Mmm hmm, I saw this coming. You know what though, I might be out of the tourney now, but at least I can go home proud because it wasn't solely Mallory's Insult that lost me the match (like it did against CT5Holy in the winner's bracket), I lost to RNG and poor AI decisions on my team's part. Which is one of the most common ways a team can lose a match. But damn, Mallory almost gave me a heart attack every time she went for Insult; thankfully most of them missed. GG, until next time.
(It's great to see you working on this again, Eternal.)
This even if I never got around to playing the original like with most other people's hacks unfortunately. I really need to fix that situation....
Still, it's always nice to see someone around here getting things done, especially given that I never can seem to do so myself. I'll skip the usual solipsistic pity party though as I've quite a lot of questions to ask and long-winded comments to make as per usual.
Prepare for trouble. And make it...dry. (This got so long I'm going to have make spoilers for my own paragraphs. Great.)
Freelancers are jacks-of-all-trades, capable of equipping any item in the game and are able to use a basic skill from most generic jobs in the game. Their stat growth is low, however, meaning that it's best to come back to them after you've gained levels in other jobs (akin to FFV). Although their skill pool makes them very viable early game, it's their wide array of equipment choices that sets them apart end game.
1. Ah, I was just thinking about FFV's "Bare" class for various reasons, so it's amusing to see this, especially with innate Re-equip. This seems fine given my own dealings with Squire/Soldier in Embargo, though that's as only flexible as it is partly for story and space reasons and it still can't equip everything, so....
2. At present, my only question about this is with regards to the Innate Re-equip, which I'm admittedly a bit wary of due to the A.I.'s seeming inability to use Equip Change: Are you using or planning to use the hack that makes Equip Change use up Move instead of Act? Or does using Equip Change still use up Act? Unfortunately, due to the aforementioned presumably still existent issue with the A.I., using up Act may be more balanced/"fair". Of course, it's up to you, which is why I'm asking.
Much like Chemists in Vanilla FFT, Alchemists fulfill the function of using Items for an instant effect in battle. Unlike Vanilla FFT, Items are far more varied this time around, being able to instantly (and accurately) afflict Poison, Protect, Regen, Blind, etc. However, although Items are instant, accurate, and have no MP cost, they're expensive to purchase and lack the AoE that the proper spells have. To that end, their use may vary based on your needs- and your wallet.
1. I'm admittedly still...quite weary of (Al)Chemists being able to instantly inflict anything, positive or negative, especially if it's a status that doesn't have a finite duration like Blind. I think that I expressed the same thing when Celdia was working on her patch (that I also still need to get around to playing) since I pointed out that it seems like it would be quite annoying to fight against when the A.I. has unlimited Items. While it wouldn't be as annoying as the unlimited Elixirs that got thrown around so causally in 1.3, it does seem like it would be ratherquite annoying, especially given how common Item "has" to be for the sake of revival. (Unless, of course, you also still have Elixirs around, then it might actually be even more annoying. You might even say it would be quit--okay, I'm done abusing that word.)
That said, it's not like I haven't thought about it myself between looking at past Final Fantasies for inspiration, especially FFV and FFXII. I'd be a lot more comfortable with the idea if there was some way to make it so that there was at least a chance of dodging the deletrious items rather than them being at 100% accuracy like any healing item. Even then, though, there's still the issue of the positive status-inflicting items outpacing non-item methods of adding them, especially if those methods are magical or single-target or both. Hmmmm....
To this end, I have to ask: What (negative) statuses can current Alchemist inflict if you don't mind listing all of them?
Sentinels are masters of unbreakable defenses, much like in PW 1.0. They still focus on defensive buffs such as Protect, Shell, and Reflect, but now also gain Veil, a new spell that inflicts the Veil status, which removes any debuffs and protects the Veil'd unit from being debuffed. It's a potent, but very costly spell that will find heavy use in PW 2.0's very debuff-heavy gameplay. Sentinels also gain a new form of Enmity- now called Taunt- wherein an adjacent foe is afflicted with Berserk and Immobilize, forcing it to engage the Sentinel (assuming the enemy has a melee weapon). Though Sentinels may have a simple role, in PW 2.0 where revival is difficult, an ounce of prevention is well worth a pound of Cure II or Raise.
1. I'm also a bit wary of Innate Defend, though "ironically" it's for the exact opposite reason I'm wary of Innate Equip Change: the A.I. has the tendency to use Defend a bit too much, even when it could be doing other things or at least saving its CT. Still, I can see why it's there.
2. Are Protect, Shell and Reflect spells that no longer go by Faith? Or is Sentinel more magical than it seems given it's a heavy armor class that gets access to neither Robes nor magical weapons and thus seems unlikely to have all that high MP or MA innately?
3. Speaking of weapons, do Knightswords have any particular type of focus? I'm guessing Swords don't, but Knightswords...usually have some vague focus, even if it's only "better, exclusive Swords with higher evasion and Forced Two Hands".
4. I still really want to like Taunt/Enmity, but Berserk & Immobilize still seems...kinda broken when you can just walk away yourself and when Berserk is presumably still infinite in duration. Not much you can really do about that though I guess, especially when it might arguably still be overpowered even if you made Berserk finite....
Snipers are by nature masters of ranged combat and crippling the enemy before they even draw near. Much like FFT Arena's Archers, Snipers can rend all manner of gear and affix enemies firmly in place while they continue to be assailed by a barrage of further attacks and debuffs. Unlike PW 1.0's Snipers which focused on snares and traps, PW 2.0's Snipers take a much simpler approach to slaying enemies: breaking all of their shit and rendering them utterly helpless.
1. I...don't really like Innate Concentrate to be honest, but I can see why it's there I guess. It just seems a good bit overkill though, especially on a class with all the equipment breaks. To me, Innate Concentrate's only really justified (in terms of power) on Mime since they don't--well, can't--really get anything else and even then....
2. How do Bows and Crossbows differ from each other in Parted Ways, especially if Snipers can't innately use Shields now? (Not that it ever really made sense to able to use most, if any, Crossbows with a Shield, but meh.)
Berserkers are a very simple, effective job: they crush everything that moves. Beyond that, Berserkers manipulate battle by altering Fury (which still replaces Bravery), with their Infuriate and Intimidate skills. Beyond manipulating Fury, they can also tinker with the Berserk status to bolster themselves or their allies or cripple enemy mages. Axes now have the ability to crush gear upon striking, meaning that the more a Berserker attacks in its fervor, the greater the chance of completely overwhelming the foe.
1. This seems fine for the most part, though I'm not really sure I'd ever want to use Intimidate Threaten given everything else this class focuses on. Berserker having Intimidate Threaten makes sense, especially given Berserker's history and "flavor", but giving the opponent more Fury is only really beneficial to Berserker and giving them less Fury thus seems anathema. I guess decreasing Fury might work with Berserk status, but even then.... Intimidate Threaten might be better off on Sentinel, honestly, especially since you broke up Preach and Solution between Devout and Magus respectively since they could make better use of them individually.
2. I'm going to assume that Scream adds like Haste or something rather than retaining its vanilla brokenness. At its potential strongest incarnation, it's at best only a renamed Accumulate rather than something that still outright permanently adds Speed still, right?
Dia Magic Gimmick: Dia/Dia II cannot miss or be evaded, unlike spells from other elemental families.
Devouts are the primary healing job of PW 2.0, but they can equally serve as a potent offensive job. Bearing the ability to smite enemies with accurate ease using Dia Magic, Devouts can rapidly switch between an offensive and defensive paradigm on the fly. For more tactical players, using Blind to cripple units is a viable option, as is using Faith for a quick, potent buff to a mage's damage/accuracy, or Preach to slowly (but permanently for the battle) buff a mage's damage/accuracy. Staves are also of note. In PW 2.0, Staves deal no damage at all. Rather, each Stave inflicts a buff or heals an ally. Keep this in mind: without an Equip: X skill or a way to replenish MP, a lone Devout may prove completely unable to deal any sort of damage.
1. This seems mostly fine, though I have to wonder if the increased amount of offensive spells might be problematic for the healing focus. I mean, even with just Holy, Priests could be rather...inattentive with healing for the sake of offense or even just being obtuse and trying to heal with Holy on units that absorbed Holy element. Guess we'll see how it goes given here; it's just something I worry about given both of my Priests have at least three offensive elements as well.
2. Staves sound like an neat idea, though I automatically wondered if the A.I. would use them correctly. By "buff or heal", do you mean that the ones buff do 0 damage then given that the default healing formula for weapons can't inflict statuses? Has the A.I. been shown to actually use that since it still interprets 0 damage as, well, damage?
Stone Magic Gimmick: Stone/Stone II deal the most damage out of the eight primary elemental spell families, but is prone to the (now very common) Float buff.
Blizzard Magic Gimmick: Blizzard/Blizzard II cannot harm allies.
The "evil" version of Devouts, Magi use spells that use Unfaith to determine damage. This means that, for a change of pace, a unit with low Faith is more optimal in this magic job than a unit with high Faith. To that end, Magi aren't completely useless against units with high Faith: they can utilize Poison to continually harm units (the formula to cast Poison ignores Faith), and they can also use Enlighten and Atheist in the same manner as Devouts can use Preach and Faith, albeit for the opposite effects, and to strengthen their own magick while weakening the enemy's. Fret not, units of Faith! Wands can hit from afar and can cast a spell upon striking, and these spells tend to work based on high Faith, or ignore Faith altogether, meaning that Faithful units may prefer being tankier Magi and striking with physical Wand strikes.
1. I quite rather like this class just from the description between it being a magical class based on low Faith rather than high Faith, Solution being called Enlighten now and Rods Wands being distance weapons now. The last one was something I decided to do a while ago for at least one patch, so it's good to see it being used somewhere else. Do Rods Wands still go by PA*WP though? (I'm personally fine with that depending on their WP.)
Fire Magic Gimmick: Fire/Fire II have high AoE compared to other families of magic.
Psions carry a variety of gimmicks that can be geared towards many different kinds of play. Psions are masters at chaining skills together for deadly effect, and work well with other kinds of mages. Float can be chained with Gravity to crash an enemy to the ground, cancelling the Float effect and dealing massive damage to the enemy. Likewise, Imperil (which replaces Oil and reduces resistance to each element), can be chained with Fire/Fire II for heavy damage. For those preferring debuffs, Sleep and Confuse can easily turn the tides of battle, or earn time for you to heal and revitalize your party. Empathy is a pricy spell that is best used on heavily armored Psions, or vice versa: Empathy deals damage to the enemy based on the caster's lost HP: a risky spell with potentially huge damage potential. Desperate, MP-less Psions will find that the accurate strikes of Flails can save them in dire straits.
1. This is easily the weirdest class for me, just from a conceptual standpoint. I don't mean that on an ability level, since it's actually rather neat to have abilities that directly link into each other as well as making sense. It's just weird to see a psychic and something blatantly with that name in a medieval-ish fantasy setting, even if divination arguably falls under psychic abilities and that constantly shows up in such settings. I guess it's even weirder because if you expected one of the mage classes to not go by Faith, then this would be it rather than Magus, but whatever works. Shrug.
2. From Flails' description, it sounds like their "gimmick" is being close-range unevadeable weapons (and thus probably going by WP*WP). Is this a correct assessment?
3. Almost forgot comment on innate Teleport. I can't say that I really like it, but as long as you can no longer Teleport beyond your actual move, then it should be fine I guess. It seems a bit much to have innate Float alongside it too though, even if this class shows up later. Still, I guess it might work, though it's really dependent upon how powerful innate Teleport (still) is.
Water Magic Gimmick: Water/Water II consumes less MP than spells of other elemental families- better for early game gameplay.
Thunder Magic Gimmick: Thunder/Thunder II takes less time to charge than spells of other elemental families, making them easier to use against speedier enemies found late game.
Seers are a mixed bag with a variety of useful skills/spells that are geared more towards early game battles (Seers are the first mage job unlocked), but their skills prove useful afterwards, as well. Water and Thunder's gimmicks can be used depending on what situation the user is in, and their gimmicks allow them to give physical jobs (and other jobs with low MP) the opportunity to use magic as well. Meditate is the only way to easily restore MP early in the game, and Regen is universally helpful. Being able to equip both Wands and Staves, Seers can take either an offensive or defensive position depending on what the player prefers.
1. And speaking of psychics masquerading as magicians, Seers are weird to me as well name-wise. Here, however, it's a lot more because this seems quite similar to the rare Viking class, which has nothing to do with Seer. Well, that and Seer makes me think of something more akin to a status mage like, well, Oracle. Again, whatever works.
2. Does Stun add some type of status? Or does it "just" reduce CT?
Corsairs are a job solely created for those who enjoy the thrill of unpredictable, wild battles. Corsairs rely on skills that focus on, well, luck. Coin Toss and Felicity deal damage and heal (respectively) either the user or an adjacent target, with potentially devastating or wonderful results. Gamble can inflict a random status (positive or negative) onto a unit for free, and as for the others, well...
-Snake Eyes (Poison or Regen on all units) -Lady Luck (Innocent or Faith on all units) -Triple 777 (Slow or Haste on all units) -Fortuna Major (Curse or Veil on all units)
As you can see, the map-wide Gamble skills all can inflict one of two opposing statuses: basically, you can keep rerolling for the other status, but chances are, the numerical outcome will be the same. Fortuna Major is the exception, in that it's the end-all-be-all of Gamble skills. If Veil lands, every roll from there on is guaranteed to buff the Veil'd unit or do nothing- likewise, if Curse lands, the unit is guaranteed to be debuffed or do nothing.
1. This seems rather interesting. It's nice to see anyone using a version of Gambler, even if Gadgeeter-like abilities are the way one would have to go for a lot of its abilities; it's nice to see someone making use of that linear thing I never ended using after we discovered it years ago. Still, Gadgeeter largely sucked because those map-wide statuses were all they had. As long Gambler/Corsair has other options, which it looks like it does including Guns, then it should be at least significantly more interesting and less annoying to use than poor, nigh useless Gadgeeter.
2. With regards to the abilities listed, I'm assuming that Triple 777 and Lucky 777 are actually the same thing, correct? The same goes for Snake Eyes and Jackpot, correct? Or are there are more "Gamble" skills than the four listed? It's a bit confusing since Gamble itself is seemingly listed as a skill and yet it seems more like it's just a subgroup.
3. I'm guessing that Coin Toss doesn't use actual Gil, right?
4. Do Knives have any particular focus?
5. Do Guns have any focus that actually differs from vanilla, which it seems still influences Guns in basically all patches?
Aero Magic Gimmick: Aero/Aero II have higher Range than spells of other elemental families.
Bio Magic Gimmick: Bio/Bio II will continually sap an enemy's HP over time, dealing Dark damage over a period of time with a chance to inflict Poison.
Scholars, much like in PW 1.0, are regulators of status effects. Esuna and Dispel are extremely useful and accurate, and their AoE effects will definitely be of use against enemies and crippled allies. Also like PW 1.0, Scholars focus on Aero and Bio magic: Aero being their primary offensive magic, and Bio to steadily cripple an enemy. Unlike PW 1.0, Scholars can be utilized to snipe enemies more effectively from afar, and are less about turning foes into Chickens. Aero is great for AoE sniping needs, whereas Bio is better for single-target, inescapable and potentially lifesappingly devasting sniping. Books now have the potential to boost a Scholar's capabilities and are geared to their abilities, such as granting a boost to Wind magic.
1. Lore seems interesting enough, though the Bio spells seem like they'd be even more difficult to balance than most abilities given the Bio spells are repeating. Guess we'll see how that works.
2. Oh, so Devout doesn't have Esuna? I actually approve of that quite a bit.
Dark Magic Gimmick: Dark/Dark II cannot be Reflected or Counter Magic'd, unlike spells from other elemental families.
Ah, Necromancer. How many revisions has it taken to get me to like you? Necromancers are masters of life and death- in PW 2.0, not only can they take it away, they can also give it! That's right, Necromancers now have the Raise spell, meaning that it takes a joint effort between Necromancers and Devouts to properly raise and heal the dead. Ironic, no? Anyhow, Necromancers can fill a variety of roles depending on how you play. Knives each can inflict various debuffs, and when combined with the Zombify spell, enemies can become crippled quite quickly. That said, Zombify doesn't have to be a debuff. Zombifying an ally can allow you to use Blood Oath (which greatly buffs an Undead unit) or Putrify (to fully heal it). Likewise, Zombifying an enemy will allow you to Turn it, making it be a temporary ally. Should that fail, of course, you can always blast it with Dark/Dark II or flat out Doom or Death it to, well, death.
1. Another class that sounds rather interesting just from the concept and abilities given despite it probably being the second most common class for people to try to add into patches of classes that weren't actually in vanilla; I'd imagine it's second after Blue Mage, of course. Not focusing on only the Undead helps a lot though and as with losing Esuna, I approve of Devout losing Raise as well.
Geomancers are likely the most advanced class in PW 2.0, requiring a firm grasp of each map's individual tiles and height differences. In fact, that's entirely what Geomancers focus on: map and height gimmicks. Geomancers provide very potent effects that are difficult to use, or can flat out backfire if not used properly. For example, Tailwind grants Haste to all units on the same height as the user- which means you can accidentally end up Hasting the entire enemy party if not used carefully. Likewise, Hellgate's Flame is only one of two player skills that can fully revive the fallen- but the caster can only be on certain terrain to use it, meaning that if a fallen ally is out of the limited range of the terrain, they're out of luck. Think of PW 2.0's Geomancers as a form of Vanilla FFT's Calculators: easy to pick up, incredibly difficult to master, with the potential to screw yourself or decimate the enemy.
1. The new Geomancer easily sounds like the most peculiar class of the bunch given it seems like it's more of a support pseudo-mage now than attacking one. As such, I'm guessing that Counter Flood/Gaia's Revenge no longer exists, correct? I'm personally quite fine with that.
2. Given I've been nagging about weapons at every turn, I "have" to ask if Poles have any particular focus at present. So...do they?
Skillset: Darkness Example Skills: Souleater, Dark Wave, Dark Aura, Immobilize, Disable, Break, Stop Equip: Axes, Swords, Shields, Helmets, Heavy Armor
Harbingers of PW 1.0 were horribly overpowered, capable of decimating entire enemy armies with little thought. PW 2.0 heavily changes that, making Harbingers still powerful (at the cost of one's own HP), but they're more akin to Queens in Chess now. Still powerful, but range and unit position are critical to their being. Harbingers have three primary offensive damaging skills, each with a range gimmick that makes it different from the other two:
-Dark Wave (Deals damage two tiles in front of the user) -Dark Aura (Deals damage to units immediately surrounding the user) -Souleater (Deals damage to a single unit within two tiles of the user)
Basically, like Chess pieces, which Darkness skill you'll want to go with (each is very JP pricy) depends on how you want to position your Harbinger. Does the enemy keep moving to inconvenient locations? This is where the Immobilize and Stop spells come in. Harbingers are all about crippling enemies... for their own benefit, and crushing them with their own life force.
1. This class also sounds rather peculiar, though that may just be because it sounds almost particular about positioning as Geomancer does. It still seems interesting though. I'm guessing that like the Dark Knight skills they're named and styled after, Dark Wave, Dark Aura and Souleater--not to be confused with Soul Eater--are actually Dark element, correct?
2. That said, all their jockeying for position seems like it may be undermined by access to Break provided Break is straight-out attempt to Petrify rather than a mere chance to Petrify while doing (Earth) damage. Then again, I'm one to talk about that since I vaguely remember giving Gafgarion some form of Break years ago, so meh.
Performers are a blend of Vanilla FFT's Bard and Dancer jobs- except they now have the Samurai's gimmick of requiring items to use. Instruments are obtained by Treasure Hunting throughout various battlefields, and without Instruments, the Performer is unable to, well, perform. The Performer's skills have huge range, meaning that they can safely stay afar while buffing allies, or debuffing enemies. Their immunity to Silence allows them to be potent spellcasters, and their immunity to Immobilize allows them to be capable frontline fighters.
1. Ah, so you combined the two and made them unisex as well as the replacement for Samurai with status immunities to boot. Easily the most interesting class to me, especially since I just realized that you could rather easily use Thief's sprite since you don't have a Thief class--itself quite interesting--among your generics and they'd still fit Performer more than decently. So that means that isn't "actually" a sprite problem with their being no female sprite for Bards or male sprite for Dancers (currently).
2. If Performers use of Instruments are modeled after Katana for Draw Out, then do you plan to have Instruments being capable of breaking/becoming "unstrung"?
3. Similarly, I just noticed something else about Instruments: you don't have them as an equip for Performer (or anyone else, including presumably Freelancer). So are Instruments now only instruments harnessed for magical murder rather than actual...instruments of regular murder? I'm...mostly fine with that actually; it's just going to take a bit of getting used to, especially if they're still in-game as relative fodder for Perform.
4. [Insert requisite question about "do Spears have a focus currently?" here.]
Ninja in PW 2.0 are a vastly different sort than the kind found in Vanilla FFT. They can't inherently Dual Wield, and they aren't meant for direct damage. Rather, Ninja are meant to be something akin to sacrificial pawns: each Ninja Blade boosts Move and Jump by 1, and this allows Ninja to rush in and get killed. That's bad, right? Not quite. PW 2.0's Ninja is meant to charge into enemies, evade their inevitable blows, get surrounded... and then release lethal debuffs to surrounding units. Ninja can get surrounded by foes, and unleash Addle to Confuse each surrounding unit, and then use their inherent Fly to fly back out of danger. Once they're out of direct danger, they can contribute to direct damage using their -ton Ninjutsu spells, which deal damage based on both MA and PA.
1. Despite Vaan's understandable misgivings about our pajama-wearing friends here, I actually think I like this class the most of all the ones presented so just because it's the most interesting take on Ninja I've seen and because it takes the A.I.'s tendencies (read: flaws) into account. Given that actual Ninja were less about the oxymoron of "visible stealth" and slinking around in the night clad in black than they were just people with seemingly normal jobs who were essentially just spies or even assassins when the time came, I'm more than fine with this variation. Ninja's constant need to be masters of nitoryuu in Final Fantasy has always been a bit tiresome and fictional fantasy ninja tend to be paradoxically really "loud" characters whether in personality or justvisually; never thought I'd be seemingly arguing positively along lines that would also also work for Naruto given how much I've come to loathe that franchise, but there you have it. So the kamikaze, "please look at and try to kill me!" focus works, even if Shields seem a bit...weird despite still making sense with the theme.
That said, I really also like innate Fly on them rather than innate Waterwalking even if the whole Wuxia, wire-fighting thing is a Chinese thing rather than a Japanese one.
2. I'm kind of a bit surprised that you didn't give them a Shock-like or Self-Destruct-like ability as such, though I'm completely fine with that given that I don't really like such abilities for the most part.
3. Speaking of abilities, why "Envenomate" and "Aphony" instead of "Envenom" and "Aphonia"?
4. [Insert comment here about how one hopes that Addle's Confuse-adding isn't actually adding Confusion.]
Skillset: Magnum Opus Example Skills: Comet, Meteor, Quick, Delay, Haste, Slow Equip: Staves, Rods, Books, Hats, Robes
Comet Magic Gimmick: Comet deals non-elemental damage to a single enemy that hits harder than other elemental spell families, including Stone.
Sages are... eccentric. They're basically Vanilla Time Mages on steroids. Their spells focus on meddling with time to create huge, battle altering effects. Quick raises the CT of all units to 100, Delay reduces the CT of all units to 0, etc... if they hit. Likewise, Meteor damages all units on the field, making it a risky maneuver that can pay off if one's party is defensive, and can undo the damage. Like all Time Mages proper, they can use Haste and Slow to further meddle with time.
1. Time Mage on steroids? I'm sold. [/actually concise comment]
2. Unlike ARENA, is Parted Way's version of Comet avoidable and/or Reflectable?
Skillset: Witchhunting Example Skills: Jump, Recruit, Mind Ruin, Soulstrike, Exorcise, Syphon Equip: Swords, Spears, Shields, Helmets, Heavy Armor
Templars, much like in PW 1.0, focus on slaying mages. If a spear to the head isn't enough, Soulstrike to deal weapon damage to MP surely is. Likewise, Templars can Jump to damage from afar, and Recruit to Charm opposite gender enemies temporarily. Templars are Male exclusive.
Skillset: Slaying Example Skills: Jump, Recruit, Power Ruin, Heartstrike, Dragonslayer, Lancet Equip: Swords, Spears, Shields, Helmets, Heavy Armor
See Templars, except Valkyries focus more on demolishing HP and PA than MP and MA. Like Templars, they can Jump and Recruit, but Valkyries are Female exclusive.
1. I might as well do these together since they're gendered--well, sexed--analogs. I think splitting up Lancer-esque classes is actually a rather neat idea, especially since it means you'll be able to split up the Lancet skill that we can't otherwise make currently among other things. Having Templar this far up also makes it the game a lot easier on poor mages; the same goes for Seal Evil & Undead units and presumably Dragonslayer & Dragon units. Finally, splitting up Steal Heart along gender lines also makes quite a bit of sense as well with the benefit of being able to just use the same ability in both classes.
2. That said, I'm a bit confused as to what Heartstrike does if it's opposite of Soulstrike and how it would differ from just any regular Spear (or Sword) strike.
3. Is this Jump a pseudo-analog of the "real" Jump? Or did you find some way to allow the use of the "real" Jump within a skill set that isn't composed of Jump? (Jump jump. [Slide slide.])
1. Oh, so Threaten, rather than Intimidate, is what loses Brave Fury. I suppose that makes sense given the name is unchanged from vanilla. I just got confused with my own patches for a bit. Regardless, I've gone back and slightly amended my commentary under Berserker with regards to what was actually Threaten, not Intimidate.
2. I originally had this question under Sentinel, but I figure that I'll move it down here given that this is the status section: "I like that you're still calling the buff-enabling status Veil. I'm still not decided on whether I want to call it that or Blessed or Astra or something else, so it's nice to see someone else decided upon it. Although I'm pretty sure I already know the answer, I figure I might as well ask: Neither Cursed nor Veil wear off normally do they? And, outside of dying, the only things that cancel them are each other, correct? That could be...problematic, especially if Veil is easily accessible."
3. Similarly, this was under feedback on Psion originally: "Interesting to note that Imperil outright places Oil status here. That would certainly be the easier way to handle those two statuses though...."
4. This was also similarly under feedback for Psion originally: "Please tell me that Confuse doesn't actually add Confusion status. Or are you making Confuse finite or at least making it so that the A.I. can't be abused by a Loss 'strategy'?"
5. Seeing Blood Suck status get made into another status that's actually still somewhat similar to it is interesting, especially since I doubt Gossip counts as a KO status. This is a rather welcome change given seemingly everyone else, myself included, replaces Blood Suck if it even gets touched at all. It's also rather amusing to think that if it is Blood Suck's replacement, then this means that Elmdor is officially a Gossip-y bitch instead of just looking like a stereotypical male one in all his Bishonen, sparkling vampire splendor.
(Please tell me Gossip status turns you hot pink instead of purple. Like...offensively pink. To, you know, reference Mediator/Orator. [/blatant lies])
That said, I can't help but wonder if you're perhaps giving the Gossip-statused AI a few too many options under the status, especially looking at situational things like Beg. Then again, I'm not really sure how cognizant the A.I. will act if it's not only stuck with one (suicidal) action and...this just made me realize I could so easily use Blood Suck's space for something I wanted to do and far more easily than what I had planned. Figures.
Anyway, I never did get around to testing skill set A7, assuming that's one that regulates abilities under Blood Suck status, so I have to ask: You have checked to make sure that a Gossip-inflicted unit has access to (read: will use) all those abilities, correct?
6. Also related to Gossip, if it is the Blood Suck replacement, then is it correct to assume that it's not going to be a status that generics can cause? This especially since Mediator seemingly no longer exists.
7. This is my final Dandy question (for now): Does Reraise status still exist? I would be so comfortable with it being dead actually, especially since you're trying to build Parted Ways more around preventative measures rather than "sandbagging" and Reraise's very existences seems like it would go against that even if it's "preventing" death--well, crystallization--arguably. I haven't seen any mention of it, so I figured I "should" ask.
Too long feedback over, I have to say it's a bit weird to realize belatedly that in addition to the usual patch casualties of Charge, Throw and Math Skill, you also completely got rid of Monk, Thief, Mediator, Samurai, Mime and Summoner. Pretty much every other patch on FFH so far has kept some version of at least one of those for generic use, so seeing them all gone already makes this rather different from other patches. Conceptually, things look much more well-defined than the initial version as far as classes and statuses go. That's hardly surprising given the first (umpteenth) draft of anything tends to be mediocre at best.
*points to own threads*
Good luck with all this. I'm sure I'll bother you again later after your eyes have recovered from this hideous abuse of them (if they ever do).
I didn't get a console until SNES came out, so I only played games my friends had until then. First games I remember playing were Duck Hunt, Punch Out, and Mario 3.
Once I got a SNES, the first game I remember playing a lot of was Contra 3. I saw Final Fantasy III in my cousins games but he wouldn't ever let me play or borrow it (douche). The first RPG I played was Super Mario RPG (I know right? Late to the game or what). The first RPG I loved was Chrono Trigger.
Oh yeah! The first game I played using the amazing Nintendo Power-Glove was Ridge Racer. I love the power glove.... it's so bad.
First Game I ever owned Super Mario World/Donkey Kong Country
First game I beat Sonic 3 and Knuckles (Knuckles only because OF THAT DAMN BARREL. AND NO, I DIDN'T HAVE THE FUCKING MANUAL OR INTERNET BACK THEN. Fortunately, the copy I had was used and already had a beaten Sonic save on it.)
Sonic the Hedgehog - Genesis (This came with the Genesis my father bought when I was younger, was pretty awesome, but have always preferred Mario Bros)
The first time I saw a commercial for Sonic 1, I was instantly obsessed. That obsession wouldn't end until but a few years ago, when Sega had officially ran it into the ground in the most horrific way possible.
Donkey Kong - SNES (This came with my SNES that I got as a kid. I liked it a lot better than Sonic, but still not as much as Mario Bros.)
You mean Donkey Kong Country, right?
RPG wise woulda been Final Fantasy and Phantasy Star III (fuck that game)
I still don't hate PSIII like everyone else does (I'd rate PSO as lower, series-wise), but I totally understand it. It's just nowhere near as good as the other 3. I might dislike it more if I actually went back to play it again, but I can't muster up the desire to do so. :v
Well, I'm not saying I won't be able to record any more videos for the rest of the tournament. But I've only been able to get up like one a week. This whole tournament I was only able to do 3 videos so far. I work 12 hour shifts four days on and four days off, but this week I'm going to visit family and friends back in Ottawa and then I'll be back to work again. So I at least won't be able to record anything until next weekend. Even then I don't know if I can promise more than one a week, and I don't want to slow the tournament down. So I'll try to be in touch with you Barren and let you know when and if I can record any more and try not to take more than I can handle.
In that case how about for now me or CT5Holy do your matches until you are able to finish your sections of the loser's bracket. Don't feel rushed to get back into it but just keep in mind that we need to get on with the tournament. Hopefully you can do at least one more match