Risen Star is my second mod so for those who are playing it please let me know what you think by sounding off here. I encourage you to post your given feedback here before starting a new topic. If you do have a suggestion or want to give feedback please be specific. Don't just say bosses are too hard or cheap let me know exactly what the issue is. An example of that is like the following, "Ememies don't drop enough Coins." This may be something that I can go back and look to see if this is an issue.
Feedback and Suggestions
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#2
15 August 2012 - 09:45 PM
The Long Sword unleash -- Shatter -- raises enemy defense by 12.5% when it's supposed to lower it by the same amount.
Bind hits one target with 100% accuracy instead of three targets with lower accuracy.
Bind hits one target with 100% accuracy instead of three targets with lower accuracy.
#3
18 August 2012 - 11:03 AM
Alrighty, gonna go through what I remember stumbling onto in terms of oddities here from...say Madra through where I'm at currently (Piers just joined the team).
- Adept's Clothes stats are screwed up. It's supposed to give like HP/Luck/PP regen or something to that effect and instead it's giving Agility mostly.
- Travel Robe for sale in Alhafra...questioning this one since it gives like 2 luck but PP recovery of 0.4 or something. Probably meant to be something else and was in the shop by mistake or something?
- Silk Robe doesn't have a description, but the stats seems fine on it (I can't remember if it was this armor or another one that had a space between two of the boosts it gives though)
- Oozes in the Alhafra Cave haven't been modified at all. They still give some exp (like 25 or something) and they die in one hit.
- Spiders give 1 xp. They should give none ;D.
- The Mysterious Card & Trainer's Whip can't be equipped by anyone, even Piers. I presume you have plans for these items in a later beta or something?
I think that's all I've caught thus far. We'll see if anything else crops up the rest of the beta.
- Adept's Clothes stats are screwed up. It's supposed to give like HP/Luck/PP regen or something to that effect and instead it's giving Agility mostly.
- Travel Robe for sale in Alhafra...questioning this one since it gives like 2 luck but PP recovery of 0.4 or something. Probably meant to be something else and was in the shop by mistake or something?
- Silk Robe doesn't have a description, but the stats seems fine on it (I can't remember if it was this armor or another one that had a space between two of the boosts it gives though)
- Oozes in the Alhafra Cave haven't been modified at all. They still give some exp (like 25 or something) and they die in one hit.
- Spiders give 1 xp. They should give none ;D.
- The Mysterious Card & Trainer's Whip can't be equipped by anyone, even Piers. I presume you have plans for these items in a later beta or something?
I think that's all I've caught thus far. We'll see if anything else crops up the rest of the beta.
#4
18 August 2012 - 03:23 PM
Anima Zero, on 18 August 2012 - 11:03 AM, said:
Alrighty, gonna go through what I remember stumbling onto in terms of oddities here from...say Madra through where I'm at currently (Piers just joined the team).
- Adept's Clothes stats are screwed up. It's supposed to give like HP/Luck/PP regen or something to that effect and instead it's giving Agility mostly.
- Travel Robe for sale in Alhafra...questioning this one since it gives like 2 luck but PP recovery of 0.4 or something. Probably meant to be something else and was in the shop by mistake or something?
- Silk Robe doesn't have a description, but the stats seems fine on it (I can't remember if it was this armor or another one that had a space between two of the boosts it gives though)
- Oozes in the Alhafra Cave haven't been modified at all. They still give some exp (like 25 or something) and they die in one hit.
- Spiders give 1 xp. They should give none ;D.
- The Mysterious Card & Trainer's Whip can't be equipped by anyone, even Piers. I presume you have plans for these items in a later beta or something?
I think that's all I've caught thus far. We'll see if anything else crops up the rest of the beta.
- Adept's Clothes stats are screwed up. It's supposed to give like HP/Luck/PP regen or something to that effect and instead it's giving Agility mostly.
- Travel Robe for sale in Alhafra...questioning this one since it gives like 2 luck but PP recovery of 0.4 or something. Probably meant to be something else and was in the shop by mistake or something?
- Silk Robe doesn't have a description, but the stats seems fine on it (I can't remember if it was this armor or another one that had a space between two of the boosts it gives though)
- Oozes in the Alhafra Cave haven't been modified at all. They still give some exp (like 25 or something) and they die in one hit.
- Spiders give 1 xp. They should give none ;D.
- The Mysterious Card & Trainer's Whip can't be equipped by anyone, even Piers. I presume you have plans for these items in a later beta or something?
I think that's all I've caught thus far. We'll see if anything else crops up the rest of the beta.
You are right on the Trainer's Whip and Mysterious Card. I plan to remake their move pool so i'll be putting reworking them and making them available in a later update
#5
31 August 2012 - 06:11 AM
Ok, a little late on this, but considering I've finished the beta, I figured I'd give some feedback.
First off, some minor bugs I noticed. Here's hoping that I remember all of them ;D.
Heavy Armlet - Doesn't give the stats you'd expect from the description. Just boosts defense a good bit and lowers agility.
Jerkin- Don't have proper descriptions, but seem to have proper stats
Assassin - They have no PP. Annihilation requires PP. Figure out the rest xD.
I think that's it for bugs...hopefully I didn't miss anything.
Now then, actual feedback whee!
Overall, the difficulty is easily several notches higher than Fallen Star. Normal enemies can kick your tail with alarming speed if you slack off in battle and the bosses are no different either.
Certain notable bosses that will likely nuke the player include Briggs (Dat evil skill of his D:), Avimander (Counter-Rush first from this critter is going to be a lovely moment for the player, haha), and Poseidon (Speedy as hell, 4 turns, Pure Ply).
That being said, here's some suggestions for improvement or balancing.
Enemy buffs - Some of the early Mercury Djinn fights are rather tame and need some bulking up in the danger category. The Venus Djinn fights top them in annoyance levels and that's rather heartbreaking for these poor cute creatures D:.
Some other enemies that need it, assuming my memory's correct, are the Sea Dragon (Attacks seem to basically bounce off my team considering how much damage they do) and that one fairy enemy in the area with Assassins as I can basically drop them before they get to do anything.
As for items...
2 turn weapons need a nerf of some kind. The Ninja Blade is hideously strong and doesn't have much of a penalty to it. Perhaps an HP penalty and maybe lower attack or something like in Fallen Star?
Haze...full immunity to everything for the entire team is broken as crap without some kind of severe penalty to it. When Isaac's team joins up and I have access to Flash? 90% damage reduction for everyone one turn (This oughta get a nerf to it too BTW xD), full immunity the next turn while Flash gets set? You're basically near immortal with that setup, especially with 2 turn weapons.
Solution? Perhaps it sucks up a percentage of everyone's PP, say 25% or more (I'd go 50% of everyone's max PP, but that's just my stance with immortal moves like this one ;D)? It would hopefully dissuade people from abusing it in battle over and over.
Another idea, although I'm not sure something like this is possible...could it be possible to make Haze & Flash set two random djinni on each character into recovery mode? Then that would mean stat and skill losses which would add up with repeated abuse (And god help you if the random djinni into recovery mode is something like Shade or Granite, haha).
That's all I can think of for the moment. Awesome hack so far and I can't wait to see what you cook up for me to somehow squeak by when you somehow get creamed by it.
First off, some minor bugs I noticed. Here's hoping that I remember all of them ;D.
Heavy Armlet - Doesn't give the stats you'd expect from the description. Just boosts defense a good bit and lowers agility.
Jerkin- Don't have proper descriptions, but seem to have proper stats
Assassin - They have no PP. Annihilation requires PP. Figure out the rest xD.
I think that's it for bugs...hopefully I didn't miss anything.
Now then, actual feedback whee!
Overall, the difficulty is easily several notches higher than Fallen Star. Normal enemies can kick your tail with alarming speed if you slack off in battle and the bosses are no different either.
Certain notable bosses that will likely nuke the player include Briggs (Dat evil skill of his D:), Avimander (Counter-Rush first from this critter is going to be a lovely moment for the player, haha), and Poseidon (Speedy as hell, 4 turns, Pure Ply).
That being said, here's some suggestions for improvement or balancing.
Enemy buffs - Some of the early Mercury Djinn fights are rather tame and need some bulking up in the danger category. The Venus Djinn fights top them in annoyance levels and that's rather heartbreaking for these poor cute creatures D:.
Some other enemies that need it, assuming my memory's correct, are the Sea Dragon (Attacks seem to basically bounce off my team considering how much damage they do) and that one fairy enemy in the area with Assassins as I can basically drop them before they get to do anything.
As for items...
2 turn weapons need a nerf of some kind. The Ninja Blade is hideously strong and doesn't have much of a penalty to it. Perhaps an HP penalty and maybe lower attack or something like in Fallen Star?
Haze...full immunity to everything for the entire team is broken as crap without some kind of severe penalty to it. When Isaac's team joins up and I have access to Flash? 90% damage reduction for everyone one turn (This oughta get a nerf to it too BTW xD), full immunity the next turn while Flash gets set? You're basically near immortal with that setup, especially with 2 turn weapons.
Solution? Perhaps it sucks up a percentage of everyone's PP, say 25% or more (I'd go 50% of everyone's max PP, but that's just my stance with immortal moves like this one ;D)? It would hopefully dissuade people from abusing it in battle over and over.
Another idea, although I'm not sure something like this is possible...could it be possible to make Haze & Flash set two random djinni on each character into recovery mode? Then that would mean stat and skill losses which would add up with repeated abuse (And god help you if the random djinni into recovery mode is something like Shade or Granite, haha).
That's all I can think of for the moment. Awesome hack so far and I can't wait to see what you cook up for me to somehow squeak by when you somehow get creamed by it.
#6
01 September 2012 - 06:10 PM
Anima Zero, on 31 August 2012 - 06:11 AM, said:
Ok, a little late on this, but considering I've finished the beta, I figured I'd give some feedback.
First off, some minor bugs I noticed. Here's hoping that I remember all of them ;D.
Heavy Armlet - Doesn't give the stats you'd expect from the description. Just boosts defense a good bit and lowers agility.
Jerkin- Don't have proper descriptions, but seem to have proper stats
Assassin - They have no PP. Annihilation requires PP. Figure out the rest xD.
I think that's it for bugs...hopefully I didn't miss anything.
Now then, actual feedback whee!
Overall, the difficulty is easily several notches higher than Fallen Star. Normal enemies can kick your tail with alarming speed if you slack off in battle and the bosses are no different either.
Certain notable bosses that will likely nuke the player include Briggs (Dat evil skill of his D:), Avimander (Counter-Rush first from this critter is going to be a lovely moment for the player, haha), and Poseidon (Speedy as hell, 4 turns, Pure Ply).
That being said, here's some suggestions for improvement or balancing.
Enemy buffs - Some of the early Mercury Djinn fights are rather tame and need some bulking up in the danger category. The Venus Djinn fights top them in annoyance levels and that's rather heartbreaking for these poor cute creatures D:.
Some other enemies that need it, assuming my memory's correct, are the Sea Dragon (Attacks seem to basically bounce off my team considering how much damage they do) and that one fairy enemy in the area with Assassins as I can basically drop them before they get to do anything.
As for items...
2 turn weapons need a nerf of some kind. The Ninja Blade is hideously strong and doesn't have much of a penalty to it. Perhaps an HP penalty and maybe lower attack or something like in Fallen Star?
Haze...full immunity to everything for the entire team is broken as crap without some kind of severe penalty to it. When Isaac's team joins up and I have access to Flash? 90% damage reduction for everyone one turn (This oughta get a nerf to it too BTW xD), full immunity the next turn while Flash gets set? You're basically near immortal with that setup, especially with 2 turn weapons.
Solution? Perhaps it sucks up a percentage of everyone's PP, say 25% or more (I'd go 50% of everyone's max PP, but that's just my stance with immortal moves like this one ;D)? It would hopefully dissuade people from abusing it in battle over and over.
Another idea, although I'm not sure something like this is possible...could it be possible to make Haze & Flash set two random djinni on each character into recovery mode? Then that would mean stat and skill losses which would add up with repeated abuse (And god help you if the random djinni into recovery mode is something like Shade or Granite, haha).
That's all I can think of for the moment. Awesome hack so far and I can't wait to see what you cook up for me to somehow squeak by when you somehow get creamed by it.
First off, some minor bugs I noticed. Here's hoping that I remember all of them ;D.
Heavy Armlet - Doesn't give the stats you'd expect from the description. Just boosts defense a good bit and lowers agility.
Jerkin- Don't have proper descriptions, but seem to have proper stats
Assassin - They have no PP. Annihilation requires PP. Figure out the rest xD.
I think that's it for bugs...hopefully I didn't miss anything.
Now then, actual feedback whee!
Overall, the difficulty is easily several notches higher than Fallen Star. Normal enemies can kick your tail with alarming speed if you slack off in battle and the bosses are no different either.
Certain notable bosses that will likely nuke the player include Briggs (Dat evil skill of his D:), Avimander (Counter-Rush first from this critter is going to be a lovely moment for the player, haha), and Poseidon (Speedy as hell, 4 turns, Pure Ply).
That being said, here's some suggestions for improvement or balancing.
Enemy buffs - Some of the early Mercury Djinn fights are rather tame and need some bulking up in the danger category. The Venus Djinn fights top them in annoyance levels and that's rather heartbreaking for these poor cute creatures D:.
Some other enemies that need it, assuming my memory's correct, are the Sea Dragon (Attacks seem to basically bounce off my team considering how much damage they do) and that one fairy enemy in the area with Assassins as I can basically drop them before they get to do anything.
As for items...
2 turn weapons need a nerf of some kind. The Ninja Blade is hideously strong and doesn't have much of a penalty to it. Perhaps an HP penalty and maybe lower attack or something like in Fallen Star?
Haze...full immunity to everything for the entire team is broken as crap without some kind of severe penalty to it. When Isaac's team joins up and I have access to Flash? 90% damage reduction for everyone one turn (This oughta get a nerf to it too BTW xD), full immunity the next turn while Flash gets set? You're basically near immortal with that setup, especially with 2 turn weapons.
Solution? Perhaps it sucks up a percentage of everyone's PP, say 25% or more (I'd go 50% of everyone's max PP, but that's just my stance with immortal moves like this one ;D)? It would hopefully dissuade people from abusing it in battle over and over.
Another idea, although I'm not sure something like this is possible...could it be possible to make Haze & Flash set two random djinni on each character into recovery mode? Then that would mean stat and skill losses which would add up with repeated abuse (And god help you if the random djinni into recovery mode is something like Shade or Granite, haha).
That's all I can think of for the moment. Awesome hack so far and I can't wait to see what you cook up for me to somehow squeak by when you somehow get creamed by it.
Thanks AZ I will be going back and buffing monsters. I will be nerfing a lot of 2 turn weapons so expect some to be vastly different from their Fallen Star incarnation. Since
#7
15 September 2012 - 01:33 PM
I mentioned this in my playthrough topic, but I'd like to see the Priest and Universalist get some actual class progression. As they are now, you can pretty much just slap any arrangement of Djinn on them, and use those Djinn as freely as you'd like. Djinn unleashes and summons are meant to have a penalty to their power, and the Priest and Universalist currently undermine this concept. Not to mention the obvious downplaying of Djinn management.
#8
15 September 2012 - 02:42 PM
M.H.Regulus, on 15 September 2012 - 01:33 PM, said:
I mentioned this in my playthrough topic, but I'd like to see the Priest and Universalist get some actual class progression. As they are now, you can pretty much just slap any arrangement of Djinn on them, and use those Djinn as freely as you'd like. Djinn unleashes and summons are meant to have a penalty to their power, and the Priest and Universalist currently undermine this concept. Not to mention the obvious downplaying of Djinn management.
I had mentioned this before but they will get a proper class progression later on when i can test it to make sure it works for ever character.
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