A new version of FFTPatcher is available! (0.492)
Started by Eternal248, March 29, 2012, 12:13:12 pm
Quote from: Panda_Tar on March 30, 2012, 11:28:52 amOverview seems ok and that sounds like a very nice job. I have some suggestions and some topics I'd like to point out, as my only intention is for a contructive criticism, if I may.Brave/Faith modificationsOne might consider that's only logical that, during a campaign, your war companions ought to become bolder or have more faith while you walk your path.So, to make things fair and perhaps balanced, of course, if the idea is even possible to do with current mechanics, every PHYSICAL job mastered (star on the head or LV 8, your call) could increase 1 Brave, whilst MAGICAL would boost 1 Faith. Dying in combat could also give a small penalty to brave for the dead character, say, like - 5 for the duration of the combat, given that dying is not something to be proud of these days.Chaos BladeThat's supposed to be the most fearsome sword. Giving it Initial: Regen goes against the very concept of it. Chaos, where are you? There's no need to make it kill instantly, petrify instantly or else, but make it strong and fearsome somehow, specially that now you cannot equip it with TWO SWORDS, tagged with another sword like Excalibur. So, this is a balance itself you guys already successfully imposed. You could add a spell effect to it, perhaps dispel effect plus random 'Split Punch'. But the idea is that the sword 'makes a mess', and dispel is a very interesting option, imho, rather than regen.ThiefI don't know if I got that right but now you simply can steal 100% of success one's equipment? If so, I'd rather say that you could increase the odds, but not make them 100%. True that we could have a bad time against thiefs, and perhaps equipping things like SAFEGUARD and REEQUIP would come in handy, but again, 100 is only too good as well. Time MageI rather don't concur with Meteor new CT (or any large CTing spell). It's just that now there's not much meaning in learning Short Charge if you don't have long CTing spells available out there, so you give less meaning in their spellcasting as well, specially if you lower their power somehow as not to be spammable. Having a good range of CT amongst your spellcasters (and foes) is pretty much more challenging when the window is broader and you may actually fit in more elements. If you have a little window for actions, things become pretty much too straighforward, or so that's how I see. GeomancerHum...sorry, but now I wouldn't EVER play with a Geomancer. Given that they were already boring to death, one of their triumphs were indeed having an unavoidable spell (and the little chance to add status) up their sleeve (and the wide range helped a lot too), before you could get at closer range to take enemies down. Now, I put the problem like this: Geomancer is too dependable on terrain. There are terrains that the effect for Geomancy is not that good (in addition to many difficulties you'll be given depending on the stage), mainly because the odds of inflicting ailments are also very low. And now you made it possible to evade PLUS less range. The only decent thing would be left for Counter Flood, but even that can be evadeable...My suggestions not to kill this job would be:Keep it unevadeable OR evade it but odds for status much higher;Geomancy doesn't hit allies if evadeable OR hit allies if unevadeable;Increases base movement by 1 OR jump + 1;Base resistance to all element-based spells and techninchs up to 20%;There's another idea that I'd like to suggest, but that might be classified as something that would change too much, but I'll say all the same:Geomancy is directly related to weapon: meaning that Geomancy will occur on weapon range. Chances to hit would be the same as for the weapon at hand. Geomancer would then be able to wield bows(?) as well, along with swords, axes and poles. The odds for a status would be much higher, giving you the option either try a physical attack, or inflict a elemental attack with chances to inflict status. The geomancy damage would be bases on WP and MA, whilst physical attack on WP and PA. You would choose physical over magical whenever your MA was too low for a strong effect, or when the terrain would inflict such element power that your target would guard or absorb, and other situations you can imagine.Mediator It's an example of how a job could get even better than it already was. I think the job was well done there, in contrast with Geomancer. Although we can say that Geomancer problem is the conception as a whole.SummonerPerhaps Golem can cast Protect on the party, in the case you are one that doesn't play with Priests all the time. And yes, rather better having Fairy as a different effect. As for Zodiac, please keep the high AoE, because it's simply the strongest summoning and it does look like it hits everywhere, besides, it's missable, unique.SamuraiHum, Masamune is another rarity. Perhaps keeping it as a powerful buff as it were (haste and regen), specially because it can break and you can actually buff your foes as well. And if it does break, God won't place some for you at the store. Let's not consider save state for once. Or you can make Uribo-family have it as a poach, so you can make sure you won't have these before entering the dungeons, perhaps. I gather Blade Grasp will be taken out the next release?NinjaYou removed those throwing abilities that have unique items? Sounds safer.CalculatorI don't play with Calculators that much, but now they seem mildly interesting, less than before. And not because of the removal of spells. That might be the job less imba in some stances, but due the removal of '3' multiplier, because at late game, 99 is often found and might be the key to improve strategies at tough maps. As there are not fatal spells in list anymore, I see no reasons to remove that multiplier either.And if you compare good/evil effects, you see that there's a small list of good effects on your behalf. I'd consider adding some other buffs to balance it a bit more or one with a bit more 'drastic' effect, such as HASTE or QUICK. Because if not, Calculator will keep being a mildly thing, if you think that you must go through a lot of jobs just to get it.SoldierWhat happens when Cherry Blossom hits a Bomb, for example? Will it consider FIRE and heal it, or will it consider then ICE and THUNDER and damage it?Well, that's all I have to point out as for now. ^^ Sorry about the long post and keep up the good work. The changes are overall nice and well-thought.
Quote from: Eternal248 on April 01, 2012, 07:56:10 amChaos Blade still inflicts Petrify.
Quote from: Eternal248 on April 01, 2012, 07:56:10 amIf an enemy absorbs Ice, but is weak to Fire, the enemy will Absorb 2x the damage from the attack.
QuoteI'm not changing skills around if I don't have to, so no Attack for monsters right now.
Quote from: Zaen on April 04, 2012, 03:37:58 pmAlso: Leaving the individual abilities in would be nice. That would allow one to, say, give the individual monsters more pizazz. Panthers: Scratch gets 2 range like a leap (the animation would allow it ala 1.3 poison nail). Maybe the tentacle attacks get 2 or 3 range, but only linear... stuff like that. Give people the freedom to customise monsters' basic attacks instead of being cookie cutter. I understand it would free up space, but...
Page created in 0.085 seconds with 24 queries.