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About Valenhil

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    FFT, FFXII, SD3 are the ones I keep going back to
  1. It's really nice, but the white font doesn't work so good with that background. The descriptions could also be a bit more literal and concise.
  2. There goes the neighborhood

    Welcome back. Going beyond BNW, Sega Chief's New Threat is also worth a look for similar reasons. And it's not a FF, but Raics' One Vision is also really good.
  3. Character/Job Party Recommendations

    It's not doable without a healer, but it's very doable without Heal Light, given how powerful items become with the increased healing gear and how they're pretty much free by endgame. It's just very inconvenient.
  4. From my experience, those characters can keep enemies away just fine with reduced attack speed, it's missing the attack that's the problem. Meanwhile, every time I'd like to wail on a boss to build tech points fast I then need to keep moving around for no reason.
  5. It's gotta be the Poison. I can't wrap my head around anything else. Overleveling, even to this extreme, doesn't save you from Poison. Also, I get why you made standing still the strong attack and moving the weak one Praetarius, but now that I think about it, the reverse like in that other mod is more conducive to gameplay. Might consider also reversing it.
  6. Any way to reduce the grind for W/A Seeds? There's too many possible outcomes, getting final weapons is being incredibly time consuming
  7. Eh, it's not worth messing the switch port right now. Better to wait and see how the Remake turns out, see what changes they did, and since it's on PC someone could even make tools for it.
  8. On Secret's Remake

    Called it Also apparently the Switch port is SNES compatible
  9. Mobs would still have different weaknesses even if you disabled that.
  10. Feedback and Suggestions

    Except none of that is "its own trick". Many other classes can do all that, except the new surehit buff which is still comparatively small. And "can do a lot of different stuff" as a trick is sort of completely negated by your ability to field 12 goddamn units. The fact you can use Spellblades effectively has more to do with the fights just not demanding as much yet. But if the fights were to be rebalanced so as to raise the bar to the point your character's specializations were actually required for them to function instead of determining how trivial fights become, Spellblade would literally be unable to do anything effectively. If a dedicated mage couldn't one-shot an enemy weak to magic, a Spellblade would barely be able to scratch it. If a Knight actually started taking meaningful damage from light melee, a Spellblade might as well have been naked. If a Berserker didn't instagib every single squishy in range, a Spellblade might as well throw rocks. And if no caster managed to reach 100% status effect chance, Spellblade wouldn't go past 20%. The class is undertuned to compensate for a benefit that has no actual value in this system. The way forward is always specializing. Tradeoffs are fine in a limited way like say, Knight -> Terror Knight exchanging a bit of bulk for offense, but they're still very much specialized. If you ever felt threatened by a Spellblade in the enemy team, please, do share. Because in my experience, I don't have a single unit vulnerable to anything they can do.
  11. Feedback and Suggestions

    I'm sorry, Raics But Spellblade is really, really bad No clue who said that about warlock though, they're very capable and very intuitive to use.
  12. Going through the Valley of Flames, forget the fire godbeast, these Swordmasters are two-shotting my tanky Lise with their conveniently two-hit attack. They're the real threat here. In Pedan now, Weapon and armor seeds seem really rare and have a really wide number of possibilities, getting these final class weapons appears to be really grindy.
  13. Sorry, bad thing about playing in 5 different places is it gets hard to keep track of what's patched and what's not.
  14. Does the lise shield change require a new game? They're not in Byzel in my current run.
  15. It's really not as useful as it sounds compared to MP absorption. And for a conclusion on Lise, I believe with the addition of shields Vanadise would be fine with just the ST buffs, and the other three could still get something extra. That's because even though their kits are very good, this game doesn't reward Lise's even stat spread much so it evens out. What's truly pushes people to use Light Lise isn't her being particularly good, but that people just need the stat buffs. Excluding Light Lise, this is their current spread: Def Up: Lord, Paladin, Bishop, Evil Shaman Mind Up: Warrior Monk, Wanderer, Magus(self), Sage Power Up: God Hand, Warrior Monk, Magus Speed Up: Lord, Swordmaster(self), Rogue(self), Grand Divina As you can see, the problem is not that there's few classes that can use the buffs: it's that there's very few names that show up more than once in this list. This results in there not being even a single combination of three classes capable of covering all buffs without completely forgoing other types of spells without Light Lise, while as far as debuffs go not only are there three other options with complete coverage (dark hawk and necromancer), there's also some duos that taken together also cover all debuffs, like Arch Mage and Rogue, which I'm currently running. To distribute these in a way that actually opens the possibility of replacing Light Lise, there's two points to account for: 1 - Power up and Speed Up are more personal buffs and can easily be added only as self only to some classes that need them 2 - The classes that do get team stat buffs should generally have them in pairs so teams can be properly built between them to have enough coverage. By doing this with only the classes in the above list, several viable combinations should appear. Here's an attempt: Def Up: to Grand Divina (instead of Sleep Flower), God Hand, Rogue(instead of Body Change) Mind Up: to Paladin, Bishop(instead of Magic Shield), Magus not self only, Power Up: to Lord, Evil Shaman(instead of Ghost, Ghost Road to lv 2), Death Hand(self), Dragonmaster(self) Speed Up: to Sage(instead of Rainbow Dust), Wanderer(instead of Body Change) Fenrir Knight(self)