I just beated Bethla Garrison and i have some nitpicks with the patch right now:
1) The Rafa and Malak skill sets are uninspiring and boring to be honest. They can be useful (Rafa Sky Demon with Earth Clothes can OHKO some units while Malak can stop sandbagging with Heaven Bolt Back and the 100% slow is nice) but they feel too much like wizards and in some cases like suboptimal versions of them.
2) In chapter 4 there are some decisions to increase the difficulty in story battles that end up repeating themselves too much and make this fights tedious. In particular the repeated appearance of Teleport 2. In some battles i think it improved the battle (for example the Meliadoul fight with the teleport 2 archers) but in others it just made the battle take longer (Simon with teleport 2 started moving between the edges of the stage to heal himself while on critic and with the rest of his party dead). It ends up as overused and in some cases doesn't add up much to the fights.
3) I think the AI doesn't consider the new CT on Draw Out skills, as it ends up casting it in occasions where my units con move out of the AoE.
4) A really minor nitpick. But why does Orlandu's job includes MA Save. Has anyone ever made Orlandu an MA character?
Again. These are just some minor issues in an overall good mod.
1) The Rafa and Malak skill sets are uninspiring and boring to be honest. They can be useful (Rafa Sky Demon with Earth Clothes can OHKO some units while Malak can stop sandbagging with Heaven Bolt Back and the 100% slow is nice) but they feel too much like wizards and in some cases like suboptimal versions of them.
2) In chapter 4 there are some decisions to increase the difficulty in story battles that end up repeating themselves too much and make this fights tedious. In particular the repeated appearance of Teleport 2. In some battles i think it improved the battle (for example the Meliadoul fight with the teleport 2 archers) but in others it just made the battle take longer (Simon with teleport 2 started moving between the edges of the stage to heal himself while on critic and with the rest of his party dead). It ends up as overused and in some cases doesn't add up much to the fights.
3) I think the AI doesn't consider the new CT on Draw Out skills, as it ends up casting it in occasions where my units con move out of the AoE.
4) A really minor nitpick. But why does Orlandu's job includes MA Save. Has anyone ever made Orlandu an MA character?
Again. These are just some minor issues in an overall good mod.