now function as Sora's greatest tool that players use to power out of tough situations.


LIST OF CHANGES


Attractions:

These will NO LONGER carry you through the game.
Attractions are significantly weaker and provide no protection from damage while active.

Form Changes:

You actually have to earn them now.
It takes significantly more hits to fill the Form Change bar.

Team Attacks:

Another day, another nerf.
Significantly weaker just like attractions.

General:
Enemies attack more frequently... Untested, Not Confirmed

Sora:

- Base form melee attacks weaker. Drive form melee attacks unchanged.
- Basic Magic (fire,water,etc) unchanged. Magic finishers weaker. Upgraded Magic (fira,watera,etc) weaker. Drive form magic unchanged.
- 1/3 less HP
- 1/5 more MP
- 1/2 less Focus
- 1/2 less Defense

OPTIONAL Easier Version
- Sora HP/MP/Focus/Defense stats unchanged
- Enemy attack rates unchanged
- Melee/Magic/Attraction/TeamAttack/FormChange changes still apply.

Works With Other Mods:
HIGHLY RECOMMENDED: ReMind Ability Integration
Better Damage Scaling
Damage Scaling Overhaul

MOD IN ACTION (Proud Mode)


INSTALL: Place .pak mod in your paks or ~mods folder