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About ronlyn

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  1. My lp sense is tingling
  2. September 2th - The Calm before the Storm: Cute but deadly (7/10):
  3. Entry 47: Zalmo II Rankings:8.5/10 (First timer)6/10 (Normal Player)5/10 (2nd Playthough) Preview: Gameplay (Yes, I decided to record this since it was practically one-sided): Conclusion: I hope everyone had a good time following Oersted so far, because we're not seeing his face in a LONG TIME
  4. Entry 46: Zeltennia 3 Rankings:7/10 (First timer)5/10 (Normal Player)4/10 (2nd Playthough)
  5. Entry 46: Zeltennia 2 Rankings:8/10 (First timer)6/10 (Normal Player)5/10 (2nd Playthough)
  6. Entry 45: Zeltennia 1 Rankings:7.5/10 (First timer)7/10 (Normal Player)6/10 (2nd Playthough)
  7. Monster Infusion - Plague Conclusion:
  8. Entry 44: Finath River Rankings:10/10 (First timer)10/10 (Normal Player)10/10 (2nd Playthough) (NOT JOKING HERE)
  9. August 23th - Our resolve: Monster Infusion - Bomb Conclusion:
  10. I think we should wait until the ROM expansion even happens and then we get an idea of how much space we have to make our wild dreams true from BTB and Synchysi
  11. Entry 43: Bervenia Free City Rankings:7/10 (First timer)8/10 (Normal Player)8/10 (2nd Playthough) Next time, Agrias will get some action
  12. Hello again people. After an extended vacations from these forums, I finally put myself back into shape and started to play monster tactics once more. I'm pretty sure by this point you may be wonder why I made a new threat and the answer is quite simple: I love Agrias and I hate the fact she was frigging neglected in the overall story after CH2 (All the cast aside of Oersted/Ramza suffer for this, but she's the biggest example of this). SO, without further adds, here's the Prologue: August 5th - Orbonne Monastery August 17th - Public cementery (4/10)
  13. Entry 42: Doguloa Pass Rankings:8/10 (First timer)7/10 (Normal Player)7/10 (2nd Playthough) Story: Gameplay:
  14. Touche. But doesn't solve the problem of Br having more impact on the long run against Fa since not being able to use Auto Potion can make your tank a corpse while not having spells means you need equipment to inflict those status effects I can accept some experiment: Marksman was interesting and it could be decent if the creator bothered to refined such class. Alas, it's another case of "doing stuff half-way is even worse than don't bother at all"
  15. OK, since this whole jungle bumble is really hurting my brain (I blame hours of gaming for that), I would like to simplify things so we can close some points and pass up to other things that needs to be discussed (example: 1.3 awful endgame, that thing needs help ASAP) - About Br/Fa: I see two strong points out there and I see the wisdom behind them, but I do side with the idea of just put fixed Br/Fa and said stuff can either change via jobs bases or just left the thing like that because let's be honest here: Since I got Auto-Potion, I haven't get off the damn thing because how reliable is to have 72 br and yeah, that's good but it also downgrades Fa since up to this date, I haven't see ANY reaction being activate via Fa and Br buff/debuffing only matters when someone who can turn you into chicken is nearby (And even then that isn't balanced enough since we have MT where when that happens I just petrify/poison/stop/charm/don't move/don't act the first time he does that and push him to hell until it dies or 1.3 where losing even the tiniest of Br means you're death because surviving is now 0% possible) note: at least MT has you distracted with other threats so you forget about that menace, 1.3 just outright push that boot up your butt without warnings -About Death: I do feel instant death needs something to be attractive since failing the spell means wasted MP/CP. I do like however how Trails in the Sky make his approach: all attacks that have instant death attached to them have about 60 or 80% of the damage you do with a physical attack, so it doesn't feel like a waste when death doesn't proc but also makes you think if you should use it so it procs or just stick with normal attacks/arts -About the USELESS jobs (Yes, I call them that if their only function is to reach samurai/ninja): Archer just outright needs to be rehashed from scratch, maybe giving him some tools to keep the enemy at bay OR even better, do something about the bowgun: some skills that works with bowgun (maybe some hard hitting abilities) while the bow does less damage but have nice debuffs/elemental attacks to keep it attractive. Now, since Emmy did find out a way to make Dragoon less sucking, I........really don't have anything since the possibilities are endless while at the same time, all mods were balance only with jump while MT just patched up the problem. Dragoons are just.....weird and that's all I got Sorry if this whole post seems pushy but when I see the four pages long threat that only talks about three points while the whole deal feels unsolved I feel waaaay back at ID so I feel this one needs to be more dynamic while picking up some slack from the past