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Everything posted by ronlyn

  1. August 23th - Our resolve: Monster Infusion - Bomb Conclusion:
  2. 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
  3. 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
  4. Entry 42: Doguloa Pass Rankings:8/10 (First timer)7/10 (Normal Player)7/10 (2nd Playthough) Story: Gameplay:
  5. 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"
  6. 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
  7. I feel the whole zodiac and Br/Fa deal can be only archive if we erase completely the soldier hiring option in the game and every generic the players has access to has said characteristics. I also got inspired by a fire emblem modder which gave several patches which you can use to change the experience each time you play the game (example: one patch have three male/one female generic at the beginning and other has two male/female units with different signs and stats compared to the last ones) Of course, this world of possibilities is tied to the modder's patience to deliver such patches since they aren't hard but tedious to handle without screwing something along the way
  8. Oh god.......I think I'm in love with that idea Don't mind me if I steal it for later
  9. Zodiacs aren't even that important tbh since there are three conclusions to reach with them: -If you have good compat, just target that unit with status effects and take your distance since things could get messy if said enemy does the same to you (I suggest poison) -If you have bad compat, the unit (or the whole team if you somehow managed to do that) should abuse the fact that the enemy also does less damage and piledrop on him while buffing yourself to sail the point home -If you have neutral compat, just have fun and see what works best for you Br/Fa are just there so you have an excuse to use abilities to enhance those in hopes to have better hit/damage with magic and better chances of activate something like auto potion/damage split
  10. uhhhhh.......Emmy actually did that with jump, you should ask her
  11. I haven't hit a wall at all (Although, having some kind of knowledge kind of helps). My only advice for now is that after I watched your team I did noticed most of your team is lagging a good ten levels behind Ramza. I suggest doing an extra battle or two between fights to help you catch up while getting nice stuff as return (Hell, you can even replace your low level monsters with shinning new ones at party level). Also, Agrias is the only one should tag along almost every time since having TWO trump cards tends of solve any kind of AI trickery overrall
  12. @A Dummy, as I promised here is my run on your gift (Buster Only since I lost my blind run on it):
  13. Interlude: Review and Analysis of CH3 After forever, I finally decided to stop goofy around and do some proper job, so here we go!!! "What's your core idea behind CH3?" "I made stuff more complex so the player gets prepared for CH4" CH3 take the previous CH2's difficulty spike and smash it into the floor with fury: Most enemies will be out for your blood and most of the time, discerning who's the mayor threat is a must to avoid a party wipeout. Emmy not only deliver the pain using more complex but overall "old tricks", but also brings to the table brand new toys so you can scream to the screen with more passion (nice,isn't it?) "But you said that already" "I know random lurker, then I ask you: What does Silent Lucidity and which situations would be best used against the enemy?" So yeah, I don't like to repeat myself but I need to clear something so I don't need to touch it again: YOU NEED TO TOOLTIP EVERYTHING TO LEARN IT FOR FUTURE BATTLES!!! Emmy did A LOT of changes and unless you got a super computer inside your head, you won't know by memory EVERY SINGLE SKILL/REACTION/PASSIVE OUT THERE, so stop complaining and get going. I know it sounds harsh, but later on you will be grateful when one million of actions are taken in the spawn of five minutes and you can discern where to go from there since you got a basic knowledge of everything (Of course if you have Quad's levels of awareness by this point you can probably just outright abuse synchronize to buff yourself while also drawing enemy to a Leviathan previously cast by another unit of yours and absorb said damage because of equipment and thus you don't need to read this, you monster) "I noticed no one else focused on bosses and monsters, so I decided to see what I could do with them" Every single boss out there is quite the puzzle and CH3 has nothing to scoff at: Izlude is a race against time, Zalmo is the perfect nightmare when left unchecked, Velius is frigging sonic.......All kind of stuff that gives a fresh new air to a TWO DECADES OLD game. I just can't grasp the whole ordeal Emmy had tu pull off to manage that, but I'm very grateful that she could reach her goals and this hidden gem could make his way to all those thirsty players who wanted a better experience for this game (myself included) "What is the exact purpose of Extra Battles?" "It's just a place where I toss all my experiments" I haven't touch the whole deal at all (something I'm planning to do on CH4), but extra battles are for me a nice little place where you could grind while getting useful units, maybe some broken items (not so much for me since they can be got at CH4) and enhance your experience, so please don't just beat the final boss and throw the rom to the nearest garbage tin: The extra stuff here is actually fun (unlike Ghost of Fury which can go and suck my di-) 6/10 (First timer) 5/10 (Normal Player) 4.8/10 (2nd Playthough) CH3 average: 5.2 Will come in with more gameplay soon and a suprise for those who read between lines (only clue in giving: time is about gaining and losing to move forward)
  14. Hmm............perhaps I should stop screwing around and actually start playing CH4: That sounds kind of worrying
  15. I agree with the 50% minimal hit with status effects since I just use steal for REALLY specific fight (riovannes roof for example) or Charm to give myself a little advantage at the beginning of the fight and then toss it aside Also Windows X, you should avoid speaking from everyone in regards of their tastes: Difficulty comes in all flavors and doing that is kind of offensive for everyone involved here
  16. tbh, I think everyone should avoid any kind of "meta-game" and just do whatever the hell they want since in the end the experience each player have wildly differs from another one (foe example, I found out that hybrid Sabin is a helluva fun despite BTB's dislike for hybrid builds, so there's that)
  17. There must be some exceptions however: 50% Charm without any compat is outright ludicrous And about Windows X rant, I just saw that one coming so that´s why I cut out some chase and put that post before
  18. Sorry for the long delay: My internet is kind of crappy on This is for you @Laith:
  19. Of course I love megaman. I'm actually thinking of record my run of it Thanks @A Dummy
  20. Ramza and Agrias should be seen as wild card: You don't need to think of builds around their characters but rather "what they need to synergize with the team at hand". Or at least I like to do that (Also, casters are OP when silence/reflect aren't prominent in a fight Wait until you see the new battle Emmy added at Goland. I bet you will tear your hair apart MT is a really obtuse game of "who is weak against X monster" which I really love since there's variety. However I also poited out the use of healing/reviving skills everywhere but I guess it's just a minor thing A side note: When all fails, spam boosted summons. You will be amazed how things fall like flies
  21. My two cents on this whole deal is.....what if we wait for an actual rehearse of the mod and give out opinions and suggestions? This feels repetitive when we had a 5 pages long discussion on Insane Difficulty. If someone wants to make FFT 1.4, just do it and we play it and give out our reviews to enhance the experience, don't you think?
  22. What if we gave some clues or hints so people at least have something to start with?
  23. Quoted from Stann in the last year's dispersal: "Next year, we should get everyone to write a short paragraph about themselves. That way, forum stalking won't be 100% necessary to think of an idea."
  24. Not exactly. What I would like is that said moves have the same treatment as sword skills: different vertical/AoE between skills, different hits per caster (Malak could use 3 to 6 hits while Rafa 1 to 3 but with more power), some of them can even being single target so the whole point of "expert assassins" is reflect on the gameplay. They just need more creativity in their tools Defy Pain is actually quite handy when you learn CT management: Someone toss phoenix down on a fallen ally reviving with 1 hp, then said unit uses defy pain so the enemy has to expend MP on a spell strong enough to take out the unit, so the process can be repeat until either the player get away with the kill or said player run out of resources while the AI wins by default. Defy Pain shines when you first encounter Miluda alongside a thief with basic skills and two healers to boot Wizards are OK in terms of damage potential and if you really did tone down the absurd speed of enemies in CH4 they may as well being pretty terrifying now Must admit, now you got me interested. Good luck with your mod