Well it's still pretty early, I've just recruited Agrias... anyway, to not risk forgetting, some very early considerations related to the first 2 chapters. Take it for what they are.
Premise: I've adopted a less grindy playstile, since level scaling seems a double edged sword, so I tried to keep the lowest profile possible. Don't know if I made the right choice.
I've never claimed to be skilled, but some story fights required me several restarts! Almost like the first time I've approached FFT. Maybe I should have gained more levels? Actually I'm stuck on the last Gaffgarion fight, which give me some food for thought: so overwhelming!
What I liked:
- Mp cost on sword skills makes the characters who use the, more interesting
- buff-debuffs
- a more balanced approach between physical fighters and magic users in party
- general monster overhaul
- reduced movement, placement now counts more
- skill overhaul (generally speaking), especially archers and onion knight
- a lot of other things. I had a lot of fun overall, and some victories were very very sweet, with epic moments and narrow episodes
What I found frustrating (so far)
- rending is very present, almost to a point where I see more and more appealing the "safe" passive to make equipment un-rendable. If that's the case, and this skill is a must-have, I'd prefer a slightly adjustment, as I don't like automatic choices
- support characters and dedicated healers are a must have (so far). See above about automatic choices
- magic carried the day too many times. When a scenario gives me problems, I bring 2 black mages and usually make it through (Again: I'm in the early game)
- rubber boots making lightning magic (and coral sword equip to a lesser extent) a dead skill pretty early (until at least I go beyond that level plateau. Everyone seemed to equip them)
- When I used Coco, I sadly discovered Esuna is vertical 0. I can see the reasoning behind it, monster healing is already fearsome in random encounters, still...
- Strangely enough, Squire Ramza cannot equip axes whatsoever (I wanted to give them a try)
- Sometime Tailwind is 69, sometimes 71 %. I don't understand if it's an error or a mechanic underlying that I can't see
- In some story missions, massed ranged damage and odd CT placement made too many, too frequent turn 1 kills, which I found frustrating (or maybe who knows I suck ). The last fight with guest Agrias, for instance, saw me and enemy start as 2 distinct blocks of CT time, and since they have the initiative AND range with 2 guns and 2 bows + skills, I've found it negative
What I'd like to see (so far)
- more knockback on rush and stone
- a more focused selection of onion knights active skills. I appreciated the change but it is not enough to entice me to play it - yet.
That's it for now! Keep up the good work, and thanks again
Premise: I've adopted a less grindy playstile, since level scaling seems a double edged sword, so I tried to keep the lowest profile possible. Don't know if I made the right choice.
I've never claimed to be skilled, but some story fights required me several restarts! Almost like the first time I've approached FFT. Maybe I should have gained more levels? Actually I'm stuck on the last Gaffgarion fight, which give me some food for thought: so overwhelming!
What I liked:
- Mp cost on sword skills makes the characters who use the, more interesting
- buff-debuffs
- a more balanced approach between physical fighters and magic users in party
- general monster overhaul
- reduced movement, placement now counts more
- skill overhaul (generally speaking), especially archers and onion knight
- a lot of other things. I had a lot of fun overall, and some victories were very very sweet, with epic moments and narrow episodes
What I found frustrating (so far)
- rending is very present, almost to a point where I see more and more appealing the "safe" passive to make equipment un-rendable. If that's the case, and this skill is a must-have, I'd prefer a slightly adjustment, as I don't like automatic choices
- support characters and dedicated healers are a must have (so far). See above about automatic choices
- magic carried the day too many times. When a scenario gives me problems, I bring 2 black mages and usually make it through (Again: I'm in the early game)
- rubber boots making lightning magic (and coral sword equip to a lesser extent) a dead skill pretty early (until at least I go beyond that level plateau. Everyone seemed to equip them)
- When I used Coco, I sadly discovered Esuna is vertical 0. I can see the reasoning behind it, monster healing is already fearsome in random encounters, still...
- Strangely enough, Squire Ramza cannot equip axes whatsoever (I wanted to give them a try)
- Sometime Tailwind is 69, sometimes 71 %. I don't understand if it's an error or a mechanic underlying that I can't see
- In some story missions, massed ranged damage and odd CT placement made too many, too frequent turn 1 kills, which I found frustrating (or maybe who knows I suck ). The last fight with guest Agrias, for instance, saw me and enemy start as 2 distinct blocks of CT time, and since they have the initiative AND range with 2 guns and 2 bows + skills, I've found it negative
What I'd like to see (so far)
- more knockback on rush and stone
- a more focused selection of onion knights active skills. I appreciated the change but it is not enough to entice me to play it - yet.
That's it for now! Keep up the good work, and thanks again