I've played this version on FFTA2 for a while now (on and off if time allowed) and completed 250 quests. This is also the only FFTA2 version I've played - never touched Vanilla - only compared stats and effects on GameFAQs to know certain things.
here are some new things I noticed:
1. Blue Mages did not have a change. Was this intended? Kind of expected some random discovery like I did with Beastmaster lol.
2. Moogle Focus is surprisingly balanced when using it in tandem with a Beastmaster. It's still defends you but uses the focus charge if the Beastmaster has his turn after the Moogle. Certainly gives other shots alot more oomph if Ultima Shot is not achievable earlier in other setups.
3. After playing Theif classes and putting them together with other classes, Even though Shadowstep doesn't give invisibility as intended, it's a strong tool just for the movement option if you don't want to use a Green Mage or "waste" a class ability slot for Green Mage. Gives a little more of flexibilty options when making a team for fights, and I find that fun!
4. After a few levels on chocobo knight, I concluded that the knights are in fact faster than thieves.
5. I tried playing Brightmoon Tor quests and filly expected to be outsped by the monsters there for at most 5 turns and such. I think the Monster speed huff made them take 7-8 turns before I did! Not sure if this should change or not, but I can totally try to fight these guys with level 99 Clan members later and check it out then. I thought a level 99 Paravir was going to be able to carry that fight xD
I love this version of the game and how flexible it is to use different classes for fun. I hope there is a version where the text changes the skill descriptions one day and a few kinks get worked out. Other than that, thanks for making such a fun version and I hope you'll keep working on this - if only for a few moments a day.
here are some new things I noticed:
1. Blue Mages did not have a change. Was this intended? Kind of expected some random discovery like I did with Beastmaster lol.
2. Moogle Focus is surprisingly balanced when using it in tandem with a Beastmaster. It's still defends you but uses the focus charge if the Beastmaster has his turn after the Moogle. Certainly gives other shots alot more oomph if Ultima Shot is not achievable earlier in other setups.
3. After playing Theif classes and putting them together with other classes, Even though Shadowstep doesn't give invisibility as intended, it's a strong tool just for the movement option if you don't want to use a Green Mage or "waste" a class ability slot for Green Mage. Gives a little more of flexibilty options when making a team for fights, and I find that fun!
4. After a few levels on chocobo knight, I concluded that the knights are in fact faster than thieves.
5. I tried playing Brightmoon Tor quests and filly expected to be outsped by the monsters there for at most 5 turns and such. I think the Monster speed huff made them take 7-8 turns before I did! Not sure if this should change or not, but I can totally try to fight these guys with level 99 Clan members later and check it out then. I thought a level 99 Paravir was going to be able to carry that fight xD
I love this version of the game and how flexible it is to use different classes for fun. I hope there is a version where the text changes the skill descriptions one day and a few kinks get worked out. Other than that, thanks for making such a fun version and I hope you'll keep working on this - if only for a few moments a day.