The ice shield now negates ice, neutral to lightning and is weak to fire. Are the Antilions weak to Fire? I don't remember this in vanilla FFTA. My thoughts : this behaviour probably means that the AI is confusing this skill with some other buff skill because its not checking the level of the target (itself). Completed the mission, this time the bard didn't use Hide. The LV.10 Antilion used 'Lv.3 expose' on itself again. Restarted the map and now there are 2 Antilions (Lv.8 and Lv.10) and one Jawbraker. This is my first time seeing a Bard with that move in his skill set. The Bard ran away and used 'Hide' to become invisible and then the game crashed. Not sure if this happens only here because in 'White flower' there were 3 antilions (two Lv.9 one Lv.8) but none of them used that move. Now liberating the area the Lv.9 Antilion(blue) ran away used 'Lv.3 expose' on itself lowering its own stats (probably thinking of it as a buff). I just liberated Giza Plains (dispatch) and then proceed to fight the 'White Flower' mission. Maybe the Gladiators elemental blades could be added to her skill set (they look so cool in FFTA but were terrible in FFTA2). The spellblade from FFTA2 is a great upgrade to fencer. On a side note, I like this mod's emphasis on defence because in the vanilla FFTA protect/shell were just an intermediary excuse until the player unlocks better classes from whreon the game becomes ruled by speed (Assassin). ![]() Maybe something like Bladework->attack up and haste (or is it overpowered?) Still great idea and adds homogenity to the classes nature. Lowering your defence and waitng for a turn can turn out to be a risky measure (more costly than its worth IMO). Honestly its a great idea (incorporating the fencers battle stance) though I may not use it becaure the Bard's 'Rime' boosts all stats. +1 to the idea of footwork and baldework, this reminds me of Raptor or Ravager who also had Tenacity(power increases with debuffs) to combo it with. I think she need an upgradable class to move into. I think the fencer is a lot better of a class (swallowtail's improvement is well thought-out). Also I like his portrait and sprite alot (armoured horssse *ahem* lizard). This opinion maybe biased because I picture the Bangaa race as a high endurance class. So, shouldn't the Bangaa should share the same trait being slower than moogles, and looking like big and powerful armoured lizards? (although they look closer to the horses with the headgear, also lizards have scaly skin).Įlse maybe consider an increase Templar's HP stat to something like 7.2->8.6 IMO this seems overpowered since all they do is buff/debuff (i am aiming for the Mediator class to make Montblanc the best tank). The moogles seem to the best tanks (my bard/animist is) and have managable speed. I find this necessary because the moogle Mediator/Gadgeteer is high in DEF and highest in RES, very tanky for the slowest moogle (still faster than Bangaa) with decent attack and magick. Do you find it viable to increase their RES by 1pt to both classes to compound the fact that they are the slowest bangaa. The gameplay feels a lot smoother as units have more MP pool (currently Lv.8 party) to sustain protect/shell/cure/esuna.Īlso the RES stat for Templar's(7.6->6.9) and Bishop's(7.6) feel low, in the vanilla FFTA Templar was a mage-bane class and having low RES seems to be defeating the purpose IMO. Thanks for the feedback about Moogle Lance! I'll fix that ASAP!Īnd thanks for all the feedback- it's very helpful! Let me know how your playthrough goes! Enemies having more abilities than you is intended: it makes you look at battles differently than being able to just brute force them as you could in Vanilla FFTA.Ĭlan Dip is optional superboss material, as stated in the changelog, as reference to how terrible they were originally. Protect, Shell, and Reflect are all very helpful. ![]() That said, raising weak allies becomes easier as more defensive skills are given to you. It's not something I've given a lot of thought to though, honestly.Īs far as the listed disadvantages are concerned, they're pretty valid. I always considered changing up Warrior to Monk and Soldier to White Mage. They each cover a niche that's useful in the early battles. I'll begin by addressing the tweak patch: I'm familiar with it and have no problem with it, but I didn't alter the starting team because I like how balanced the starting jobs are to begin with. Hey RRS, thanks for the posts, and welcome to FFH!
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