We need to talk
6 years ago
Manitoba, Canada

When the game releases 1.0 we need to update the rules for runs, especially NG+ because I think it's a little ridiculous how you could farm soul chips and use them all on perm upgrades and the deactivation machine to get all the upgrades you want for a perfect run. I feel we should at least cap the soul chip count at something

North Rhine-Westphalia, Germany

Hi there ^^ so we will of course set up some new Rules and Categories but first we'll need to check whats new and how it will impact the speedruns

Manitoba, Canada

Awesome glad to hear

Delaware, USA

its been awhile since i played since im workin on a Neptunia Run. but go ahead and clear all runs when 1.0 clears since this page need to be revamped

Manitoba, Canada

Can i help at all, i've been super into this game non-stop for a few months now

Oregon, USA

I have some proper rulesets drafted for the 1.0 release, will post on Wednesday for review. It breaks things up into 4 main categories (Normal, Reverent, Rush Job, Seed Racer) and a handful of sub-categories (Nina/Ace, Low%, No Powers, No Unlocks, Co-Op) that can be applied to the main categories as desired. Because of the many combinations Defiant allows for, I don't believe any main category should be created for it unless a particular combination of skulls becomes popular to run, and the category itself would be defined by the chosen skulls.

As a heads-up, Normal runs that I have done in SF builds have averaged about the 30 minute mark. I would say ~20 minutes would be doable under the right conditions. Level 9 is the true final boss and likely to be the place where the runs die simply because of its length, skill level, and the likelihood of getting just the right augs to make it go fast.

delcaMX and Simpstron like this
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