Might as well finally wrote this review of CS3 difficulty mod while cs4 i installing.
Like many people, i found CS3 to be quite easy once you know a bit the mechanism of the fight system. The mod i tested , made by SoftBrillant, tried to answers to that. This mod has two difficulty settings : hard and nightmare. I played the whole thing in hard, with the following carry-over for my previous save : max bonding point and extra sephith. It gave me a bit of an edge in the early game and spare me some farming.max bonding also mean that rean got few more stat bonus at the end, but it's barely worth mentioning and nothing some autistic fishing session can't fix.
So , what does this mod do ?
I/ What changed
Firstly, it overhaul craft and art, especially the power scaling of those. The usual system rank craft and spell power using letter : C, B, A, S and up to 4S for big dick energy like gaius S-craft. So now, instead of a letter, you directly got the damage multipicator, which are all nerfed. For exemple, 4S craft in base version are 450% damage, and are now "only" 275%. The purpose is to both prevent casual OS or "breaklocking", which was really easy to do in CS3. Besides that craft have not be touched more than that, contrary to art.
Mp cost of all art are upped, but more importantly, most source of EP regen are also nerfed : BO, item and MQ. So for any boss fight, you have to find a way to kept your caster supplied in MP. He alos tried to change the effect to give niche use to art like crest or forte, but honestly, they still suck. Still regarding art, tier 2 bells are changed , they don't reduce delay but boost damage instead, and a bug exploit where all bell stacked (regardless of the element) was fixed. Chrono burst, which was one of the most broken thing, is nerfed in an interesting way : it also consume 75% hp upon use, meaning that you must plan ahead if you want to use it.
Also, other obvious OP tool are nerfed : all evasion item take an huge nerf, and are reduced up to a third of their evasion value. Insight only last 2 turns instead of 4, and is no longer an aoe buff. Break effect are nerfed, which mean the % of extra break on quartz, MQ and BO are nerfed. Accelerate and reduce delay BP are nerfed or changed, Altina's absolute reflect only last 2 turns, damage resistance BP (rean, elliot, millum) are nerfed ... You get the general idea.
Last thing to be changed are the monster and boss themselves. DEF ADF and HP are pretty much the same, but ATK and ATS are much beefier , which mean a lot more atttack are now threatening. On the base game, you could pretty much tank and heal anything besides S-craft (and even those were easily mitigated with BO) and status effect, even in nightmare. It's not the case anymore. Speed is also hugely buffed, which cause problem that i will talk about later on. Finally, "break health" also is now 210% of base value, which, combined to all the other nerf, make thing way harder to break. A bit too much sometimes, you're probably being able to stun big shot like McBurn only once or maybe twice in a fight.
Opponent also use way more art than before, which make art dodge and absorb way more useful than before. Few even got gimmick art, like McBurn which got a more powerful version of Zeruel Cannon.
In order to be able to face all of that, status effect are also overhauled. Resistance of all monster is changed, they are now vulnerable to way more thing, trash mob always have at least an obvious one like stun, sleep, frozen ... The duration was also changed. On base game, it's 4 turns for any status effect, which are reduced to one for bosses. It's now a range between 2 to 5 turns, and boss follow the same rule as everyone, which make S-down status WAY more effective on them.
II/Impression
So, how does thing go when you actually play the game ?
First thing that i was afraid was trash mob being too tedious. It's not the case, they are dangerous if you let them act too much , but you can pretty much still trash them in the same amount of time. The problem is tied to the massive speed boost. On act 3, my team could often act only after 1 or 2 opponent move WITH triple advantage. fighting trash without at least double advantage is extremely tedious, if you get ambush you will basically get your team wiped out if you does not use S craft or aegis shenanigan. So you're doomed to use dragon vein and break stuff. Also, nerfing break also have another consequences : you will earn a lot less money than before, you probably won't break monster in a fight started with double advantage, which mean no automatic drop
Boss fight are way more challenging and interesting than before. Basically, all secondary boss (magic knight, cryptid ...) will have some gimmick, but you don't need a special setup for them. It will help if you have trouble, but i defeated all of them without having to resort to that. I did not want all boss fight to become " endure the gimmick the first time so that you can reload and change your setup", which would have bore me really fast.
End chapter are harder and actually feel like a threat, and i don't have to hold back for several turn just to see what are their moveset. A lot of them have new pattern, Mcburn for example gain a new nasty skill.
The biggest problem is still tied to the random turn order at the start of scripted combat. When a boss is alone, it's not that bad, he will move two or three time before you. It's way more problematic if they have 4 or more, if you get bad rng, you will pretty get fucked without solution beside reloading, S-breaking will just put you deeper in the shit. Sadly, it's tied to the way the game is built, and not much can be done regarding that.
Last boss of chapter 4 and finale are hard, but they rely on some really cheap trick and bullshit, it's probably piss off few people. The magic knight fight for the all-guest team is also terrible : is only vulnerable to blind, and as you can't change the setup of guest character, you're pretty much forced to play with rean,ashe sara and tita, which is a shame. Other fight boss goes from decent to great.
Solo battle are still pretty bad, but they are balanced in order to be beatable with any setup despite the nerf. Divine Knight battle remain unchanged, and so does vantage master
.
In conclusion, it's pretty good for anyone who want to replay CS3 while waiting for hajimari. A version for CS4 is on her way, and he plan to release it in about 4 months.
Well download is over, have a nice night everyone.