I can tell from the posts right now some of those ideas cannot be implemented. Cover, like from FF7, would not work. However, we cannot just negate the sentiment. I'd have it work like Monster Skill, in that a friendly adjacent character within a respectable height difference (2) acquires the Knight's Evasion stats. It would have to be a Support Ability and can be augmented with Abandon or Weapon Guard, etc.; whatever the Knight's stats are, they are transmitted to the ally. That's how far my imagination goes and I'm also very sure it would be difficult to figure out how that would work in the program.
As for everything else, this is a balancing patch. Any of the ideas mentioned might constitute a change in how everything goes. A Samurai Hara-Kiri, a Critical-Triggered Reactive ability, would be a liability if the enemy deal the damage from afar. Archers would walk all over Samurai as a result. Then again, a Tonberry-esque ability similar to Damage Split, where you react with the amount of damage you have suffered overall (call it Karma Retort), might be doable since it would have the range aspect. Yet, it would not be consistent with the Samurai idiom.
Weapons that deal specific effects 100% of the time are, however, the most doable thing around. Mage Mashers have been modified to that degree. Poison Rods have been made 100% successful, which is pretty slick even if you think lowly of Black Mages. Poison has been rendered permanent until cured, so you cannot discount it as an offensive weapon anymore. If an enemy with hidden stats is susceptible, it may be possible to determine the creature's maximum health by multiplying its poison damage by eight.
Auto-Ether would not fly. To be honest, there is a class called Performer that has Angel Song. Use that instead, or use the Monk's Chakra ability. Air Blades enhance their Wave and Spin Fist techniques.
The Classic Black Mage has Lightning on-demand, and there are a couple nasty monsters weak to it. Geomancers lack that ability, but have wind, earth, and water. Summoners have all but holy, but they are pure damage and lack a true supportive element anymore. Holy is no longer a one-hit kill, which is good if you're up against enemy white mages and palm-to-head material for every other instance.
If I wanted to make a suggestion, I'd recommend changing the emphasis of the Summoner to one where you can deal status effects across the field. It'd be expensive and tricky to pull off, but that's where Precision or Half MP come into play.
It's doing good so far. Still wondering what the finished product will look like, and whether or not we'll need to see another patch after that.
As for everything else, this is a balancing patch. Any of the ideas mentioned might constitute a change in how everything goes. A Samurai Hara-Kiri, a Critical-Triggered Reactive ability, would be a liability if the enemy deal the damage from afar. Archers would walk all over Samurai as a result. Then again, a Tonberry-esque ability similar to Damage Split, where you react with the amount of damage you have suffered overall (call it Karma Retort), might be doable since it would have the range aspect. Yet, it would not be consistent with the Samurai idiom.
Weapons that deal specific effects 100% of the time are, however, the most doable thing around. Mage Mashers have been modified to that degree. Poison Rods have been made 100% successful, which is pretty slick even if you think lowly of Black Mages. Poison has been rendered permanent until cured, so you cannot discount it as an offensive weapon anymore. If an enemy with hidden stats is susceptible, it may be possible to determine the creature's maximum health by multiplying its poison damage by eight.
Auto-Ether would not fly. To be honest, there is a class called Performer that has Angel Song. Use that instead, or use the Monk's Chakra ability. Air Blades enhance their Wave and Spin Fist techniques.
The Classic Black Mage has Lightning on-demand, and there are a couple nasty monsters weak to it. Geomancers lack that ability, but have wind, earth, and water. Summoners have all but holy, but they are pure damage and lack a true supportive element anymore. Holy is no longer a one-hit kill, which is good if you're up against enemy white mages and palm-to-head material for every other instance.
If I wanted to make a suggestion, I'd recommend changing the emphasis of the Summoner to one where you can deal status effects across the field. It'd be expensive and tricky to pull off, but that's where Precision or Half MP come into play.
It's doing good so far. Still wondering what the finished product will look like, and whether or not we'll need to see another patch after that.