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Everything posted by ronlyn

  1. 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
  2. Sorry for the long delay: My internet is kind of crappy on This is for you @Laith:
  3. Of course I love megaman. I'm actually thinking of record my run of it Thanks @A Dummy
  4. 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
  5. 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?
  6. What if we gave some clues or hints so people at least have something to start with?
  7. 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."
  8. 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
  9. You know I'm in just because I had fun the last year (besides, I guess this is a good as any time to post my info on the forum)
  10. Entry 42: Riovanes Rooftop Rankings:4/10 (First timer)2/10 (Normal Player)2/10 (2nd Playthough) Ending of CH3
  11. Good thing I just got the time to read the whole deal. I must say this is a 5/10 in my books just because how crazy or outta nowhere some of the stuff is there or how he could manage to NOT FIX some glaring problems with 1.3. Here, let me start with it: So......he basically just eliminate the point of having starting classes. I mean yes, you will eventually move from squire and never use it once again, but , now you can outright ignore the whole class Those buffs are meaningless if said skills still are useless outside of very specific situations. I haven't use Rafa and Malak EVER and I'm happy with that since I do not have to keep my focus on silly things like vertical terrain while my party is been pummel down just because I want to be fancy with the kill. We need more PRACTICAL skills I would keep Yell to generics (of course I would nerf the hit rate now that everyone can use as early as CH1), Mimic Ultima sounds broken for a basic class, Cheer looks more on line with the class (Protect+Shell is more game-changing), Heal/Wish are OK, Defy Pain was broken and now is outright ludicrous, Wild Swing and Target should be test for their utility and the new equip options should be limited to Robes And now I must ask.......Why? The real problem with the poor Wizard is that, by the end of Ch3, most enemies and allies will get their turn before the spell goes out (EVEN if we add short charge to the mix). They need faster spells rather than new spells Boco is kind of OP now along Worker 8 since haste make him a juggernaut with few weaknesses. Reis and Byblos are just the same Mp switch sounds awesome now, Caution is WTF (or at least the modder should rename the thing). Outside of all that, everything is OK since no one likes to spend hours grinding for jp This one is just stupid. I mean, why would you go there if the WHOLE reason to be there in the first place if to have a challenging post-game experience? At least crank the whole thing to (party level) and reduce the speed multipliers of some enemy classes Overall, this guy just added stuff without seeing how it would affect the balance in some places. Now Ch1 is the EASIEST chapter ever since now Squire are quite powerful for the enemies you found there. Of course, I wont undermine his whole job since some things were awesome (like having an actual reason to use books outside of throw and katanas having their draw outs as proc along extra stuff)
  12. Entry 41: Riovanes 3 Rankings:7/10 (First timer)7/10 (Normal Player)7/10 (2nd Playthough) Gameplay: And with that note, we end this here. See you soon
  13. Same here: I just wish there wasn't any distractions since MT is genuinely awesome by itself
  14. After forever, I came back with some actual content Entry 40: Velius Rankings:8/10 (First timer)5/10 (Normal Player)3/10 (2nd Playthough) Story: Battle Preparations: Gameplay:
  15. Entry 39: Riovanes Castle I (Castle's Gate) Rankings:6.5/10 (First timer)6/10 (Normal Player)6/10 (2nd Playthough) Story: Gameplay: Stay tuned: Next time there's gonna be a video with actual commentary
  16. could you please share the standard rules of the last tournament? I choose new rules just because I know jack shit about them
  17. Hey MoogleBoss! You're posting stuff here? Don't worry, I'm pretty sure everyone will love your content (especially those who like calculate everything like thefuzzyman) EDIT: BTW, of course I know your channel and it's awesome stuff
  18. Entry 38: Yuguo Woods Rankings:5/10 (First timer)4.5/10 (Normal Player)4/10 (2nd Playthough) Gameplay:
  19. Ohh, you haven't see ANYTHING, sir... "WARNING: the next cut-scenes were edited by myself and they are wildly different from vanilla. If you like your ice cream without curry, just avoid this one" Story:
  20. Of course: When I intent so upload something the light goes out....... FIVE TIMES IN A ROW I'm quite amazed most of CH3 has been harmless overall: Even with the experience, you're getting spanked since CH3 make a common thing parties balanced around having more than one monster as the "captain" (Meaning: You need to focus on more than one enemy to gain control of the situation at hand). This become clear as glass when you enter Grog Hill and find out a team that can completely undermine any damage done to it in two-three moves while kicking the crap out of you Entry 37: Yardow Rankings:6.5/10 (First timer)5/10 (Normal Player)4.5/10 (2nd Playthough) Story: Gameplay: Done
  21. Entry 36: Grog Hill Rankings:6.5/10 (First timer)6/10 (Normal Player)6/10 (2nd Playthough) Will post another one tonight if the internet doesn't suck that much
  22. Entry 35: Lesalia 2 Rankings:6/10 (First timer)5/10 (Normal Player)4/10 (2nd Playthough) * The update it's all mangled up. Will be fixed tonight FIXED
  23. Since ID has disappear out of existence for the time being, I was left without the opportunity to grab some good mods out there, thus this threat was born If anyone has mods or patches from ID, can you please put them here for future reference? Besides, they could be added to the download section, so it would be kind of awesome