Will try to answer these questions briefly in case you can't make a meeting.
1. To support their roles better and yes, because they can use flails. Priests have little to offer to use as a primary in most cases.
2. Because it is the only T1 spell to have AOE of two in Black magic. Also, Oil is returning to its old form as well as gaining weakness to Holy and Dark so having a 50% Oil AOE proc for Fire's low cost seems a bit much.
3. This is correct. While Summon Magic is a good skillset, Summoners themselves are unfortunately a bit underwhelming with their low HP and other lackluster stats. This gives them something to use Summoners for since the books are fairly decent weapons by themselves and are changing to MA * WP as the formula.
4. It is currently protected against by most mages and has very little to offer in terms of a status. Generally, Berserk or other status will give better, more reliable results.
1. I agree with you (and would include Silf in there too) but it's pretty hard to balance the other Summons without giving you some reason to go for them. Even doing something like increasing procs or MA multipliers would still make them a bit lackluster and the more reliable summons would still be unevadable and able to do 200+ damage with strengthen and 15 MA. I agreed to this mostly because even at their current forms, they are still viable options and the other Summons, with some being buffed, look good too. It's a middle ground.
2. Will be taking another look at them most likely. This was one of the more debated topics on what to do with these spells.
3. I actually have to disagree with you on this one. Now you can actually use a reaction (Absorb MP) to counter whereas you could not with Bizen Boat. In fact, it makes this reaction more useful. Bizen Boat's problem was that it didn't cost MP and a caster couldn't finish their spell and would have to waste two or more turns getting back to where they were. This has less AOE, but can actually now be countered by using Absorb MP. It's also slightly less powerful than meta Bizen Boat which was the other factor discussed when making this change.
1. I had mentioned before I wouldn't mind seeing a 0 WP weapon, but I don't think it should be a bag. It seems like too unique of an idea to just put on a bag. One of the cool things about bags right now is that it gives you an opportunity to raise stats or free regen, but the downside is when your unit uses it, it's not very impactful most of the time. To me, this is fair. When your AI decides to go for a bag whack, you've now seen the downside of equipping the bag for that "free" stat. I think most people accepted that argument. Do you agree or do you think that there should still be a 0 WP bag?
2. Eh, could probably go for 75%. They're kinda "there" and easy to use for a revival ability. They don't (and I believe shouldn't) need to be good because it's revival and simply having them is good. I like the idea of these missing. But that's just me. Don't think their percentages were discussed.
3. Why not? The problem here is that Fairy is pretty inaccurate for such a JP/MP expensive skill. It has that small change to resurrect a couple or even all three units but more often than not, the AI goes for one unit. I think it would be a bit much to be "mass resurrecting" a bunch of units, even if they're all at 1/3 HP. To me, that's really taking away from AOE skills since rarely can those one shot (and most are evadable.) I like increasing the accuracy though, because it becomes much more reliable, especially on low faith units.
4. Didn't look too closely at this skill until now. There will probably be more discussion on it since it was a recent addition. But my personal suggestion is to leave it 1 range, make it random HP cancel dead. But we can look at yours too.
5. I agreed with you on Maintenance being a movement ability but was outvoted
6. In reference to the last two issues, I'll combine. Wouldn't mind seeing them merge personally, but think the Jump+2 would be better on the one to be removed (so merge the one type of shoes and give the Jump+2 attribute to the one being left out.) I don't like the idea of a lancer being able to reach virtually across the map doing 2CT jumps on the first turn (which would be possible with a +2 Move + 2 Jump Accessory.)
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The first two names I find fine. Second two names I think were because they are brand new and it was easy to name them what they are in order to not confuse new players. (But I'm not too picky so they sound find to me.)
Quote from: Gaignun on June 09, 2016, 12:03:02 pm
I missed out on Discord discussions, so I am out of the loop. May I ask a few questions?
First just some general questions:
Priests with 4 Move: What is the reason behind this proposal? Are we transitioning priests into a melee role?
Black Magick Fire: Why is Oil being removed?
Books: What role are we redesigning this weapon type into? It seems only Summoners, the proverbial glass cannon, can use books now.
Silence: Why is Silence being nuked?
1. To support their roles better and yes, because they can use flails. Priests have little to offer to use as a primary in most cases.
2. Because it is the only T1 spell to have AOE of two in Black magic. Also, Oil is returning to its old form as well as gaining weakness to Holy and Dark so having a 50% Oil AOE proc for Fire's low cost seems a bit much.
3. This is correct. While Summon Magic is a good skillset, Summoners themselves are unfortunately a bit underwhelming with their low HP and other lackluster stats. This gives them something to use Summoners for since the books are fairly decent weapons by themselves and are changing to MA * WP as the formula.
4. It is currently protected against by most mages and has very little to offer in terms of a status. Generally, Berserk or other status will give better, more reliable results.
Quote from: Gaignun on June 09, 2016, 12:03:02 pm
Next, a few comments:
Summon nerfs: I am of the belief that it's not Ramuh, Shiva, Ifrit, and Silf that are overpowered, but all the other summons that are underpowered.
Quake and Tornado nerfs: Compared to Black Magick Fire, these nerfed spells cost more MP and JP, yet are no more powerful.
Melt: This will murder casters without caution and M-EV. It's Bizen Boat with 4 range, or Sinkhole that shuts down casters permanently (or until they somehow restore their MP).
1. I agree with you (and would include Silf in there too) but it's pretty hard to balance the other Summons without giving you some reason to go for them. Even doing something like increasing procs or MA multipliers would still make them a bit lackluster and the more reliable summons would still be unevadable and able to do 200+ damage with strengthen and 15 MA. I agreed to this mostly because even at their current forms, they are still viable options and the other Summons, with some being buffed, look good too. It's a middle ground.
2. Will be taking another look at them most likely. This was one of the more debated topics on what to do with these spells.
3. I actually have to disagree with you on this one. Now you can actually use a reaction (Absorb MP) to counter whereas you could not with Bizen Boat. In fact, it makes this reaction more useful. Bizen Boat's problem was that it didn't cost MP and a caster couldn't finish their spell and would have to waste two or more turns getting back to where they were. This has less AOE, but can actually now be countered by using Absorb MP. It's also slightly less powerful than meta Bizen Boat which was the other factor discussed when making this change.
Quote from: Gaignun on June 09, 2016, 12:03:02 pm
Now for some small suggestions.
Bags: Make them 0 WP to give players an opportunity to disable units' physical attacks.
Wish and Revive: Increase the constant from 70 to 80. These abilities are bad.
Fairy: Increase AoE from 1 to 2 instead of increasing the constant from 75 to 85. Increasing the constant does not make Fairy any more useful in my opinion.
Lay on Hands: Increase range from 1 to 2?
Maintenance: Make this a reaction or movement ability
Battle Boots and Red Shoes: Merge into a single accessory that provides +1 PA, +1 MA, and +1 Move.
Germinas Boots: Add +2 Jump to give Lancers an additional way to increase their jump speed.
1. I had mentioned before I wouldn't mind seeing a 0 WP weapon, but I don't think it should be a bag. It seems like too unique of an idea to just put on a bag. One of the cool things about bags right now is that it gives you an opportunity to raise stats or free regen, but the downside is when your unit uses it, it's not very impactful most of the time. To me, this is fair. When your AI decides to go for a bag whack, you've now seen the downside of equipping the bag for that "free" stat. I think most people accepted that argument. Do you agree or do you think that there should still be a 0 WP bag?
2. Eh, could probably go for 75%. They're kinda "there" and easy to use for a revival ability. They don't (and I believe shouldn't) need to be good because it's revival and simply having them is good. I like the idea of these missing. But that's just me. Don't think their percentages were discussed.
3. Why not? The problem here is that Fairy is pretty inaccurate for such a JP/MP expensive skill. It has that small change to resurrect a couple or even all three units but more often than not, the AI goes for one unit. I think it would be a bit much to be "mass resurrecting" a bunch of units, even if they're all at 1/3 HP. To me, that's really taking away from AOE skills since rarely can those one shot (and most are evadable.) I like increasing the accuracy though, because it becomes much more reliable, especially on low faith units.
4. Didn't look too closely at this skill until now. There will probably be more discussion on it since it was a recent addition. But my personal suggestion is to leave it 1 range, make it random HP cancel dead. But we can look at yours too.
5. I agreed with you on Maintenance being a movement ability but was outvoted
6. In reference to the last two issues, I'll combine. Wouldn't mind seeing them merge personally, but think the Jump+2 would be better on the one to be removed (so merge the one type of shoes and give the Jump+2 attribute to the one being left out.) I don't like the idea of a lancer being able to reach virtually across the map doing 2CT jumps on the first turn (which would be possible with a +2 Move + 2 Jump Accessory.)
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Quote from: Gaignun on June 09, 2016, 12:03:02 pm
And finally, some name ideas:
Secular Shield: Hallowed Shield
Provoke Bow: Bacchus Bow
MP Poison: Sap (easier to say)
MP Regen: Refresh (easier to say, and sounds similar to Regen)
The first two names I find fine. Second two names I think were because they are brand new and it was easy to name them what they are in order to not confuse new players. (But I'm not too picky so they sound find to me.)