Crystal Project

Crystal Project

Final Fantasy Project Overhaul
Flux  [developer] Aug 7, 2023 @ 11:23am
ARCHIVE: Feedback - Miscellaneous for v2.599
For feedback on enemy changes or other facets of the mod (such as the NPC changes, or Blue Magic locations).

If an enemy I've changed seems way too strong for the stage of the game they are encountered, or doesn't seem to be functioning properly, I'd like to know. Please be as specific as possible!

Thanks in advance, by the way! I appreciate it.
Last edited by Flux; Aug 21, 2024 @ 7:39am
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Showing 1-4 of 4 comments
Bibiri May 13, 2024 @ 3:15am 
Hello there, just finished a hard run true ending and come here to give some feedback (dunno if it's the right place tho).


---Overrall---

It was balance and fresh.

My starter team was a tank, a healer and 2 physical DD. I regret doing it since early and mid game had some ennemies and bosses with physical resistance which is my fault ahahah.
I often found myself going on a war of attrition with how low my damage was.

It all shift once i got barrage from Archer and rage from DRK, which become my 2 main skills to overcome the challenges until endgame. All this section was smooth since DRK took aggro easily and put himself low life, allowing for free autocover from the paladin and giving him something else to do.
I feel it was a burden to use war or paladin until that moment since i "lost" a turn by using voke or cover, like i wasn't using a "job" but a "monoskill bot".

Endgame, i totally switch my team to have : debuffer (Valk/pld), buffer (Time/rdm) and 2 DD (ninja/shikari + mystic knight/shikari). No tank nor Heal.
Using stop, slow and interrupt, 95% of the fights were overdone without bosses acting by going on a dps rush. The only boss that give me some "resistance" was the secret one for Ultima.


---Feedback---

-Preemptive passive might be too strong but TT gloves accessories do the same so i don't know what to think. I used preemptive on all my chars.

-Tank feels like borderline useless past the midgame...maybe aggro system need some polish since i never used "voke" and his equivalent past the first bosses. I would rather used a ninja taunt+dodge or use a CC.
Maybe free action on taunt can help but the amount of threat generate can't follow the damage ramp up and changing the CD of it will just make tanks a "monoskill" job (and boring by the same ocasion) so i don't know, sorry.

-Healers well...they fall off hard mid/late game too. Maybe i'm wrong or blind, but only having "pray" to AoE heal is a bit...annoying ? I understand the idea around it but when bosses spam AoE damage and you have to wait 2 turns to aoe heals between each heals...and since heal are cast, you fall behind in the timeline and can't follow anymore the flow of the fight.

-Dots are underwhelming. I tried hard to play arround it too when i saw the bard ...i mean archer skills but i feels like i used a turn to do 1% healthbar per dot/per turn instead of using a big skill to do 10% healthbar. I love all the differents dots and subeffect (frostbite is insane for exemple) but they're are more of a "debuff" than a "dot" imo. Again, it's hard to proper balance dots so i can't help it, sorry.

-Crystals shards and tickets are really a good addition and fun. You feel rewarded to steal but not punish to not use it, love it. The only thing that bother me is that i accumulate a lot of shards starting late game (arround owl unlock if i remember correctly) but nothing appear on the frog shop at capital and sea cliff. I thought maybe there is another frog somewhere else but never found it if it exist so i wonder if items are not implement yet, if it's a bug or if i miss the divine frog. If it's a secret frog, maybe introduce a "questline" or a hint in the same way of deathguise, bahamut and ultima (maybe i miss the hint).

-FF implementation (items, ennemies, bosses) were smooth and not "LOOK ! IT'S THIS FAMOUS CHAR FROM FF28 !!!".
Good job on it.
PS : I don't remember fighting rubicante, the last time i found him was at beaurior volcano but he summon a fire horse.
I still don't understand how to fight barbariccia, i thought by using dive as a DRG it will untransform her but it didn't work so i just skip turns until she goes human form.
Was hoping for Zeromus



---Job bug---

- Rage is still bugued, it used 40% HP on the first hit and without lifesteal, you do 3 hit for 80%HP

-The time rewind skill from Time Mage don't work properly on stance (like en-skill or flare stance), it didn't rewind them. Maybe i don't understand the use nor the buff that can profit from the skill.


---Conclusion---

Loved the mod and will maybe try another run in the future, more focus on magical jobs.
Have a nice day sire.
Flux  [developer] May 14, 2024 @ 11:44am 
Thank you so much for the detailed feedback!

Currently the progression changes end at Beaurior Rock and the Undercity. This is all still on-going and the next update is going to have new quests, new jobs, reworks events and other things to do. It has taken some time and will take some time, but hopefully it will be worth the wait.

I've taken your feedback into account, and I'll see what I can do to ensure encounters respect the dynamic I want them to while being flexible.

Thanks again!
Boundless Defense Jun 15, 2024 @ 5:40am 
Just started a fresh playthrough, and I love all the details you've added! Few things that I might be misunderstanding though:

"Plant" status doesn't seem to prevent the monster from being poisoned (at least with Lamia's Kiss). And if it is, does poison's add-on effect of preventing regen also prevent lesser regen?

Sneak Attack's description seems to imply that it generates *more* threat rather than less. Am I reading that correctly?

I'm right at the beginning of my playthrough, so I'll come back with more things I notice (good and less so) as I progress. Thanks for giving me a reason to come back to the game!
Flux  [developer] Jun 15, 2024 @ 10:59am 
Glad to hear you like it so far! I'll answer any questions you have.

- Poison is the intended counter to any and all forms of regen (and lifesteal).

- Sneak Attack does generate more threat- you're meant to enter that before you go do your big attack for all the damage bonuses and then bail when it gets risky.

Hotfixes won't be possible because I'm deep into an update branch, but I can definitely take any feedback and address it in the coming patch.

Thanks!
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