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June 01, 2024, 11:04:21 pm

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Messages - DarkWarrior1000

1
I've been playing this mod for a little bit. Got to the aerodrome mission on normal mode and am currently stuck on gilmunto on hard. A number of things:

the changes made don't account for laws at all. "don't use mp" is impossible since even normal attacks use mp, "no fire" in the gilmunto fight is unreasonable since 3/5 enemies absorb thunder and blizzard as an ability was thoroughly butchered, etc.

Beyond that, there are a number of abilities that don't work properly, are otherwise glitched, are simply too high cost for what they do, or have some other sort of issue. Moogle focus doesn't work properly at all. I think it's because the game detects that an attack has occurred and attempts to remove the focus buff immediately after the animation plays out. None of the fusilier abilities work for whatever reason. If there's some sort of priming ability for them it should be on a very early weapon, because I unlocked 3 early guns and none had an ability that seemed to be a priming ability. wyrmtamer makes things it affects invisible and I don't mean it gives them the invisibility buff; it makes them invisible on the screen but I can hit them just fine.

Banish costs too much for what it does. 150+ mp when burial and exorcise are both 50 mp is ridiculous. 98 mp for malboro song is unreasonable when that's the same cost as chocobo song which not only heals in an area but also applies defense up. chocobo song isn't even that practical since it has no vertical range. Shining air costs way too much for what it does. 110+ mp for a weak atk just so you get a guaranteed hit? blitz and body slam are both sub 50 and do the same thing. Many abilities have these sorts of issues.

A number of abilities on weapons appear strange or otherwise out of place. dagriohm has monkey grip listed twice. fire spear has attacks up listed for fencers but fencers can't equip spears. "yellow mage" and "yellow knight" are also used interchangeably when checking what classes can equip a piece of gear.

Ability progression for some classes also feels very stunted. elementalists basically get stuck with 3 abilities and I don't think I'll get any more until I get to flourgis despite the fact I got haste and even holy on my red mage. If I'm not misremembering, in vanilla A2 elementalists had 5 abilities to play around with fairly early in the game: boulder crush, earth heal, white flame, fire whip, and shining air. In this mod despite being at a similar point of progression I only have 3 of those 5 abilities and all 3 are severely nerfed versions. That's to say nothing of elementalists having weirdly low magic growth if your sheet is anything to go by. I end up going back to red mage just so my magic growth isn't gimped on level up.

In terms of monster abilities the mod is utterly broken. Monsters can basically use all of their abilities without any restrictions whereas many had to wait multiple turns to do so in vanilla. sprites can cast meteorite every single turn with 0 drawbacks, for example. they couldn't do this in vanilla. lamias being able to spam night every turn is also a bad time and it's not as if you can counteract this either since so many lamia and lilith encounters are in the very early game.

Speaking of monsters, ghosts and deathscythes are unreasonable. them having 40 and 45 base evade respectively is insane. that's to say nothing of deathscythes being able to spam darkra every turn due to the mp changes. At least in vanilla, they could only do it once every other turn roughly speaking. none of the summoning abilities have been balanced either. ghosts can still infinitely spam wake the dead and wolves can still infinitely spam summon pack.

All in all, the mod is nice and all, but it needs a lot of rebalancing and polish.