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EzRemake [Posts: 16]
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  • [December 03, 2012, 07:29:15 AM]
EzFFT - Ez's Rebalance [Version 0.16]
« on: December 03, 2012, 07:29:15 AM »
Hello everyone!

What started as a few tweaks and balances, has now turned into a full fledged rebalance featuring new Jobs!

Overall, the difficulty of the game has increased, as enemy levels will scale with your own. However, enemies in Story Battles will be limited to using the same gear that is available to you, based on your story progression, so you need not worry about over-leveling, if that is your play style.

The overall focus of the patch is to increase challenge for veteran players, without overdoing it, while at the same time adding some fresh new features.

JP costs have been reduced in all areas so that enemies will have a wider array of abilities they are capable of learning. This will also benefit the player by heavily reducing grind times, and offsets the removal of Gained JP UP.

I will continue to make changes and balances as necessary. If there is anything you would like to see, or if you find any bugs, please don't hesitate to let me know!

Screenshots for new skill sets are now available in Featured Changes below


Featured Changes


Recent changes


As always, you can update using a fresh iso, and can continue with your previous save files.

Download 0.16
Login to show download link

« Last Edit: January 29, 2013, 07:19:54 AM by EzRemake »
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Eternal [Posts: 3077]
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  • [December 03, 2012, 01:48:39 PM]
Re: Ez's Rebalance
« Reply #1 on: December 03, 2012, 01:48:39 PM »
Interesting changes. Nothing fancy at all, but a very good start. This was pretty much what I wanted to do with KO, but FFT has so much broken stuff that I had to do a lot more, heh.

I can tell you right now that innate MA Up on Wizards is a terrible idea. Since it's innate, you can stack it with Short Charge, which will lead to some insanely high, quick spell damage. Throw that in with elemental boosting, and it becomes downright broken. Same goes for Short Charge on Time Mages. Throw MA Up on them and they become ridiculously good.

I'm confused as to why you removed Two Swords from Celia/Lede, too.

That aside, this looks nice!

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    Eternal [Posts: 3077]
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    • [December 03, 2012, 08:28:22 PM]
    Re: Ez's Rebalance
    « Reply #2 on: December 03, 2012, 08:28:22 PM »
    Really, a lot of Celia/Lede's deadliness come from their Use Hand skillset, which can utterly destroy a unit at 100% accuracy. Instead of getting rid of Two Swords on them, perhaps consider making Stop Bracelet/Seal use PA+X% or something. This way, your units can avoid the flat-out Death effect, but Celia/Lede can still deal decent melee damage with Two Swords.

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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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    Eternal [Posts: 3077]
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    • [December 03, 2012, 09:21:09 PM]
    Re: Ez's Rebalance
    « Reply #3 on: December 03, 2012, 09:21:09 PM »
    Ah, I was thinking more from Limberry Gate/Inside Limberry than Riovanes Roof. You could probably get away with giving Rafa slightly better armor for that fight so she'll last a bit longer. All it takes is one turn to get into decent healing/buffing range, if even that.

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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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    Eternal [Posts: 3077]
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    • [December 03, 2012, 10:00:27 PM]
    Re: Ez's Rebalance
    « Reply #4 on: December 03, 2012, 10:00:27 PM »
    Your save should be fine.

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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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    Jumza [Posts: 1518]
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    • [January 13, 2013, 12:57:56 AM]
    Re: EzFFT - Ez's Rebalance [Version 0.14]
    « Reply #5 on: January 13, 2013, 12:57:56 AM »
    I'm intrested to found out what septic sword does/looks like. Best name for a swordskill IMO :D

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    EzRemake [Posts: 16]
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    • [January 29, 2013, 07:27:58 AM]
    Re: EzFFT - Ez's Rebalance [Version 0.16]
    « Reply #6 on: January 29, 2013, 07:27:58 AM »
    Version 0.16 was a big balance patch in terms of getting similar weapon classes and jobs on par with each other (i.e Balance), as well as bringing damage numbers down as they were higher than intended - especially due to the appearance of Bracer.

    I've tried numerous ways to allow Martial Arts to stay, but even with the decreases to Martial Arts damage, the Punch Ninja is still way too strong. Monk is still a solid Job as always, however is now more dependent on using skills in order to maximize their damage (Due to no weapon upkeep).

    Soul Shackle is the first new item of many I plan on adding. The goal is to add more diversity in accessory set up.

    New end game weapons will also be making an appearance in an upcoming update. These weapons will be unavailable in shops, and will only be obtainable from the Deep Dungeon.
    « Last Edit: January 29, 2013, 07:33:42 AM by EzRemake »
    EzRemake [Posts: 16]
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    • [February 20, 2013, 11:30:34 PM]
    Re: EzFFT - Ez's Rebalance [Version 0.16]
    « Reply #7 on: February 20, 2013, 11:30:34 PM »
    Sorry about the delay of 0.17, I've had a few things on my plate recently and haven't had the time to work on things. I will definitely have it done by the end of the month, and will have Chapter 4 story battles completed.
    Surprised to see me?
    Otabo [Posts: 818]
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    • [February 21, 2013, 03:23:59 AM]
    Re: EzFFT - Ez's Rebalance [Version 0.16]
    « Reply #8 on: February 21, 2013, 03:23:59 AM »
    Any big changes coming to Deep Dungeon? Like, any special fights or something? :D
    EzRemake [Posts: 16]
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    • [February 22, 2013, 12:54:57 AM]
    Re: EzFFT - Ez's Rebalance [Version 0.16]
    « Reply #9 on: February 22, 2013, 12:54:57 AM »
    Yes, I want to remake the DD battles so that they are nothing like what they are now. I want them to give a very 'end-game' feeling, with special weapons that can only be obtained there. Whether that is going to be through using steal, or as a battle reward, I'm not sure yet.

    I'm also not sure if the DD changes will be taking place in the next version however, as something like that is going to take quite a bit of testing to get right.
    savantopus [Posts: 60]
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    • [February 22, 2013, 07:52:17 PM]
    Re: EzFFT - Ez's Rebalance [Version 0.16]
    « Reply #10 on: February 22, 2013, 07:52:17 PM »
    Really cool ideas man, I am going to implement some of them into my personal patch. Check out this idea I have: Do away with the class associated armor equip. So mages and priests can wear armor, etc. HOWEVER the penalty for wearing armor is loss of movement speed. Doesn't this make more sense? If something is magical, it can go through buildings and clothes and armor... why should magic users be penalized from getting more HP? Furthermore, if you are wearing heavy armor which gives you more physical protection, wouldn't it be more difficult to MOVE and JUMP around?? Another idea I have for the sake of increasing realism is to give all players more HP but drastically reduce the effectiveness of potions and phoenix down. I mean what is a potion? Water or juice? If you just got smacked in the face with a sword there is no apple juice on earth that will help you recover to full health. Giving more HP at the start will make the battles last longer and each attack more meaningful. This increases the depth and strategy of the game. Worth a shot?

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    EzRemake [Posts: 16]
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    • [February 22, 2013, 11:24:50 PM]
    Re: EzFFT - Ez's Rebalance [Version 0.16]
    « Reply #11 on: February 22, 2013, 11:24:50 PM »
    It's definitely not a bad idea, my only concern is how you would go about implementing those changes. Something like that would require ASM hacking. Also, it would radically change the balance of the game, as you'd be able to have tank-like mages who are hard to kill, can kill groups of people, and can heal themselves up. I don't think the movement penalties would really effect them that much either, unless they can only move 1 tile at a time or something - at that point you have to consider fun factor.

    As far as potion balancing, you could try making potions heal for a low % of max life, allowing them to scale throughout the game, but still be significantly weaker.
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