Ninners

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About Ninners

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  1. I love shift and have fun with it so I wouldn't want to see it removed !!! Right now I just forbid myself from using shift on turns granted by shift which does the job nicely.
  2. Actually, I do want to point out an interaction that I had forgotten to until now; with two time mages in a party, one can brave, then shift, then perform an action, giving an action to the other time mage. This can be used to brave, shift, and then perform another action, repeat ad-nauseum for as long as you wish.
  3. I personally like the idea of the equipment system here in theory, but managing resistances with it is kind of hell; personally I wish that there was either more information on resistances in the equip screen or just that the majority of relics were void-type with a few special exceptions. I have a hard time remembering what's weak to what in the first place. I'd also like to see some of the enemy AI de-randomized in places; with row switching requiring a command it was quite difficult if world 2 exdeath pushed my melee guys to the backrow, because dealing LP damage wanted my attacker to be in the front. Since he could also use vacuum wave, I developed a habit of restarting if my guys WEREN'T moved from the backrow to the front. Still, developing a strategy for him was fun anyway! I really like this mod otherwise !!