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May 19, 2024, 11:03:55 pm

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Messages - anniejazz

1
Dang it really sucks to hear the editors are so limited. I wouldn't have guessed considering how much you've been able to squeeze out of it with the tinker and thief reworks.
2
As I've been experimenting with late game builds I've started to realize the Nu mou jobs are very samey. I think this is more of a problem with the base game, but I haven't played vanilla in ages so I can't say for sure.

Scholar feels like a terrible illusionist, spending an absurd amount of mana to damage every unit, even your own, isn't great. Maybe there's some way to revamp this class? My pie in the sky idea is to make it like a nu mou version of the summoner with large area spells with smart targeting. I don't know how feasible it is to change a class that drastically though. Also study just has to go. IDC what it gets replaced by, it's just not very useful with how thieves have been changed.

Sage and Alchemist kinda blend together for me, especially since you swapped their spells around. I also am not a big fan of the transmute change. If I'm gonna go for gold drops I'm gonna grab my sniper or my fusilier/thief and get gold from long range. Maybe make it so transmute turns enemies into ethers and rarely elixers or the crystals? That'd give us a good way to farm them. And maybe sage could learn some sort of earth spell like sandstorm instead of blind, would make more sense than a random debuff spell.

I feel like Arcanist needs jesus or something. Those level whatever spells are so cheeks. I feel like this Job should be the undisputed king of giant explosive magick. Would it be possible to give it access to nightshade abilities like dimensional rift and turn this thing into the final unlock for nu mou? Also maybe it could learn blood price, I know it works with nu mou since Twiegel has it in one of the house bowen quests early on.

Also a little thought on the white mage, I do think the increase in MP costs really makes it unviable till late game. I just had my thief dodge tanking and running potions to people for healing. Honestly I'm not sure what I'd do with this one, maybe cure could be 10 MP instead, that way they can get heals off every turn, but in exchange they won't be able to save any MP up.

BTW I could have sworn blue magick was able to be magick frenzied in vanilla, but it won't let me. Is that some kind of bug? also no matter what I try, Hurdy's Hide doesn't work. Crime spree is broken as well, which is an absolute shame considering how bangin it would be. 3 loot, 3 items, and 3 gil drops? YES PLEASE.
3
Quote from: Shrikesnest on November 16, 2023, 01:38:34 pmAlso, I'm curious as to whether or not you've tried Tinkers and if you have any feedback on them in particular. I think they're the one Moogle job that's actually in a pretty good spot, but I'd love to know what the players think about it.

I love the tinker! my early game strat was to protect my tinker/fusilier mix until he could get a red spring off for the whole team. It does kinda feel like the job is carried by red spring and moogletron though, as gigantic debuff spells with no smart targeting tend to be a lot harder to use than a smaller spell from a green mage. Overall still one of my favorite classes from the hack. I think Thief and Flintlock are also in pretty good spots.

4
Commenting to say I love this mod. 130ish quests done right now, 2/3rds of the way through the story. Your hack has become my main "before bed" game, and my favorite way to play FFTA2! I do have some thoughts on it though, if you don't mind me sharing:

There's too many weapons with nothing to learn on them. The changes you made to the loot system are phenomenal, completing the bazaar and farming for loot is incredibly fun with how much you get from stealing, and all the different classes that can do it add the right amount of spice. Unfortunately, now that I'm getting into the A tier of weapons there's just nothing on these really cool looking weapons, and the stats on them rarely wow me for how coveted they are. I don't really like the idea of spreading learnsets out more, so maybe you could have them learn some reaction/passive abilities races don't normally get, like dual wield on Vierra or something. Or you could just straight buff the stats if that's not possible.

Next, I feel like Moogles are in a pretty terrible spot. The characteristics you gave the races are really cool and help diversify shared jobs in a fun way, but Moogles, main those bonuses really suck. You don't really run into a lot of magick users in the game, so the +15 Base res and +2 growth doesn't really come in handy as often as you think, especially when you consider the fact they also have -10 base HP and -1 HP growth. Sure they're great evasion tanks with the buffs to that, but my Hume Thief can reach 89% evasion with flee, and that's plenty for me considering they don't have to deal with the -5 Base attack and -1 growth the moogles have. That attack nerf really hurts when all but 2 of your jobs do physical damage. Speaking of jobs, idk what's up with the moogle knight but blade of peace is dealing no damage, and everything else besides Ultima on that job deals pitiful damage. Jugglers don't really have much to do besides run around dodge tanking, loosing quicken really hurt this job and it doesn't have much else to make up for it. With how you reworked thief, I'm sure you could figure out something really cool for this job to do instead of being a smile bot. Finally the 2 Gunner jobs aren't really worth the investment. Fusilier is like a bad black/green mage. The debuffs rarely hit, and the elemental bullets cost too much MP considering they're single target. The increased damage is nice, but it's not really enough to make it worth 16 MP. Flintlock takes a lot of setting up for not much reward. Outside of Ether Boost and Ether Cannon, the rest of the abilities aren't great. Shell and Protect cannon should be merged into barrier or maybe scrubbed entirely, considering the green mage can drop Barrier on 5 of your units on turn 1. Moogles are my favorite race, so I just wish they were as good as the rest of them here.

Finally, I do hope some of the bugs brought up earlier in the thread get patched at some point, it really sucks that there's missing abilities. Overall amazing hack though, I love it and hope to see an update come out soon before my playthrough is over!