artemi

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About artemi

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  1. Just change it to Mirage Gear then? Mirage Shirt? Mirage Coat? Mirage Cloak? Mirage Garb? I do like the Mirage part, it's a cool word and if we don't need to change it from vanilla it couldn't hurt to keep. If the Vest part is the issue, just change that.
  2. My suggestion was Dashing Suit! I think its really good! Alternatively, the idea of Ninja Suit for the final light armor and moving Dark Gear down has merit, too. It'd be something like Dark Gear, Gaia Gear, Stealth Gear, Ninja Suit.
  3. If we must have some version of back row covering, I like this suggestion. My primary issue with covering from the back is that it makes zero sense for you to be *behind* someone but still be quick enough to jump in *front* of them to cover. That feels a lot like having your cake and eating it too. So perhaps if you're in the back but can only guard people in the back, that's not quite so bad in my head. I think it's better to have either front row only cover, or cover forcing you into the front. The point about Spears is noted, but I honestly don't think it's a problem, since those characters (Edgar and Mog) can just equip swords or rods if they don't want to auto cover. The only issue is a back row dragoon Edgar constantly moving to the front, but that doesn't seem like an issue to me; the only reason you'd put him in the back is extra defense, but he's also spending half the battle in the air, so it's not a huge nerf to his defenses. Of note, my real concern is Row. It sounds like we've got Image sorted, but I have no real strong opinions on Defend; I think it should drop, but I don't really mind how that goes about happening/ when during the hit it happens. Spending turn after turn to have your tank tank hits better is... really no diffrent then Celes spending turn after turn Runicing. It's a wash.
  4. I feel like the less nuanced the better with an ability like this, that has a lot of moving parts and is fairly complicated to begin with. I like Defend, Image, and Row all being selfish, just because it simplifies the whole thing; it's either on or its off. In particular, I think if you're going to be able to block from the back row, then you need to get the back row damage reduction, too. I think the idea of being in the back row, taking reduced damage from normal attacks but full damage from covered one, is particularly a bad idea. That's just going to lead to confusion for no reason. If you do still want to have cover always on, though, I think going Defend and Back Row to Compromise could work, but I think it should be the drop Defend/forced move to the front row when you actually cover. Moving the front row clearly signifies that you aren't getting advantage of the back row damage reduction.
  5. What I'd ultimately like to see from Sketch is the same stuff we see from Lore and Rage; limited player access to cool enemy only abilities. I'm not looking to use Fallen One on Kefka for ez killz, but just being able to taste some of the cool attacks and specials in the game is a really cool thing. I remember when I got the Sage in FFT 1.3 and being able to play with all those enemy spells seemed really awesome, even if a lot of them were really too unweildy to use in the end. Essentially I see this lore wise as Relm sorta gaining access to more of her magical bloodline. She's making an inferior copy of the monsters, almost like a summon, so it only gets 1 attack before it fades away.
  6. What was the old functionality of Control? An idea for Sketch might be to simply mix the two abilities, and give you a couple options to choose from? So you aren't healing the Dragons or whatever. That idea I'm thinking is some status-like check with Stamina included vs MEvade or whatever monsters use to not die. Probably with a long delay since it takes her a little bit to draw an actual picture, and to push Spd Relm to stick with casting spells or swinging rods. When she succeeds, you get access to a Control-like list that you pick one attack, use it, then the whole thing resets. No psudo Confuse or whatever that the original Control had to make it so wonky. Heck, maybe even just have it access that monster's species Rage list, to make things easier to program, with the small change that bosses would have a list too, at a lower % chance of succeeding then normal monsters. She'd be an interesting mix of Gau and Strago but still have her own flavor then.
  7. Just a thought, if we're worried about hybrids and the game knowing which takes priority, my suggestion is to force the class at half+1 max level. So if the max is 25, set the bonus to 13 for a single esper. That's only a little more then the current 10 being kicked around, but that requires you to commit to the idea to get a bonus, or go full freeform and do hybrid build. At best you could do 13/12, which would firmly lock you into a single esper as your 'main'. Its a little higher then a lot of builds use in a single esper right now, but that might also help promote hybrid builds if the class bonuses aren't too powerful, since the downside to picking a class is getting less of a splash from other espers. If you have a 10/10/5 build it's still worth considering, otherwise you'd have to do something silly like 13/7/5 or 13/8/4 just to get a class bonus.
  8. Honestly that sounds more like Sketch being kind of a bad ability, rather then having anything to do with Stamina Sketch.
  9. I don't know if it'll help much since I play through slower, but I'm committing myself to playing some version of grounded Mog. I want to try him out with Umaro doing bodyguard duty and/or throwing Mog, maybe with Edgar Jumping for maximum throwing. Probably X-Mog, that seems interesting to me.
  10. > 23000 more gp is needed if players are expected to buy the 3 available espers without random battles. ...Why would the game expect you to play it without random battles?
  11. I'm gonna state again for the record that I think it is an extremely poor idea to not have class abilities for every esper. Ragnarok needs a class. Bahamut needs a class. Carbunkl needs a class. Why does Phoenix get a build but not Carbunkl? Yeah, it might not be the best idea NOW, since you don't get a lot of benefit from it, but the entire point of classes in a game is to A) open up new options you hadn't considered before, and B) to give you reasons to try offbeat builds. It doesn't serve our cause to skip Espers just 'cause no one builds them primary'. This is the opportunity to GIVE them a reason to build them primary.
  12. Huh, I don't think I ever actually found the map in vanilla, either. I think I always thought it was an incomplete quest to begin with...
  13. That seems like a weird end to the event if you have Locke. I feel like you should still receive the information, put it merely points to something you already know. Even if it's "late", it would still be "complete" then.
  14. Locke's base class needs to be Treasure Hunter guys. I don't care if it doesn't fit in the available space haha
  15. So watching Games Done Quick, I got nostalgic for some strategy games that aren't Fire Emblem Heroes. So I remembered that Monster Tactics was a game I wanted to play for a while, so here we go! I've played a lot of Vanilla, did a playthrough of 1.3 until well into the fourth chapter, and will be trying FFMT completely blind, so here goes... I HOPE I'm using the most up to date version? I nabbed the one from Insane Difficulty, because I didn't even know this site existed until Emmy clued me in. Oh well. I didn't think to get any screen shots of the first few fights, so I'll just do a quick summery of what I remember. First fight, woah, I actually lost the prologue! That's never happened before, but that's almost entirely because I simply couldn't wrap my head around everything thats going in this fight. I reloaded and tried again, and this time I managed to get a win after draining the Behemoth's MP so he'd stop dropping bombs on me. Prologue 2, woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone. I got through ok, but I can already tell the Flotiball and Chocobo are going to be standard in my parties, since between the two of them they can handle almost any amount of healing/reviving/status recovery. Also, LOTS of movement options, with Fly and Teleport freely spread around. Also, looking at Delita, what's "Arc" range on last couple attacks? Mandalia Plains: Ok, so the first thing I noticed is the dialogue text, which is funny. The second is the Butterknife on Algus; free +1 Speed? That seems nice, it doesn't even matter that it doesn't do any damage. This one was an easy fight, especially since you can control Algus to just run back into your lines. Managed to get a nice Self Destruct off, took out three guys with it. What's the equation on Potions? I noticed that Algus using one on Delita heals for much more then on my Goblin, for example. Igros Castle: Wait, what!? There's a battle here? And it's got a ??? enemy?! I guess this game WILL have some diffrences! Ok, Zalbag is a Ninja, which is a nice way to preview the class early, and also tells me that his Lune Knight got scrapped for monster parts, probably. Ninja looks neat, I like the fact that it doesn't use consumables. Alma was the real breadwinner this fight, she got a doublecast Holy off! 300 Hp isn't a bad amount, but this is making me really worry about later fights, since that didn't kill the Goblin King by itself, he tanked through it. Guess I'm going to have to stay on my toes. Sweegy Woods: Algus proved here that he's really good at taking dirt naps, though I see that it looks like any human class can equip anything now? That's neat. Nothing much to say here, though a duo of Self Destructs comes to mind; I tried to use one to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or something. What don't I know about Self Destruct and/or Goblins? They don't have Resistance to fire, do they? I thought I checked that... pre-Dorter: Ok, died first try, that's par for this stage. Guess I better go out and get another set of levels, Ramza is 4 while everyone else is 1 or 2. I did that, got a Goblin. Why is the Mandalia Plains tool tip say North for Goblins? Clearly the road is coming in from the West, that confused me at first. Dorter for reals: Ok, now that everyone is roughly the same level as Ramza, lets try this again. No archer, but that top Chocobo likes going for a snipe anyway. Luckily, my Goblin is pretty quick and can run up there and Silence Tackle him. Then my Flotiball and Chocobo can follow him, and gang up on him. Seriously, the movement options in this game are insane. Ramza, Delita, and Algus just stick to the ground, and manage to get through ok. Yelling at Delita and having him use River Strike and Repel to crush things is something I can tell I'm going to miss once he leaves. Got to play with the Algus Chemist status effects more, I kind of like them being able to give ReRaise and Poison, but not having access to Phoenix Downs really rocked my worldview. Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack? I have no idea what I'm doing with Ramza, so far I've just been having him unlock the mage tree, a new class each battle. He's mostly been using his Squire techs for his Secondary with the Butterknife. I'm on Time Mage right now, mainly because I want Fly and possibly Short Charge. Can I just say I REALLY love the fact that you can just equip three of any support skill on humans? That's awesome. Right now I'm trying Flare Star, Move-MP Up(just swapped out CT Save, so we'll see if I actually ever see Flare Star now), and Defense Up. I can already see some cool combinations, and foresee there will be at least one fight where Defense Up, Magic Defense Up, and Voracity combine to make a rock solid tanky Ramza, or stacking String Shot and Daze to add annoying statuses to attacks, or Guts and Poison Heal to do a classic Breloom Ramza cosplay. Ok! So, after that quick crash course, we're onto the Sand Rats, so we can actually get a screenshot or two in! Sand Mouse: Wait, what? There are Flans in this game? Uh... Maybe the mage route wasnt't the best idea... Wait, they're Immune to ALL non-Dark damage types? They're immune to Nanoflare, even, which is non-elemental, but not Repel. I died hard the first try. I'm gonna have to do an entire physical based group, aren't I? Hmm... And I've been doing full mage with Ramza, so I don't really have anything unlocked... I can't afford to do grinding with him, since the enemy scales with every one of his levels, so I guess Squire it is... On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch + Move-MP Up, or Auto Potion in general. I managed to scrape by, with all but one Flan with killed with the Flotiball's Death Sentence, White Wind, and lots of sandbagging by Ramza and my Chocobo. So... I'm not actually sure if that counts as 'beating' the map. I KNOW I did the map wrong, even going with a bunch of physical fighters. Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. \ FF Monster Tactics So watching Games Done Quick, I got nostalgic for some strategy games that aren't Fire Emblem Heroes. So I remembered that Monster Tactics was a game I wanted to play for a while, so here we go! I've played a lot of Vanilla, did a playthrough of 1.3 until well into the fourth chapter, and will be trying FFMT completely blind, so here goes... I didn't think to get any screen shots of the first few fights, so I'll just do a quick summery of what I rememember. First fight, woah, I actually lost the prologue! That's never happened before, but that's almost entirely because I simply couldn't wrap my head around everything thats going in this fight. I reloaded and tried again, and this time I managed to get a win after draining the Behemoth's MP so he'd stop dropping bombs on me. Prologue 2, woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone. I got through ok, but I can already tell the Flotiball and Chocobo are going to be standard in my parties, since between the two of them they can handle almost any amount of healing/reviving/status recovery. Also, LOTS of movement options, with Fly and Teleport freely spread around. Also, looking at Delita, what's "Arc" range on last couple attacks? Mandalia Plains: Ok, so the first thing I noticed is the dialogue text, which is funny. The second is the Butterknife on Algus; free +1 move? That seems nice, it doesn't even matter that it doesn't do any damage. This one was an easy fight, especially since you can control Algus to just run back into your lines. Managed to get a nice Self Destruct off, took out three guys with it. What's the equation on Potions? I noticed that Algus using one on Delita heals for much more then on my Goblin, for example. Igros Castle: Wait, what!? There's a battle here? And it's got a ??? enemy?! I guess this game WILL have some diffrences! Ok, Zalbag is a Ninja, which is a nice way to preview the class early, and also tells me that his Lune Knight got scrapped for monster parts, probably. Ninja looks neat, I like the fact that it doesn't use consumables. Alma was the real breadwinner this fight, she got a doublecast Holy off! 300 Hp isn't a bad amount, but this is making me really worry about later fights, since that didn't kill the Goblin King or whatever. Guess I'm going to have to stay on my toes. Sweegy Woods: Algus proved here that he's really good at taking dirt naps, though I see that it looks like any human class can equip anything now? That's neat. Nothing much to say here, though a duo of Self Destructs comes to mine; I tried to use on to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or somehting. What don't I know about Self Destruct and/or Goblins? They don't have Resistance to fire, do they? I thought I checked that... pre-Dorter: Ok, died first try, that's fine. Guess I better go out and get another set of levels, Ramza is 4 while everyone else is 1 or 2. I did that, got a Goblin and Panther. Why is the Mandalia Plains tool tip say North for Goblins? Clearly the road is coming in from the West, that confused me at first. Dorter for reals: Ok, now that everyone is roughly the same level as Ramza, lets try this again. No archer, but that top Chocobo likes going for a snipe anyway. Luckily, my Goblin is pretty quick and can run up there and Silence Tackle him. Then my Flotiball and Chocobo can follow him, and gang up on him. Seriously, the movement options in this game are insane. Ramza, Delita, and Algus just stick to the ground, and manage to get through ok. Yelling at Delita and having him use River Strike and Repel to crush things is something I can tell I'm going to miss once he leaves. Got to play with the Algus status effects more, I kind of like them being able to give ReRaise and Poison, but not having access to Phoenix Downs really rocked my worldview of the guys. Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack? I have no idea what I'm doing with Ramza, so far I've just been having him unlock the mage tree, a new class each battle. He's mostly been using his Squire techs with the Butterknife. I'm on Time Mage right now, mainly because I want Fly and possibly Short Charge. Can I just say I REALLY love the fact that you can just equip three of any support skill on humans? That's awesome. Right now I'm trying Flare Star, Move-MP Up(just swapped out CT Save, so we'll see if I actually ever see Flare Star now), and Defense Up. I can already see some cool combinations, and forsee there will be at least one fight where Defense Up, Magic Defense Up, and Voracity combine to make a rock solid tanky Ramza, or stacking String Shot and Daze to add annoying statuses to attacks, or Guts and Poison Heal to do a classic Breloom Ramza cosplay. Ok! So, after that quick crash course, we're onto the Sand Rats, so we can actually get a screenshot or two in! Sand Mouse: Wait, what? There are Flans in this game? Uh... Maybe the mage route wasnt't the best idea... Wait, ALL damage types they're immune to other then Dark? They're immune to Nanoflare, which is non-elemental, but not Repel. I died hard the first try. I'm gonna have to do an entire physical based group, aren't I? Hmm... And I've been doing full mage with Ramza, so I don't really have anything unlocked... I can't afford to do grinding with him, since the enemy scales with every one of his levels, so I guess Knight it is! Maybe with Item or White Magic. On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch and Move-MP Up, or Auto Potion. I managed to scrape by, but all but one Flan with killed with the Flotiball's Death Sentence, White Wind, and lots of sandbagging by Ramza and my Chocobo. So... I'm not actually sure if that counts as 'beating' the map. I KNOW I did the map wrong, even going for a bunch of physical fighters. Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. http://imgur.com/a/dtNH4