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I'll probably post more comments as I go, but I need to get through more content before I actually comment on the skillsets. I'm definitely enjoying myself so far up to Skumparadise though!
Though that does mean if I buffed it to 80% (which splits to roughly 60% as it should) that becomes a pretty big buff to what I feel is an already strong skill. Thinking about it, the current numbers actually seem fine, so maybe I should just correct the description to be less misleading.
Ninja's Preparation ability and certain other free action abilities should mention they aren't compatible with one another. For example, Preparation prevents using a Black Mage's Bluff.
Pray: This seems like it's meant as a 'save the party' ability. It really should be buffed, especially since it can't be spammed like vanilla Cure 3.
Thankee!
I fixed the bug with Libra, and I made sure to write clearer descriptions for the 3 CD moves (I used X-Magic's description as a reference).
Pray I think I am leaving as it is for now. I may consider a small buff (probably up to 65% base?) in the future, but I've found it is strong enough to handle what the game throws at you.
It's actually Chemist I'm pretty worried about in terms of healing numbers.
Dragoon Jumps seem a bit weak, they do about the same as the Warrior debuffs but require a turn of prep and of course, dont debuff at all plus also cost more (or maybe Warrior is the one too strong?).
I get that Jump also makes you immune but unless the whole party uses it, its not really that useful since the rest has to deal with the enemy anyway, especially since Jump removes your aggro
Black Mage is pretty bad design-wise, even more than vanilla. The whole thing is just attacks of different elements which Im really not a big fan of. Even vanilla atleast had the stances, and FF has a couple of status effects
Paladins AoE buffs seem a bit hard to use, since the class is kinda slow the CT makes them cast it after the enemy attacks, plus the low duration makes it easy to be wasted if an ally gets a turn before the enemy attacks
Beastmaster rages are pretty cool, but since you only get the class around midgame it can be a bit annoying having to go backtrack just to use the class. Blue Mage doesnt have this problem since its one of the first unlockable classes
Also speaking of Blue Mage: some attacks are weapon skills so they use that icon instead of Blue Magic, can be a bit hard to figure out if you can learn skills
New Samurai is also really cool, but aside from one expensive skill it doesnt really gain much from the AP bonus from Katanas or the extra AP on basic attack passive, though im guessing this is because theres no way to reduce AP costs so the attacks have use MP instead
(Also disappointed Dancer still uses the Auto Repeat gimmick but atleast its just for one turn, though thats more of a personal thing)
Edit: Also a bit confused on how to use Mystic Knight, they can imbue ally's weapon attacks which use physical stats but then their counters use MND which most of the classes with higher growth dont really want to be hit
* I can integrate some light buffs into the next patch for Dragoon.
* Re: Black Mage- They are intended to be a basic glass cannon & reliant on support, so I didn't want to give them utility. I can consider ways to make their kit more interesting, but I'd have to do it without buffing them.
* Re: Paladin: You're right about Phalanx and Bulwark- I may have over corrected things when I made them magic. I'll look into solutions for this, because I don't want them to last longer than an enemy turn but I'd like to mitigate party speed issues as well.
* Re: Blue Magic- Unfortunately the game hard-codes the spell icons and flagging those skills as magic makes them susceptible to silence which I don't want. For now, I'm keeping them as-is, since this only affects three spells. Hopefully some flexibility on this gets implemented to Crystal Edit someday.
* Re: Mystic Knight: I wanted them to be their strongest when used on hybrid jobs like Blue Mage, Red Mage and Mystic Knight, so it's not just a 'put on your tank only' sort of move. I can try moving some of their power budget into the weapon to see if that helps even things out better.
* Re: Samurai: You are correct. I wanted them to use AP very badly, but Crystal Edit has nothing to allow for AP cost reduction atm. I might shift Fury over to another job and give Samurai something more on-theme, but not sure yet.
Frozen Space is one of them but I can't recall the other
Also those spells dont say they're actually AoE multihit
Works well enough for the attacks but the heal and dispel might not be great
Mystic Knights Barriga doesnt affect Water
The Samurai enemy in the Assassin crystal area is wayyyy too strong, he gets like 10 turns at the start and one shots right away, Im guessing its to make the whole beggar thing more important but if youre not expecting it you're basically locking out Assassin until you get the Owl or Fish (unless theres some other way I missed?)
Paralyze debuff is also really strong, especially the Ninja's since it deal a lot of damage and makes enemies do nothing for 3 turns. Plus they can make it free turn with Ninja Tools
Dark Knights Shadow Flare doesnt really do much, its 33%HP 60CT 3T and deals about the same as Darkness which is just 10%HP (or maybe Darkness is too good? 10% isnt a lot especially when you have lifesteal)
Dark Cutter comboing with it is neat but just using Darkness twice does more damage
Also now that I think about it, I dont think Ive ever seen Shadow Wall counter? Maybe it conflicts with the Monks Counter passive?
If youre fine with suggestions, I think making Mimic's Imitate free turn would make it more fun, atleast I find it hard to use otherwise
Also could you explain the idea behind Agent? Feels a bit similar to Ninja with the whole dodge thing, and even the Poison + Bleed
Re: Barriga - That's my bad. I seem to have forgotten Water in both this and Force Field. I have it fixed now, but I have to test a Thief rework before I can put the new patch live.
Re: Kenji - I'm assuming it's Kenji. I've modified his combo to Feint / Yukikaze / Kasha so it's closer in parity with his original opener. Samurai's a kit designed for players, so balancing it on the PVP encounters has been rough. If any of the others are way out of line, please let me know.
Re: Paralysis: I've lowered the chances slightly of it eating the turn. I'll see if that reigns it in a bit; it's meant to last a long time but not be as reliable as sleep, stop, silence or blind.
Re: Dark Knight: Can you share your gear & level? I am puzzled how Shadow Flare can be that weak- the numbers alone are comparable to Flare and it scales off their primary stats. Darkness is the same potency as a 6 AP (tier 1) move, so it absolutely shouldn't be outdamaging the ult.
Shadow Wall should counter only magic.
Re: Mimic: I'll think about that. I have it setup the way it is to create a disadvantage in turn economy for not mastering the job you're changing to. I can perhaps do this but raise the CD to 4 to preserve that design.
Re: Agent: I based it off Al-Cid in FFTA2, who is an off-tank sort of job. I took that idea and combined it with Zorro, basically.
Gameplay-wise, I wanted to create a flex unit. He can cover party members and redirect threat to support the tank, but he's not sturdy enough to be the main tank (without significant setup). And I wanted him to be able to spec by weapon for the team's needs- bows are utility & CC, melee weapons are burst.
I've suspected its kit might need smoothing out for a while now. It does a lot, and possibly too well, for a job meant to be flex. I'm reworking Thief right now, so I won't do it this patch, but after 2.1 I want to get Agent's gameplay refined for good. If you have any comments regarding how the kit feels, this is a great time to let me know :).
Havent really had a chance to play around with Agent since Im in endgame right now and just been using Ninja on my Dex/Agi character
Plus some of their skills use Bows and I seem to have terrible luck with Bow accuracy
Maybe I spread the power budget a bit too thin. I'll play with it a bit.
Thanks again.