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Landsknecht: Link skills being in and functioning properly is super cool. Is there any reason they can't wear heavy armor though? Since I recall that was their legendary armor in EO4.
Fortress: Ally shield seems a bit weak to start with but otherwise the class seems fine early game, I really like that they have an AoE shell spell since the base game always felt like it was missing that. I'm not sure why they use wands as their weapon since I don't think there's any wands that are good for attacking or tanking aside from the Paladin Wand?
Medic: Seems like a solid all around healer. I actually like that their healing spells aren't as good as Cleric or Warlock since it makes it feel like I have to put effort into setting up good healing and not just spamming my way to full HP. I think party heal is missing an animation though.
Runemaster: I like the diversity of early game elements but are their stances supposed to last only 1 turn? And are the elemental runes supposed to increase damage taken by 120%? Because that feels extremely high for such a cheap and long lasting effect.
So far it's been a fun mod! I'll try to give some more feedback when I make more progress and get some new jobs.
Fortresses use wands because it's the closest thing emulating 'maces' from the original game. I have now given them Spears as an alternate gearing choice.
Runemaster elemental runes only seem to have gone from 120% -> 115% which seems to not really be much of a nerf? Since your still getting a 2.15x damage bonus to every member of the party who matches the element, compared to something like Chill which only gives a 1.35x damage bonus. Was it originally meant to be a 1.20x bonus? Because I know the editor isn't consistent about damage multipliers starting at 100 or 0, and a 20% damage bonus for 3 turns would be perfectly fine if it was that was the original intent.
Edit: I looked and the patch notes and they say the Runemaster runes were reduced from 20% to 15%. So looks like it's just the editor being unclear. As the damage multiplier they currently use "Mult ElementDmg Taken" starts at 0 unlike many other damage multipliers.
Landsknecht: This class has otherwise been working out fine but Reckless Initiative is a near direct upgrade over Initial Oomph. While it technically has a downside in taking more damage the combination of the player initiative bonus and the buffs speed bonus means that you'll almost certainly take your turn first and have the buff wear off before an enemy can attack you. It's probably worth bumping this up a point.
Fortress: For the same reason Reckless Initiative is great, Rampart (the passive) is not. While the buff it applies is great, the problem is that it only lasts one turn. Meaning unless you have it on an Aegis who immediately entrenches or in a PvP fight where your tank might be out sped, it'll wear off before it can do anything.
Medic: The free turn debuff heals have made me really like this class as an alternative healer more focused on combating debuffs but I think Full Heal needs to be locked to the player side. Since currently it can be combined Reverse Polarity to one shot anything.
Runemaster: Free energy I'm kind of iffy on. While it's definitely good for a Warlock with a Warlock Mail I don't see ever picking this on another class for 5PP. Even for a normal Warlock assuming your double casting every single turn it would still take 13 turns before this gave you more MP than just taking Refresher.
Also Inferno Rune has a lightning bolt for its animation.
Dancer: I really like this class as a support and it's a cool idea that Counter Samba uses a normal attack instead of counter attack to help with the AP drain dances put on you, but I think it's innate passive could use a buff so it has more use outside of subclassing. I wanted to use it to trigger links more often and regain extra AP but turns out Crystal Project only has reaction effects trigger once per attack regardless of the number of hits. Same with AP, only +6 per use of it. So it just ends up being a slightly stronger normal attack on a class with middling strength growth.
Sniper: This class is pretty good overall and it combined particularly well with hunter to give a way to spend all the AP you get on more bow skills. However there's a few issues.
Flank attack is single target but I think it was supposed to be AoE? Since in EO4 it's an AoE attack and it currently has worse stats than the cheaper Long Shot.
Discerning Eye feels over costed. For 2PP you can get Eagle Eye to get 100% accuracy on your first attack instead of just +35%. I think the only class that benefits from this is hunter since you can do two attacks on the first turn but otherwise it's not worth taking. I'd probably increase this to 2 turns to help give it a more unique effect compared to Eagle Eye.
Silver Arrow feels a too strong. Compared to Long Shot, in return for 3 more AP and a bit less accuracy you completely ignore defense. Which results in overall much higher damage. I think it could be a bit more AP intensive or lower the damage. I do like the idea of having a physical version of Flare though so I think keeping the full piercing is good.
Arcanist: This class feels solid. I like the flow of circles constantly using MP but the class naturally regaining it quickly. Since it means you can maintain a circle much more easily or build for fast AP gain to gain huge bursts of MP. The only thing I'm unsure about is Snare Circle. While in random encounters this circle feels fine in boss fights this circle almost always feels like the best option. I'm not entirely sure how to fix this as changing it to Slowish would make it better for boss fights but make it much less appealing for random fights.
That's all I got for now. I've still been having a lot of fun on this playthrough so the classes overall seem well designed!
Edit: Found the general locations in the change log. Could I suggest adding this detail somewhere in the description?
Landsknecht: This class felt solid overall. Early game its a great way to get high damage by having your party members just basic attack into a link skill and later on it becomes a great generalist that can either team support with links and power/magic down or just do big damage with sword tempest.
A few minor issues remain though, Bandage can be used in battle which the changelog says it isn't supposed to. Also I feel that Double Strike is a bit weak, since it does only a bit more damage than a link skill while costing twice as much AP and having no secondary effect beyond some minor variance.
Edit: Bandage definitely has "Battle Disabled" in the editor, I think this is just a bug with Crystal Edit not properly applying the effect.
Fortress: This class was really good. It had AoE defensive buffs which are good especially late game, life drain to help ease MP use early on, a unique defensive buff in Stalwart to help with super high damage enemies like the Spirt Cage and Devourer, and its strong AoE threat move helped a lot with how much damage AoE attackers can do late game. Party shield also gives a backup move if your aggro gets very messy or against the Devourer and its aggro reset.
Medic: Another class I really liked. The increased focus on combating debuffs rather than just direct healing helped it stand out from the other three healers and the critical X skills I got a lot of use out of in random battles to keep momentum up.
Runemaster: This class ended up being better as a sub class than main class I feel. The innate ability and stats aren't bad by any means, but the class lacked the really big "power" spells the other magical attacks have (like Flare, Epidemic, Icicle barrage, Meteor), but the increased elemental variety for decent MP costs along with the stances helped a give any caster a good variety of things to do. So while I didn't return to the class for a main job after mastering it I almost always had it as my caster's sub job.
One thing though, the stances should probably be considered magical so that they can be used in the Ancient Labyrinth.
Dancer: In a similar boat to Runemaster I found this job worked better as a sub class rather than a main class. After the buff to its innate ability I definitely feel some kind of basic attack build is possible but I just found it generally easier to sub it onto a tank to give them some cheap spells to buff the team. And the AP drain the dances gave were no problem due to tanks constantly getting attacked and the AP bonus from Counter Samba. I also liked how the super skills costed a lot to use but had really big effects, since usually big effects in Crystal Project are also weirdly under costed.
Sniper: After the changes last patch this just feels like another solid class. It has good damage for both single target and groups, debuffs, and even some minor team support. It also is one of the only classes that feels natural to combine with hunter so that's nice.
Arcanist: I found this to be one of the harder classes to work with. While it's not bad by any means, most random encounters in Crystal Project tend to be focused on quickly neutralizing enemies which is something this class struggles with. That said it still had some strong things it could do like Sleep Circle into Dismiss Blast and for boss fights I found it much more useful since it allowed a character to passively apply debuffs for a fairly cheap MP cost, especially when main classing it. I don't think there's really anything particularly wrong with the class so much as it's just specialized for boss fights over random encounters.
Nightseeker: I found this class to be somewhat polarizing with its strengths and weaknesses so I've a few things to comment on.
First off is the hidden "Blade Furry" status effect granted by its innate passive supposed to not have "Persists Death"? Since currently if your Nightseeker dies and is revived they lose the positive effect of their passive for the rest of the fight and only have -25% damage dealt.
For general design, I liked how the class functioned. It's innate passive was very strong but due to the large amount of AoE in Crystal Project it ended up being a lot less OP than I expected. It also has some great synergy with Rouge and Ninja to avoid damage with Eye Gouge and Kawakage, or just avoid aggro by using only Rouge attacks. I also like how it has quite the diverse selection of skills, with multiple status effects, notably different attacks, and even some buffs.
Assassinate I found very underwhelming since its low success rate, low damage, high cooldown, and requirement to be lowest threat meant I only used it in a single battle where my nightseeker couldn't deal any damage due to me giving her the wrong weapon, especially since the DEX classes have both good debuffs and strong damage, so I'd rather just weaken the enemy or outright kill them. I'm not really sure what to do about this ability because if the success rate is anything decent it'll be super OP, but currently I don't see any reason to use it. Maybe it could have some additional effect other than instant death so it also has a reason to use it in boss fights?
Nerve Throw I'm conflicted on. On its own I'd pretty much never use it due to the tiny success chance but I could see it being used in a para build with high luck and every source of debuff length up to keep things permanently paralyzed. I think the larger issue with this move is how Crystal Project doesn't handle the Paralysis status effect very well with (almost) every enemy being equally vulnerable to it.
Biding Slice feels just a bit overtuned. For just 1 more AP than its other standard attacks you can get your next turn 50% faster with no downside to the damage, which is particularly potent with the double turns from its innate passive. I think it could have its damage toned down a bit or AP cost increased to have it focus more on utility than having it be both great utility and also strong.
Swift Edge feels much stronger than any of its other attacks, for only 3 more AP than Ice Edge, your hitting twice and ignoring 50% defense, which leads to it dealing significantly more damage than any of the other moves except for Shadow Bite, which requires setup to make work. This one could definitely use an increase to the AP cost to make it more of a big thing you save up for.
Spread feels like it could use a cooldown or some other way to limit it. Since currently you can combine it with buffs like Dust, Haste, Power/Magic Wall, and other such abilities to grant your entire party trivial access to very powerful buffs. Especially if used on a main class Nightseeker to gain double turns to immediately use Spread into a buff.
For passive effects Auto-Spread feels undercosted. The game counts the Weaver's innate passive as a 9PP effect and while I don't know if its worth quite that much. For 5 PP you can equip Auto-Spread and Initial Oomph/Focus on a powerful attacker like a Wizard or Hunter and allow them to absolutely shred through random encounters with their big attacks. This one is particularly potent since you can access the Nightseeker Crystal on your first trip through Denlende by climbing the cliffs near the Soiled Den, allowing you access to the otherwise very late game effect very early on.
Dual Wield and Foul Mastery are both extremely strong but also very expensive and I found some cool builds enabled by them I couldn't normally use, like multi turn links and dual wielding Defender and Life Line. Since I don't think there's really any way to properly balance their costs (similar to Equip All) I think its fine leaving them as is.
Anyways, I hope it didn't come off as me ragging on this class. I had a lot of fun using it, it just feels like it could use some tweaks to help get it closer to a good balancing.
Bushi: This class felt very strong if properly set up. Dual wielded katanas gave it really good attack power and the HP drain of Blood Surge could be easily offset with a Hemoring, giving the class great sustain as well. Roar is a very useful support move being able to clear debuffs while not counting as a physical or magical attack, and its other attack skills skills gave it both AoE and strong single target.
It does have some issues though, the staff build felt much weaker than dual katanas due to the lack of 1 handed staves and the battle staves not providing particularly amazing bonuses. I'm not sure this one can be fixed without adding new weapons because the skills themselves are perfectly fine, just the game doesn't give good weapons for this build.
Charge I think could also give a bit more of a damage bonus. Since I never really felt like it was worth using for anyone other than Assassin to enable easier oneshots.
Imperial: This class felt like it was generally one of the harder classes to use right. All of its best skills have a massive cooldown but it also has plenty of ways to reduce its cooldowns, or you can support it with a Valkyrie to instantly clear them. It had access to multiple elements but the huge CT on its elemental attacks meant you have to be careful when setting them up to get the debuffs active at the right time. Ignition allows spamming drives but also eats your entire AP pool so you need a way to help refill it. That said, when set up right this class has absolutely massive damage output, so I think it justifies the difficulty in using it.
My only issue is that I always felt like Ignition/Valkyrie support and spamming drives was better than trying to set up a big single drive. Since it doesn't have any way to buff its own damage like in EO4. Maybe adding in a new move like Charge Edge to give a damage buff for the next turn could help enable this style of play.
And that's all the classes! I had a lot of fun using the new classes and all of them felt like they had a chance to shine during the run, so good job on the mod!
- between the classes you can just about do everything
- the classes take so much lp that without grinding I only got to master most of them near the very end
- the variety of good passives is a bit lacking, but dual wield and foul mastery are both top class and fun to use.
Then some comments on the classes:
Landsknecht:
Amazing passive, great skillset. Links are extremely OP in the beginning, and get less and less useful after that. Still, for 6 AP it's one of the better skills in the mod. Only problem is that using them every turn you won't have the 8 AP needed for a Power/Magic Break when you need them, oops. Used one with Foul Mastery on the depths bosses, very good offensive support.
Nightseeker:
Very useful passive when set up right. AP costs seemed a bit prohibitive, especially compared to Landsknecht. Attacking on the first turn doesn't give AP, but spending AP first and then recovering worked well. With the passive dancer cd's don't exist, but the buffs fall off so soon that way! I tried giving him a crab's claw to counteract that, and that gave me infinite turns, oops. Quite a few skills were useful, namely Biding Slice, Sand Throw, Shadow Bite and Swift Edge. Never used Spread myself but in its passive form (with Reckless Initiative) for random encounters, the tentacles and the last boss. Never saw a Banish and I never will.
Fortress:
Great skillset that's useable on every other class. Very good tank, but didn't really use one after getting Bushi. Also, that speed! Since most classes are quite fast, and end game bosses even faster, it's really noticeable.
Sniper:
Never saw why I'd use a Sniper but in very very specific circumstances. Skill AP costs are prohibitive, I'd rather have a Landskecht for damage. Using bows for their skills meant little synergy with other job skillsets. Spending a turn for +10% crit seems very meh. After dismissing them the whole game I used two for Spirit Cage, so they had that going for them. Foul Mastery + Leg Snipe should be good tho.
Medic:
Very good class, but quite basic. Due to a lack of other healing options, had one on the team for the whole game. The skills not counting as magic was amazing for Dummy lv??, and then the Ancient Labyrinth turned my smile upside down, oops.
Runemaster:
The only source of consistent magical damage, but it's just not that high. The ele resist runes never seem worth a turn with only a 15% increase. Only really used them in the AncLab, where there was little choice, even if their stances didn't work there (I did alter that, but it wasn't strictly necessary).
Dancer:
Amazing support that is useful on most other classes. Trick Step only lasting one turn made it not quite useful most of the time, because it would fall off before the enemy turn came. Prime crab claw target, just not with a Nightseeker primary.
Arcanist:
The only source of slow, and with Foul Mastery that was consistent through the end bosses. For a bit less consistency you could choose one other status effect, or some magical damage or healing. The skillset felt very underwhelming with how slow the effects come in. Still, slow is essential, and Dismiss Heal is the only healing skill allowed in AncLab (and poison is consistent in killing Anubis without triggering Meteor).
Bushi:
Amazing physical damage and lifesteal, and the only dispel among all the classes. Never saw a use for the staff skills (maybe for a Medic sub it's useful?). If I could have used Nomad's Attack focus, I probably wouldn't use the katana skills either. Feast is just that good. Was my main tank after getting it, and never left the team.
Imperial:
Since it came after Bushi, it lost before it even began. Cool damage, cool concept, but wasn't worth the trouble without any utility.
All in all, thanks for the mod!