![]() It's meant to be a good beginning skillset that coordinates well with other jobs, especially early on. It's not meant to be stellar out-of-the-box. Art of War, for example, makes for a great secondary on Archers, Hunters, and Paladins. Part of the challenge with FFTA/A2 is making skillsets also viable as secondaries. To respond to your post in regards to each individual job, it's difficult working within the space confines of each skill's name and making each individual skill interesting and balanced. I've learned a lot about QA during FFTA GG's development which I'm able to transfer to this project as well. My focus right now, however, is to add the new jobs and then play around with other jobs a little later, while ensuring that everything remains bugless. Beastmasters in particular are getting a facelift eventually, namely based on Charming and buffing Controlled monsters. Steal Speed in particular really stood out to me and is serving as inspiration for a job that I might use later on. Insofar as RFH's patch goes, I really liked some of his skills. What about reversing turn orders for 01-10? 01 hits 02 with ability that bumps 02 to 07 - by a set amount and one time only, not Slow. Turn order: outside of Haste/Slow/Quicken/Stop is there a way to delay a character's turn by "x" in the turn order? E.g. What if the other stats were more useful? I think you're onto a good idea with Stances. Stats: vanilla FFTA2 is usually about maxing ATK above all else. Add elemental effects to more weapons/armor and you have an interesting situation. That could also force the player to use certain jobs with hard-to-find elements. Another way to make things interesting would be to make equipment strong to one element but weak to another (I'm mostly thinking along the lines of Persona 3 or 4, if you've ever played either). Usually you'll pick up a piece of armor that has immune/absorb to a certain element, but no downsides. Would there be any way to either boost magic range, spell power or mages' DEF? I guess I could make the same point about most ranged weapon classes as well (except Tricksters, of course).Įquipment: more could be done with the equipment, especially in terms of tradeoffs. Mages are generally slower and have pretty crappy DEF. Air Render), both of which generally neutralize mages in no time (Archers usually don't hit as hard). ![]() Many jobs have 4 move, plus it usually doesn't take that long to get a character with some sort of ranged physical attack (e.g. Mages: one issue that I run into with mages is that for the most part their spells have a max range of 5 (with the center of the 1 AoE at 4 range). ![]() Chemist: is there a way to make Items learnable and buff them to a point where someone would want to use them (outside of Grimoire Stone, Eureka Crystal)? Then you could create a scenario in which Throw Items (Chemist P-ability?) could be interesting, perhaps by removing Throw from the Ninja (or not letting them throw non-weapon items) Dark Knight: maybe a useful replacement for a Raptor? New classes: there are a couple classes from other FF games that could be used: If you limit Doublecast to red magick (is that in GG?) then Elementalist becomes more attractive (and Red Mage less so) However, since Red Mage has Doublecast and Summoner has the extra AoE, Elementalist always takes third place behind them. Elementalist: always struck me as being mostly about the non-Red Mage and -Summoner elements. Green Mage: Outside of Leap and Tranq, still pretty meh (maybe Leap and Tranq with a greater AoE? But isn't that just OP?) Otherwise Jump is Air Render with one extra range and lower accuracy - not as good imho If there were a way to add that functionality back in it would be more interesting. The other useful thing about Jump that's been lost in FFTA and A2 is that it's meant to remove the character from the field for a period of time, during which it can't be the target of any enemy attacks. Anything that could either boost Jump's accuracy or increase its range (4?) would be helpful. What frustrates me about Dragoons is that Jump has a fairly low hit rate. Dragoons: changing the AoE of the different breaths is at least a good way to mix things up. Thieves: steal weapon would probably be OP, so I wouldn't fret over it Not to borrow too liberally from rfh's A2 mod, but I think he's done some really good things with Soldiers/Warriors, Thieves, Seers, Ninjas, Beastmasters and Spellblades. Any chance for dual-wielding fusiliers in GG:A2? Just for lulz. I'm excited for 1.0's release before doing a full play through. I'm super pleased with some of the changes you've made in GG, including the Myrmidons, Samurai and Moogles in general.
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