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  - [October 10, 2013, 06:29:17 AM]
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« on: October 10, 2013, 06:29:17 AM »
So for the crowds of you who are still following this (read: you two people out there), PW 2.0 is well underway. I have a lot of fun new things planned. 1) New Move-Find Item Rewards The great Treasure Hunt is something that you completionists will hate me for. Each map has (as talked about previously) a Treasure Idol- one of which is found in every map (except for Gariland). Collect them all and either keep them to show off, or sell them for high amounts of Gil, which is still very limited in PW. Also introducing Secret Logs. There are 13 to be found (all findable via Move-Find Item). These items don't sell for anything, but reading them will give you a great bit of insight on a FFT character that isn't talked about much. I'm hoping you all will find them and read them! 2) New Jobs I've (finally) decided on a set of jobs I'm happy with. Many jobs from PW are returning, such as Scholar, Berserker, Necromancer, and Harbinger. However, a great many jobs have been replaced and given new coats of paint. Joining the PW job tree is the Ranger job, which, well... I'll get to that next. There's also the Judicer job, Seer job, Chronomancer job, etc. I'll go into further detail on those all in a bit. 3) Revamped Item System Unlike PW 1.0 where you could unlock a ton of equipment at once and mix-and-match as you pleased, PW 2.0 is a more linear item progression system, akin to Vanilla FFT. However, unlike FFT, the new items are fun to use and have some cool gimmicks. Staves, for example, deal no damage but instead inflict a buff 100% of the time. Knives are prone to inflict debuffs, etc. Unlike Vanilla, equipment is more varied and is just generally more interesting to use. And yes, each one will have an interesting Sage Knowledge entry to read. 4) Speaking of Items... Useable Items (such as Potion and Phoenix Down) are dead. Now, before you riot, this is where the Ranger job comes in. The Ranger is a ranged (obviously) unit, capable of using Longbows, Crossbows, and Guns. They have Innate: Poach and Treasure Hunt. What's so special about them? They're basically the new Chemist replacement. Their skillset revolves around foraging for herbs on the ground and making their own items to use on the party. What does this boil down to in terms of gameplay? Basically, Rangers can use (formerly) Items without having to actually buy Items. Instead, all they have to suffer is a short CT to use them. Gil can still be acquired by selling Denamda, coins which are won after battle. Additionally, the new Juggler job can Throw these for heavy damage to the enemy. 5) What's With the New Jobs? Freelancer: Freelancers remain more-or-less the same as they were in 1.0. They've lost the ability to wield every piece of gear, but have a more versatile skillset which includes vital early-healing and early-revival skills.
Devout: Devouts remain the dedicated healers of the party, capable of casting Cure and Raise, and can still wield Dia magic. They also maintain their gimmick of focusing on increasing Faith. New to their arsenal is the Divine Reckoning spell, which deals a tremendous amount of damage to enemies with the Innocent status, as well as removing that status from them.
Magus: Magi remain the early dedicated offensive mages of the game, still wielding Ice and Earth magic which deals damage based on the enemy's lack of Faith. In addition, they can now inflict Poison and Blind to further cripple enemies. The Poison and Blind spells totally ignore an enemy's Faith for accuracy. Shadowflare remains their ultimate spell, dealing heavy non-elemental damage to a single target based on their Unfaith. In addition, they have a new spell called Hell's Judgment, which is the opposite of Divine Reckoning- it deals tremendous damage to Faith'd enemies, and removes that status from them.
Psion: Psions also remain much the same, wielding Fire magic and the ability to easily inflict Confuse and Oil. Berserk has also been added to their arsenal, as well as Charm. Psions can now physically attack enemies from afar with their Telekinesis spell and can instantly kill a Confused enemy with their signature Overmind spell.
Scholar: Scholars are now an advanced magical job, still being able to wield the Aero and Bio spell lines, and their ability to cast Esuna and Dispel remains. New to their arsenal is the Chicken, Curse, and Veil spells. Chicken turns the enemy into a chicken until they take damage or are healed, softening their defenses briefly. Curse and Veil are counterspells to one another. Curse status makes an enemy unable to be buffed, and renders them unable to React. Veil status renders a unit totally immune to debuffs.
Necromancer: Necromancers are very similar to their original selves, but with some tweaks. Necromancers now gain the Banish spell, which can instantly turn Undead enemies into stone, allowing Necromancers to more easily handle Undead threats.
Seer: Seers are the new basic magic job. Seers are one with nature, capable of using Water magic. Seers can also cast a variety of assorted other magicks, including Regen, Vanish, and Might. Seers are unique in that their skillset contains the Recharge ability, which allows them to regain a small amount of MP. Despite being a basic job, the Seer's varied skills are worth having around for a variety of circumstances.
Judicer: The second of four new mage jobs, the Judicer is a blend of magic and melee. Judicers have a magical skillset, but are capable of wearing heavy armor, shields, and swords, at the cost of a limited MP and MA pool. Judicers wield Thunder magic, and their spells revolve around "punishing" enemies. In addition to reducing an enemy's stats, the Judicer can also use their Guilt and Innocence abilities to damage enemies suffering from buffs and debuffs respectively, which make Judicers great team-players when used in tandem with other mage jobs.
Avatar: Avatars remain almost exactly the same as they were in PW 1.0. Using Magicite, the Avatar can summon creatures for a variety of effects. Unlike PW 1.0, Magicite cannot be equipped, and Avatars can instead wield Poles for heavy damage when they're lacking in Magicite. They also have a large MP pool so that they can feasibly wield other spells when lacking in Magicite.
Chronomancer: Chronomancers- much like Judicers- are a blend of magic and weaponry, except Chronomancers are more proficient with ranged weapons such as Crossbows and Shields, rather than melee weapons and heavy armor. Chronomancers wield a trimmed-down set of Time Magic from Vanilla FFT, but with a few new spells: Comet, Comet II, Time Crash, and Zero Gravity. Comet and Comet II are non-elemental damaging spells, whereas Time Crash may reduce the CT of every unit on the field to 0- including allies, meaning it's a very risky spell to wield. Zero Gravity deals percentile damage to a small area of enemies and thrusts them into the air, inflicting Float and Immobilize.
Templar: Male units who excel in the mage field will gain access to Templars, a melee job with a magical twist. They have eight elemental strike abilities, which consume a small amount of MP to unleash a weapon strike imbued with an element and a status proc. Templars (much like in PW 1.0) can wield Spears and Heavy Armor, but are lacking in the Move and Jump departments.
Sentinel: Sentinels are once again a basic melee job focusing on defense and buffing. Still wielding Protect, Shell, Reflect, Steelguard, and Mediguard, the Sentinel can Taunt an adjacent enemy into attacking the Sentinel if they wield a melee weapon. Sentinels are more or less the same as they were before, but their Resuscitate skill was moved to Freelancers.
Brigand: Like Sentinels, Brigands are very similar to their PW 1.0 incarnations, but with new skills. They've lost the ability to debuff enemies but have gained Self: Haste and Self: Vanish skills, aiding in theft and speed. They also wield the new Smokescreen ability to Blind adjacent enemies in a bind.
Ranger: Rangers are a wholly new job, replacing the old Alchemist and Sniper jobs. Rangers excel in long-range attacks, and can use their Forage skillset to make Items on the fly to instantly use on crippled and wounded allies. Should they land a kill on a monster enemy, Magicite is unlocked at the Fur Shop later in the game. They can also bypass traps (which are again on every map in PW), and are very mobile units.
Assassin: Formerly a female-specific job in PW 1.0, Assassins are now available to both genders, with an almost wholly-new skillset. They maintain their Charm/Kill combo, but can now lob shurikens, suffocate foes, unleash unblockable attacks, and more. More mobile but less evasive than Brigands, Assassins have low HP and count on easy kills to stay alive in the heat of battle.
Berserker: Returning from PW 1.0, Berserkers are no longer Always: Berserk, and have a new skillset. Returning is Fervor and Heat of War, which adds Berserk on the user. Heat of War returns from very early incarnations of PW, and increases the Fury of all units on the field by 3, increasing damage both dealt and received from physical strikes. Infuriate bolsters the user's own Fury, and Bulk Up increases the user's own PA. Blitz deals reduced damage to surrounding enemies, and Crippling/Crushing Blow are physical attacks that can also debuff and destroy enemies.
Harbinger: A fan favorite from PW 1.0, Harbingers return in the same capacity as they did in PW 1.0. They're Dark Knights of the foulest sort, enjoying torturing enemies. They still wield skills with recoil damage, and can inflict Immobilize, Disable, and Petrify from range with their (inaccurate) spells.
Druid: Druids are the fourth and final new mage job in PW 2.0. Druids are a unique blend of magic and melee, wielding light armor and weaponry, but have high amounts of HP and Speed. Their skillset is an evolved version of every elemental spell- Meltdown (Fire damage to all enemies), Freeze (Ice Unfaith damage and Atheist on enemies), Quake (Earth MA*X damage), Blast (Thunder, Instant CT), Flood (Water, Heavily reduced MP cost), Tornado (Wind, Infinite range), Dark Holy (Dark damage and Undead onto enemies), and Holy (Holy damage and Faith onto an enemy). All of these spells, while evolved from the other elements, do less damage than the spell's level II tiers. As such, the Druid requires a bit of setup and customization to fit a player's chosen playstyle.
Blue Mage: Yes, Blue Mages are coming on board as a generic job that every class can use. Being able to wield a skill from every monster family, the Blue Mage is the pinnacle of spell versatility, albeit at the cost of average stats and a very limited equipment pool.
Juggler (Not 100% confirmed yet): Jugglers are the pinnacle of Speed and Evasion, being able to easily dance and weave around an enemy's physical attacks. Jugglers will be able to use Gil Toss and Throw to damage enemies from afar. They do, however, lack decent PA and HP, meaning that they're screwed if they're forced to fight mano-a-mano.
Onion Knight: The ultimate generic job. Good luck unlocking this one. |
6) Events New events are still going to be added, and I have a much clearer vision now of the things I want to add. My intention is to add events that allow you to briefly play as previously unplayable characters, and events that chronicle things that were previously unresolved in FFT. PW 2.0 will be less about adding new characters and plotlines, and will focus more on building upon what was already there in FFT to begin with. So yes, people, I've been working hard on PW and hope to have some screenshots of the new jobs and items up fairly soon. PW 2.0 should be more balanced, less buggy, and more fun than PW 1.0. It won't be half as fancy as Jot5 or CoP, but I'm hoping you all will enjoy it as a refreshing way to play Vanilla. 
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!" |
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