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April 23, 2024, 06:25:45 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Dondiego81

1
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  :P). 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

2
Just wanted to pop in and say "Thank you" to Eternal for all your efforts.
I discovered the site a couple of days ago and I am already fallen in love with your patch.
I can't express how it feels, it brings me back fond memories from sweet days of my youth.
Actually I've just begun Chapter 2, game is more challenging than Vanilla but the challenge is fun and I like it so far, frustrating in the beginning but I'm beginning to adapt.
I'll give a report when I'll finish my run
Good karma to you!

Diego