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- Nerf Inquisitors. Having a 100% silence spell that also does 40-60% hp at a good range is too broken in a game where most of the lategame ennemies cast delayed spells. That spell alone invalidates the entire lategame.
They also have a very powerful melee skill that also stuns at 50% chance. Unless you don't know what you're doing, stun is basically a death sentence. That plus the natural tankiness (HP + evasion ) of the class makes it too strong.
- Make the negative effects matter. The game gives you some tools to inflict them (Ranger/Warmancer on top of my head) and some other to take advantage of them (Warmancer), yet they don't matter at all. Why would my Warmancer bother with additional burn chance or inflincting shock when his spells two shot everything in sight ?
- Hit Chance could very well not exist that I wouldn't notice a difference. I whiffed ONE time in my entire playthrough and it was a 80% chance hit in the final chapter with a blind character lmao. The direction the units are facing have no incidence when every hit is between 90 and 100%. Why implementing a feature that theoretically does something but changes nothing in practice ?
With all due respect, the game is in a broken state and feels barely like a tactical, partly because of the balance issues that invalidates the very few tactical elements it offers.
Good luck fixing it, but it will need a lot more than one patch.
these are useful up until the unit moves...at which point you run into problems again, the only proper solution is a full rotating 3d camera...
Of which, I think people are too squishy all around.
was literally about to post this when i read it. that camera rotation, adjustment and angles weren't ever invisioned or planned for is very concerning. other than a complete engine rework/overhaul i dont know how this gets changed so that it works properly like other tacticals.
I didn't say to remove the silence effect entirely. Inquisitors are supposed to be mage killers after all and their spells need to reflect that. My ideas were more in the line of slightly reducing the chance or inflincting the silence at 100% only at melee range.
In any case, I agree that units are too squishy and it's maybe one of the biggest issues balance wise, if not the biggest. Everything dies in two hits, including the final bosses (and that's on the hardest difficulty) so that must be addressed before targeting any single class imo. With more tanky units, utility classes and effects like noxious and burn will have more room to shine, the players would have more room to experiment and the balance team would have a more clear picture of what to do balance wise.
In any case, I agree that units are too squishy and it's maybe one of the biggest issues balance wise, if not the biggest. Everything dies in two hits, including the final bosses (and that's on the hardest difficulty) so that must be addressed before targeting any single class imo. With more tanky units, utility classes and effects like noxious and burn will have more room to shine, the players would have more room to experiment and the balance team would have a more clear picture of what to do balance wise. [/quote]
Here's the thing though, it's the fact that the main thing it does is silence. The damage is icing on the cake. If you're adding a dynamic like making it less accurate as you're further away? Yeah, that could definitely work. But there needs to be a way to 100% silence. One of the big problems with other tactical games is that when status effects like that can miss, it starts becoming a "how accurate is it in comparison to just killing them?" It's better for it to be more accurate for silence and less damaging, as I think the game's biggest issue aside from the lack of terrain mattering is how high damage is in general.
I agree. Especially because there are some cool concepts like the traps and the like, but they take too much effort and don't have enough payoff for being slick with them.
That's my point, that should of never passed the drawing board stage. The flaw is engine level deep and unfixable as a result. 3d Camera and maps should of been Mandatory. Eh, doesn't bother me, I've given up on the game precisely because it is unable to fix such a basic core feature problem.
It doesn't get changed or fixed is what their saying, it Can't. They thought they'ed be able to get away designing a game without the feature. IF it matters to you as much as it did me, I'd refund if you can. Because as far as I can tell, Kitty just admitted to it being Not Fixable.
If you can live with it, I hope you find enjoyment in the game. But I could not.
as a Kickstarter backer I don;t think refunding is an option for me. I did stop by brothers and my clanmates from wasting their money though
That being said, there *are* a few clarity issues in this game that are completely unrelated to the rotational ability of the camera and are significantly more related to a lack of clarity when it comes to: outlining allies, enemies, and player units; default camera zoom levels showing adequate scope of the level prior to zooming in; status symbol and other icon clarity, which have all been mentioned in the discord and, to the best of my knowledge, are being worked on.
Tip for everyone Kickstarting or buying video games (or any media): try to understand what the vision and planning was/is for a video game before you go out and support it, and then complain that it doesn't do something it never claimed it would do. Final Fantasy Tactics (which far too many people expected this to be), is a *3D* Isometric Tactical RPG that uses *2D* character sprites. This is a 2D Isometric Tactical RPG that uses 2D character sprites. This is also the reason for there not being adequate line of sight or obstacle recognition (see: the exact same engine limitations as Fell Seal: Arbiter's Mark).