@ Ethereal Embrace if i read corectly your post, you 're sayin that in the vanilla game :
Parivir were broken because they has no mp cost x 2 damage elemental ability that could apply debuff on enemy, and i'm on your side there.
But for u the parivir i suggest is unbalanced too? wich is for remind :
a Parivir without debuffing ability and without any utility ability (nor range damage ability) with no mp cost x 1.5 Elemental damage ability would be unfair because of the backdraft Fighter's ability ? then just buff it !
At last i want to say a word about vanilla parivir: they were broken as hell with their kit who has utility, ranged damging ability etc ...
But what i want for a rebalanced Parivir to be is :
an Elemental Melee Striker who isn't outdamaged by a Dual welding melee paladin and that's all i want .(Sequentia/Fallen angel OP ...)
@ Eternal well thks for quick reply but "soften up enemy's defenses" is a saboteur work, and since the soldier is already an excellent saboteur with the rebalanced gauge it would be redundant(and i dont even talk about ninja), and as i said in my previous post :
For me a parivir isn't a saboteur but an elemental striker, so i don't care if they dont have any utility ability in their moveset, but they deserve at least the right of striking elemental and harder than a dual welding paladin
well hi all, im new to this forum but not totally from ffta2 so i hope i can have some use to those who still work on this game.
Well i see that the change you've made intend to stop no-braining broken combo wich were allowed with ability like doublecast, frenzy wich is is just good to me. But now they are few general change that bother me : you 've made the healing stuff harder to deliver, and i can understand that it make the game harder, but that's just my opinion, i think you ve overdone it for the white mage:
raise cost set to 20 and reraise to 50 when you know you start with 0 mp and you gain 8 mp per turn(if i remember corectly) it's basicly mean that my white mage is gonna do nothing for at least 7 turns to cast a single reraise and im forgeting halve mp ability on purpose
then moving to the thing that bother me the most :
parivir: each of ELEMENTAL blade do now NORMAL damage ... well now why would i choose to have a parivir in my team? For his negative buff ability ? no ninja have ranged one, for the double atack technique ? rather Dual welding, for the wind slash at melee range ... you get the idea i know Parivir ability need to be nerfed but that's not the good direction (to me), i mean a low defense magic resistance stat class like him aren't mean to inflict bad status to ennemies ! But trully to hit them the harder they can. A change to make the parivir still viable would be to set his elemental damage to 1.5 instead of 2 and remove the debuff chance, so that even with geomancy it will deal only x 3 damage
If i were agresive here it's just that ffta2 parivir class was my favorite so i apologise already.
PS. Im delight that this game exist still in the heart of other ppl like yourself, and even if you would ignore my opinion i still support your project and wish you good luck !
PSS. sorry for my bad english it is not my native langage :p