I just figured I'd give my thoughts on some of the topics Andrew mentioned on the first page.
I think Hi-potion's JP cost does not need changing. It feels balanced as is.
I don't think I like the idea of changing Grand Cross's AoE, don't know about the MP cost or vertical tollerance though. It seems fine as is.
I don't know what "sticky targeting" means. If the CT for Reraise gets reduced to 0, I perceive a problem as a unit gets up and reraises itself instantly could be a bit OP.
Hawk's Eye loosing poison makes sense, and adding Darkness instead could work thematically at least.
Leg Aim inflicting Stop instead of Don't Move makes no sense.
Weapon Break is fine as is. Weapon Steal makes less sense to me.
Wave Fist loosing Wind element does make sense. It was always a non-elemental move and I think it works better as non-elemental.
Protect/Shell giving any healing at all does not make sense.
Dia should not be AoE at all, but 6 range could work, though I think it's fine as is.
Fire adding Oil has never made sense to me, especially since Oil boosts all elements and not just fire. I would advocate changing Oil to only boosting Fire like in the original game. Maybe make a different effect that boosts all/other elements?
Haste/Slow should be changed because as is they are never used. Reduce the CT, MP cost, JP cost, and increase the percentage of success, an improvement of some kind at least should be made I think.
I don't see the need to change any of the Summon Magic. Making Salamander non-elemental makes no sense. Fairy healing more would be too OP. Carbunkle being free to cast would be broken.
In conclusion I would like to say that change for the sake of change is pointless, even harmful. Changes should only be made in the pursuit of gameplay balance. Once things are solidified in a balanced way they should remain unchanged. Maybe FFT Arena can grow into a competitive scene with $$ tournaments. I'd like to see that, and constantly changing things doesn't help that because it changes the way the game is played and forces people to learn the new mechanics which can hinder the advancement of understanding the mechanics. It takes time, years in fact, to gain mastery level understanding of advanced strategies and tactics which advances the metagame of competitive play. So I don't like resetting that advancement unless it's essential.
I think Hi-potion's JP cost does not need changing. It feels balanced as is.
I don't think I like the idea of changing Grand Cross's AoE, don't know about the MP cost or vertical tollerance though. It seems fine as is.
I don't know what "sticky targeting" means. If the CT for Reraise gets reduced to 0, I perceive a problem as a unit gets up and reraises itself instantly could be a bit OP.
Hawk's Eye loosing poison makes sense, and adding Darkness instead could work thematically at least.
Leg Aim inflicting Stop instead of Don't Move makes no sense.
Weapon Break is fine as is. Weapon Steal makes less sense to me.
Wave Fist loosing Wind element does make sense. It was always a non-elemental move and I think it works better as non-elemental.
Protect/Shell giving any healing at all does not make sense.
Dia should not be AoE at all, but 6 range could work, though I think it's fine as is.
Fire adding Oil has never made sense to me, especially since Oil boosts all elements and not just fire. I would advocate changing Oil to only boosting Fire like in the original game. Maybe make a different effect that boosts all/other elements?
Haste/Slow should be changed because as is they are never used. Reduce the CT, MP cost, JP cost, and increase the percentage of success, an improvement of some kind at least should be made I think.
I don't see the need to change any of the Summon Magic. Making Salamander non-elemental makes no sense. Fairy healing more would be too OP. Carbunkle being free to cast would be broken.
In conclusion I would like to say that change for the sake of change is pointless, even harmful. Changes should only be made in the pursuit of gameplay balance. Once things are solidified in a balanced way they should remain unchanged. Maybe FFT Arena can grow into a competitive scene with $$ tournaments. I'd like to see that, and constantly changing things doesn't help that because it changes the way the game is played and forces people to learn the new mechanics which can hinder the advancement of understanding the mechanics. It takes time, years in fact, to gain mastery level understanding of advanced strategies and tactics which advances the metagame of competitive play. So I don't like resetting that advancement unless it's essential.