Valenhil

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Everything posted by Valenhil

  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. @praetarius5018, The latest video shown confirmed that the project is a direct translation of the original game: Same mechanics, same rules, same feel, same game. And, as we know, it is being developed for PC. As a similar project for SD3 is now within the realm of possibility and following this same trend of keeping the game so close to the original, a transition of Sin of Mana to the PC version would most likely be a lot of work, but it's a rather opportune way of fixing what I consider to be the biggest problem the mod faces right now: the limitations imposed on it by the game itself - general lag and lack of ingame info about the changes. At the very least, it's safe to assume that if it is made, the SD3 remake will be similar enough to the Secret remake that any modding tools developed for the latter might also see use for the former.
  9. On Secret's Remake

    Called it Also apparently the Switch port is SNES compatible
  10. Mobs would still have different weaknesses even if you disabled that.
  11. 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.
  12. 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.
  13. 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.
  14. Sorry, bad thing about playing in 5 different places is it gets hard to keep track of what's patched and what's not.
  15. Does the lise shield change require a new game? They're not in Byzel in my current run.
  16. 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)
  17. Vanadise's kit is pretty set. Even reverting her buffs to single target won't bring it down too much. Giving her sabers on top of it is pretty much entirely unwarranted. If anything, Star Lancer should be the one to get them to further her as a physical support. Lise being able to equip a shield is not a numerical buff, but a strategic one. It's a very valuable (and more importantly fun) tool, and keeping it restricted to only Duran limits its applications too much due to party compositions. Don't see it as a buff to Lise, because it is not. So much so that all other of Lise's classes haven't even been mentioned yet, despite the fact they'd also be getting the shields. The perceived problem is not the addition of shields, but Vanadise's kit being too complete in its current iteration. Having now made progress to the god beasts on that Rogue-Archmage-Vanadise team, I do still believe she's fine like this. Sometimes, Stats speak louder than spells, and Lise's even stat spread ends up hurting her in spots Duran doesn't have to deal with. Furthering her dependence on the Whitelight Ring (of which Duran has none) will also have an influence with how many accessories she has to worry about, Shield now included. A point could be made that Light Duran should still get something over Light Lise, but Lise being able to equip shields has nothing to do with that and would be very beneficial to team compositions without upsetting some sort of balance between their kits. I believe Lord could get Leaf Saber (Or perhaps Analyse to turn it into some sort of dedicated critical support instead of stepping on Warrior Monk's toes), and Paladin just replace Magic Shield with Mind Up. To be honest I just feel Magic Shield and Counter Magic should be scrapped or turned into something else.
  18. Without giving the two different effects, I think that's as good as it'll get. The main draw would be the aggro effect, regardless, so that's covered.
  19. Wait, I'm confused. I thought you said you couldn't set shields to Duran and Lise, only one or the other?
  20. Not giving Lise a defense shield makes sense, but the status protection shields don't work too well either. There are already accessories that do that, they're useless most of the time, and the times they are good they're TOO good (Example, take the sleep resistance shield to Gildervine, it'll only cast Sleep flower on the only target that's immune to it, removing the need for the other party members to carry their own status resistance) for a single accessory slot. It'd be better to give her new effects if defense is no good. Since Lise isn't that good an attacker, offensive bonuses would make more sense as it furthers her generalist nature as she'd still need to be raised defensively to make the most of the shield. Vanadise is good, no mistake, and the main intent of allowing Lise to equip shields is to enable more team compositions to have access to one, not strenghtening Lise's classes further, which is an inevitable side effect. But the dependency on the Whitelight Ring is a very real downside, and the addition of the shield furthers that. I guess, if push comes to shove, reverting her buffs to single target would further that "accessory tax" even more, but I do believe making the shields attached to two characters instead of one character and one pathway would be overall healthier.
  21. Since I don't see Star Lancer as being too overloaded with the addition of the shield, I take it the problem would be mostly Vanadise stepping on Light Duran's toes. However, since Vanadise can't AoE heal or cleanse without the Whitelight Ring, she's already pressed enough on accessories to allow it, in my opinion. Equipping both means no increased healing, for example. You could just keep the Def/MDEF/Eva options for both, probably being worth less than the accessories that only grant those effects, or give Lise different options, perhaps one offensive, one defensive, and one caster themed, to go with her jack theme. Aesthetically, could differentiate them by making the kite shields (Gold, Sacred, and Adamant) Duran's and the bucklers (the elementals minus Earth) Lise's. Dragon and Oath shield are ugly as sin anyway, but they could be kept in altena/deen/mintos as a gimmicky endgame shield for each.
  22. Yeah, about the shields, would it be possible to put half of them as Lise-only after all? The Item limit could be circumvented by keeping Duran's in Forcena, but putting Lise's in Byzel instead. Byzel has 1 armor for each and 6 accessories, so it has 3 slots open. Removing the status resistance shields, we have exactly 3 shields for each.
  23. Started a duo game now, just got out of Bucca. Team will be Rogue, Archmage, Vanadise. Since the Vanadise is the AI character, she's basically just a meatshield healbot. Comparing this Hawk's and Angela's performance's to the previous team's Lise's and Angela's, Hawk does feel to be quite a bit closer as a damage dealer than Lise was. So now I'm inclined to say that it's Lise's jack of all stats nature that holds her down if you try to use her as a dedicated physical.
  24. The numbers I have now aren't as good because the Lise has been leveling only Spirit for new spells, so the disparity is even lower, but even when the Lise had max STR and the Duran close to minimal it didn't feel worth it. Riesz has 16 STR +1 tech weapon and accessory, tech up helm, Attack armor and accessory Duran has 17 STR, MP drain weapon, Phys Def armor and helm Angela has Magic helm and armor Porobin Hood Gets hit by Duran for 26, Tech 152 Gets hit by Riesz for 36, Tech 231 Angela Explodes for 291, cast time is a bit under 3 hits from the others Hits Duran for 41 Hits Riesz for 127
  25. Well, I am speaking relatively. Two points, in this case: How does your the physical character's damage compare to your dedicated caster's, and do your fights go much slower when that character is not equipped for physical offense? Those were my observations. Riesz was not doing enough damage above a full defense duran (not putting a single point in STR, even), and too much below a dark angela, but both those characters feel right in the damage they do so I thought bringing only the gear dedicated to physical offense a little bit up would be a good idea. Individual issues would require individual tuning, but I don't think there's any reason to assume this at this point, and praetarius has a better view on that anyway so whatever conclusions he reaches is probably better.