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Messages - Madeen

1
Quote from: Zeke_Aileron on May 25, 2022, 08:16:19 amOn top of this I plan on gutting Luso's Unique Job's ability set down to give a few other Hume jobs more skills to have some more options available to them, and yes I didn't forget about the Cannon Mage, his job ability set is also getting gutted down to give the other Nu Mou jobs more options as well, and more base stats along with it as well.

While you're in the mood, may I suggest you take a slot or two from Taoru too?  Alchemist could use some more damaging magic :P
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Sounds interesting, looking forward to updates :)
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Sorry for necro'ing, and maybe you dont work on this mod anymore... but just in case, I have some constructive criticism to share.

I hadnt played in a while, so when I saw new classes recently I wanted to try them.  Astrologer comes to mind, and there was another, but that's beside the point.  What irks me is that astrologer abilities require cards to use, just like engineer abilities require knuckles to use, and that's no fun at all.  Why not remove these limitations and increase mp costs for example?

But actually there's another way to 'solve' this: fix stat growths!

If these classes with limitation had stat growth on par with the better classes (growth wise) then you could play them freely without having to worry about getting bad stats. And I do worry, why on earth would I want bad stat growths?

So I thought I'd go through all races and explain my point of view on their growths.


HUME: I dont have much issue with hume, except maybe you need fighter 3 in order to unlock the better gains for physical classes (duelist and ronin)

BANGAA: I like to have 3 bangaas in my party, excluding Cid.  One melee, one ranged and one mage.  No issue with melee, but canoneer could use better att growth to be playable as main class.  Also Bishop only has 8 mag growth, and some other physical classes have 8 too, I think bishop should have 9.

NU MOU: kinda weird the best growths are from the most basic classes (white and black mages). I love cannon mage, but again its mag growth prevents it to be used as main class. Likewise for astrologer as mentioned above.

VIERA: Same issue as bangaa, I like to have one melee, one ranged and one mage.  Again the ranged classes have worse growths than fencer.

MOOGLE: This time ranged classes have as much att growth as melee, which is great.  Even though Moogle knight has the better growths overall, so I guess I can live with that :P  As stated before, engineer could use better growths so they can be used as main class.

SEEQ: Berserker obviously has the best growth with an astounding 11 att.  However since ranger can use bow, it would be great to have them on par with berserker... maybe give them both 9 or 10 att?  Viking would make good mages, unfortunately there's barely any magic ability to make them worthwhile.

GRIA: Hammer knight is great, maybe even too great.  She has 9 mag growth?  That's as much as geomancer/alchemist.  I typically like to have 2 grias, one physical and one mage.  With Taoru having such great mag growth, I feel like I dont need to make another gria :/


That's about it, I'm aware you try to make the mod challenging, but it my book fun > difficulty.  And diversity is fun!


Thanks for reading :)

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Well I enjoyed myself until Exodus fight ... took me like 4 hits to finally destroy a fruit, then Babus comes and full-lifes it ... yeah right :/

And I cant kill Babus first either, he's immune to debuffs and has auto-regen ... this fight is torture, I'm not spending 2 hours on this.
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Not able to patch either. I tried patcher provided in the download and Tsukuyomi.

Also do you have a stats sheet for your new classes?  (base stats and gains)

Thank you.
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Luso learns new skills from different weapons: books, swords and even saber I think. The class name of his skills is "agent" though, not tactician.
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I havent played this mod in a while, but I think I'll get back to it ... I vaguely remember I was happy with cannon mage, prime didnt bother me as the range makes up for it.

More feedback when I can actually remember stuffs lol.  But keep up the good work :)
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I can get a keeper with ar code ... its probably easily found around? Gamefaqs and the likes.

If you cant find it and are interested I'll give you the one I have.
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Welcome back :)  Looking forward to it, personally I'll be waiting for formations though, but take your time :D
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I actually like Luso and Hammerknight, the more abilities the better, I wish all classes were this plentiful :P
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That's a shame :/

About jump, honestly if its 50% accurate I'm never going to use it lol, however strong it may be.
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Ah that's too bad :/

Then how about mp regen being dependent on class?  Not possible either?
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Why not mp regen = % of max mp?  Mages cant compensate with normal attack when they are low on mp...
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Probably a stupid question, but if you tinker around with trinkets, wont it mess up Montblanc recruiting?  Not that I care about him :p
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I always get earrings first because I usually keep cups for later... or I just miss them and forget :p
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Ugh yeah always hated that earth sword in Ughor mission lol.

More skills sound fun, totally using them over stats!

And what do you mean by gift boxes?
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I thought monsters already had high hp?

I'm fine with it as long as its still fun.  Spending half an hour to kill a lamia at low level isnt.

High hp is alright as long as you can still debuff them. (poison, doom..?)
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I'm cool with more abilities :D  A bit of a shame though because some special abilities were really good... (bishop, mog knight...)

I never use dual wield, except to learn abilities faster. Even more true in this mod where monsters hit like trucks, I prefer shields lol.

I dont care about doublehand either :P
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Umm if you remove moon maiden, wont we lose access to exclusive abilities?

About evasion I vaguely remember Vaan wasnt bad at it, with his own evasion buff and all..
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Personally I'd rather see other abilities, or at least different steals... because endgame you have all items or almost and they become useless.