« on: January 01, 2017, 12:18:13 PM »
Hey Yunerotroy, thanks for playing! I'll try and be as descriptive as possible so that you have the best idea as to why certain things are as they are.
There are certainly a few animation bugs because some abilities are hardcoded to have certain animations and some races can support some animations half the time, and other times they can't. That said, upon my testing, I've found that since the only issues are animation and aren't lasting that I didn't want to sacrifice a really fun skill for something minor like that. I'm sure there'll be a fixed animation in the future, but for now it's not too much of a concern.
Rend skills were buffed because the debuff isn't particularly useful, and having it deal 50% damage wasn't making it useful either. Art of War isn't a particularly great skillset, so I'm not feeling too bad about it having a strong advantage over the Attack command, especially since it forces you to either be a Soldier/Warrior or sacrifice your secondary skillset.
I can't change what names the item screen says yet. FFTA1 GG has this issue, too. It's annoying, but there's nothing I can really do about it at the moment.
The fact that you didn't miss with Charm at all just means the RNG favored you in those instances. It's a true 50%.
Grapple's point is to draw an enemy closer to the user and it pins them to that tile for the turn. It's a great way to keep an annoying fleeing/ranged enemy close to your melee brusiers. The Japanese text that appears just says "Rooted". The Rooted status appears on the Cannoneer's Mortar ability as well (but affecting the user), but since the status never actually displays, they never bothered to translate the text that shows when the status is afflicted on someone else.
As far as formations are concerned such as Wanted: Gilmunto, I agree. The challenge is that I'm extremely limited as to what I can edit at the moment, and formations are one thing I can't. The more immediate goal for FFTA2 GG was to create more interesting jobs, since that's something I do have control over. This is also the reason why we're not at 1.0 yet- I want to be able to edit formations before making it a true 1.0. It would just feel wrong otherwise.
As far as the jobs not feeling FF-ish, that's kinda the point as well. Anyone who knows me knows I'm a FF purist. I hate when jobs are changed up and made to feel different, but FFTA2 has a really cool base to use and it has the potential to make some really fun jobs. The jobs -are- mostly based on different parts of different FF games, if you look hard enough. The exception being Necromancer, which is directly based on Tactics Ogre's Necromancer. Here's a list of what each job is based on:
-Necromancer: Tactics Ogre's Necromancer
-Orator: FFT's Mediator/Orator
-Oracle: FFT's Oracle/Mystic
-Reaver: Dark Knights
-Vartan: Tactics Ogre's Vartan
-Samurai: FFT's Samurai
-Engineer: FFT's Engineer + Metal Gear Solid
-Spellblade: FFXIII's Paradigm Shift system
-Scholar: FFXIII's Synergist
-Daemon: FFT's Ultima and Ultima Demons
-Occultist: Bravely Second's Exorcist
-Myrmidon: FFT's Divine Knight
-Druid: FFT's Geomancer
-Kunoichi: One of the few completely original jobs created for FFTA2 GG
-Corsair: FFXI's Corsair
-Moogle Hero: FFI's Paladin/White Mage, FFXIII's Sentinel, and Dragon Quest's Heroes.
-Gourmand: Homemaker from Celdia's Class Patch
Hope this answers some of your questions!