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June 01, 2024, 07:21:17 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 - Jhojho

1
FFTA/FFTA2 Hacking / Re: FFTA Long Night 0.64 release!
August 02, 2022, 01:09:14 am
Initially wanted to give feedback regarding difficulty but after reading through, guess I'm not pointing out anything you're not already aware of.
I don't mind difficulty. It's more rewarding, for sure and I've had fun setting up pitched skirmishes in corners with ranged/mages acting as support with revives and items for the front line. The minute an enemy got into a formation after someone gets downed and there's no one to block his rear it's basically a loss. I like stuff like that, never had to do it in vanilla. As you've pointed out however, getting nuked with Holy by a fairy before you even take your turn in early game (Mission: White Flowers) isn't quite fun.
I think having access to an item that can increase speed early game, besides robes would help on it's own quite a lot. I like the challenge you've set up. I just would like more options at the start aside from relying solely on mages with robes and silence or disable.
I believe you were looking for ideas for classes and I saw red mage being brought up a few times. I like doublecast from vanilla in-game but I don't like it from a design perspective for exactly the same reasons as you, the game shouldn't be balanced around one class ability. I don't mind full-screen spells but I understand why some don't care for them in a tactics game. Very grug, big spell go boom. I think full-screen spells would work better in this game format for status spells that target your party. Full-screen reflect, barrier, protect and/or shell at an increased MP cost would make the class good at support in ways other classes like psion don't quite hit. For damage, I've been playing a bit of ff12 and I like how they handled maces. It's a weapon with a damage formula based on magic power instead of strength, so melee mages are actually viable. I was thinking how this could work for the red mage's rapier. Djinn Flyssa enhances wind damage. You could replace the red mage damage spells with 0MP elemental attacks (like gladiator's spell sword) that base their damage in magic power instead of weapon attack. They could progress to do heavy damage for a significant MP cost. Maybe give her a non-elemental ultima/melee flare based on mpow if that isn't already offered by another class lol. I'm not sure how much you've edited items so far in-game but have a few rapiers with enhance elements aside from wind and I personally would find this very interesting, especially if it was combo'd with a fencer ability kit to draw weapon. It would give red mage something to do with that rapier, wouldn't break its interaction with other classes (afaik) and isn't far off from what a red mage does anyway. Perhaps doublecast could be integrated as a way to double tap enemies with one of these 0MP melee skills at a cost.

Anyway, just thought that might resolve the identity crisis of that particular class. From everything I've read and what I've played (so far just breaking out of level 10, starting to hit that smoother part of gameplay), I love what you've done. The zealot, forest ranger and firebreather are great. Moogle summoners make a lot of sense. Loving that Montblanc has access to an elemental flare as a blackmage with firebreather. Hope you keep going strong and looking forward to what's next.