Valenhil

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About Valenhil

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    FFT, FFXII, SD3 are the ones I keep going back to
  1. Sorry, I posted that in a hurry before I forgot about it and didn't put much substance into it so it came through as a bit of a non-sequitur. I was traveling but I'm home now. Anyway, Praetarius, I know you're not working on this anymore, but I'd been using my break to play this with friends so I'll just relay what we found so far and you'll at least have the feedback. Team is Lord, Rune Master, Dragonmaster. We're up to the first go at the Holyland, so the halfway point. We will continue this when possible. Duran's shield aggro mechanic has huuuuuge strategic value and completely changed some fights, like Bill&Ben. I'd recommend also giving Lise access to them so the effect is less exclusive. Dragonmaster player felt severely underwhelmed with a crit build even rushing points into luck and switched to tech gear. Maybe ties into the next point if it's a case where it performs better at the end of the game. A lot of gear available in the first part seem to only be useful for the latter half, like the elemental and status resistances (The only status resistance that sees use is Petrify because of Gorva, really). Maybe switch them with some crucial build gear that is only available in the second half, like cast time reduction and crit bonuses Speaking of Gorva, while not too hard per se, that fight does take an abnormal amount of time even with Angela casting. Melee only teams should be even worse, given its high evasion. I recommend giving it very low physical defense to properly reward hitting it when it's within range. One mentioned Nightblade and Ninja Master's techs seem switched around, thematically speaking. Think I also said that once. Angela player has been accounting for most of the team's damage even if not hitting a weakness, Lise player was frustrated that despite equipping for physical damage, fights were defined almost entirely by the spell going off. I believe physical attacks could stand to be brought at least a little closer. Bill&Ben round 2 died without splitting up
  2. Just a little thing I've noticed on my last playthrough, the spell upgrade: Sudden ring doesn't seem to be reducing cast time at all, but it does still 0 your MP.
  3. While the area of effect of lament of dead is attractive, I find Fearful Impact just too reliable to pass up, so I tipically use only the latter. There's not much to actually using them, though. Let the enemy come to you (this seems to be the part that confuses you, it's rarely a good idea to send all your units towards the enemy every turn, use your tanks to set up a choke), get some TP, keep hitting the tanky enemy units with fearful impact. Leave archers and mages to units that can actually reach them.
  4. Evade blocks buffs skills like Speedstar and even items for some reason. It's always been like that. Only gripe I had with Terror Knight is that it wasn't tanky enough. It feels just right now, and fear is a really good effect.
  5. Ranger only has Shadow walk and First Aid. Don't get me wrong, Shadow walk is awesome and a bit ridiculous on a class that also has double attack, but the class feels really empty aside from that.
  6. But not every character gets that increase. Denam's wielding a 2h katana and gets nothing from every earring but the 2H katana one, which has only a very small increase which seems to be only from the skill ranks, and a generic dragoon with a sword and fusil gets nothing for the fusil from a sword earring.
  7. Can you go through the endgame gear changes a bit? Since sidegrades are only available for shop pieces, are they still competitive with the elemental pieces? And only the robes have an augment level? Doesn't that make the elemental armor kind of pointless? And for the accessories, I'm confused at how earrings are increasing the attack of people who aren't wielding the correct weapon type.
  8. Light Lord doesn't feel as good now, which I think it's a good thing compared to Divine and Dark being so much better in the original. Might switch to Fire Lord. The White Knight duo is overbearingly powerful in undead fights. Considering what the Palace is, might be better to rein it in a little bit. Maybe make the quickening from fervor end immediately, so all it does is make their next turn come faster. I also had the idea of adding that same small quicken effect to all war dances (only to the user), which now have mostly good effects (harvest still sucks), but could use one more small push. If using them also allowed the next turn to come faster, they'd be in a pretty good spot, and I feel that blends in well with the Swordmaster's image.
  9. Yes, it's intended. Anyway Raics, my crafting chances just fixed themselves back to 100% from 90-96% somehow. And as mentioned, it was not just visual, I did fail a couple times. I've been going through some of the sidegrades, and doesn't the cloth armor sidegrade completely eclipse regular light armor? I'm wondering, how were draconic damage spells calculated again? Sherri nearly always does less damage with Terra than with Cragfall II, but Denam does three to five times more with Aura than with Spiritsurge.
  10. I WANT THE BROKEN CAPS LOCK NAMING BACK
  11. Yeah, my first time messing that up. I applied the latest updated one day, played another, and forgot I had auto-load latest savestate turned on. How much does this mess up? I'm already past Barnicia and not super into starting over again, but if I had to, better now than later.
  12. The crafting chance failure is back, is that intended?
  13. Oh, and I've only going straight for the leader in Galgastan missions for the CF, and am yet to evac anyone. But this is the same as my last playthrough, there's 2 spots where the level difference gets really bad: end of chapter 3, I usually go to Xeod Moors with baldur weaponry for quick clears to catch up, but it happens again right at the end of the game, last play I just pushed through and had 4 units lose a heart to the final boss for it, because it's easy to bully Uram in the first chapter 4 fight for exp with the WORLD.
  14. Didn't get the scene to continue the Cressida questline. So I can't evacuate Oelias? There's no way I can finish that before she dies.
  15. Did you...remove Oz and Ozma's pissy fit ranged attack? Young man, you put that back this instant. Seriously though, I just reached chapter 4 in the new playthrough, and I think it's time to do something about the exp curve. The player shouldn't have to grind levels while going through the story the first time (not to mention the classes you get way late), the way it is right now you reach the hanging gardens at level 17-18 and enemies are way higher. Even the shop equipment is two tiers ahead, at times. The first Damasc pieces showed up and my highest level is still 14. Keeping it this slow also exacerbates the gaps in weapon availability. Your 2H bow options is stuck at the level 7 Longbow for 2 whole chapters.