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April 28, 2024, 02:33:41 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - badabing93

1
Just finished my second playthrough of the storyline. I'll offer some general criticism since you said that you'd be doing things differently if you revisited this.

I disagree with some posters who found the enemy bulk/healing problematic. It's an important source of difficulty spike here, though I think you'd benefit from raising enemy power more often for this instead. Relying on status for tanks past the early game (outside of bonus poison from swarmstrike/split) is very inefficient. This mod puts an emphasis on boosting and/or using AoE attacks to build a lead, and the positions were fun to solve despite several tools being a bit overpowered. I say leave the buffs on swallowtail and eldena doublecast fire, but add some drawbacks such as recoil and more midgame return magic respectively.

As for other rebalances, I thought the various nerfs to physical classes were welcome because they incentivize the unit to actually specialize in ranged or close quarters. A good example of this was the bounty's fighter on roda volcano. Not sure if the formation was random, but he starts up close to the party such that you're better off simply sidestepping him and abusing his inferior movement/ranged power rather than brute forcing through him like any other unit. Took me some experimentation to realize that though because the game doesn't quite force you to try that hard the entire time if you're content weathering the attrition.

Bow-users' access to ranged fight provides them a cool niche when paired with the bonus crit chance of mediator's praise. I love the mediator for this and his growths/equips, but a lot of his debuffs weren't worth clicking to the point where he probably oughta go a different direction overall. And this hits on my biggest complaint with the mod which was there being a lot of fluff in not useful abilities and even classes. Many regular classes could use a little more differentiation also. Of the custom jobs, the reaver in particular needs changes as everything he does outside of lifebreak is just too slow-paced or weak in my opinion. I suggest buffing zombify to AoE and making his growths better while increasing job reqs to make him more of a reward. Panther soul movement was genius though. The evoker and dual wield juggler concepts are interesting and hope they get implemented.

That's it mostly... Good job with the equips. Consider lowering AP cost further and removing dispatch (if that's even feasible). I'd be tempted to remove AP honestly, but it does add a layer to the RPG decision-making.

Thanks for your work.
2
This mod is awesome.

I love what you did with the stats. Couldn't imagine a better job system either. The only change I would suggest here is boosting onion knight atk growth to 4.0, possibly at the expense of some bulk. His best use is robing and phys atk. Loss of an ability slot is quite an opportunity cost already. Didn't know this was unfinished so I took the time to squeeze in several levels as a fighter xD... black robe boosted backdraft is insane.

I think you could make it harder too... The player has so many tools at their disposal. Those counter draining vampires and naiads were on the right track. Maybe throw in some uber speedy guys like the snow fairy. The first babus fight left a little to be desired though. I suggest handing them more broken equips in general as the ai struggles to utilize skills.

Adramalech fight was one of my favorite moments of any game lol so props. Hope you finish this. Thanks