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About Kei

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  1. Sounds like it has something to do with the in-battle item limitations, but I didn't play this patch yet so no idea
  2. Looks interesting, will definitely take a look at this!
  3. Well, at least now I know that lag problem isn't on my end...also got a playthrough on hold cause of it
  4. Road to 2.0

    That's right, I forgot the accessories didn't give the 10% bonus. Damn, I really need to get back into this and finish my last playthrough before this comes out
  5. Road to 2.0

    I don't get this one, what's a pseudo saber and how does it differ from the real ones? By the way, oh my god it's fucking happening
  6. Road to 2.0

    If you could put the ten spells on slots 1-10 (from left to right), skip one slot and put the capstone on the last slot it'd be perfect, but you probably already tried something like that. I'd say it's good enough, you're already working miracles on this game, I'm not the one about to complain
  7. Road to 2.0

    Lol'd. Yeah, the effect's too complex to resume in one word, but I think "Read the Manual" (exactly 15 characters) would look better than using an acronym for clarity purposes.
  8. Road to 2.0

    What does RTFM stand for?
  9. Road to 2.0

    You're right. I'd go with something like Unique Effect or Special Effect then, can't think of anything better right now
  10. Road to 2.0

    Maybe "Ultimate" or "Unique Effect"? Alternatively just leave the original names since they'll be the only ones left with those
  11. Road to 2.0

    Oh boy, that looks handy as fuck
  12. Road to 2.0

    It'd be another story if there were proper tools for hacking this game...but seeing how it's such a technical mess it's pretty obvious why there aren't, I guess.
  13. Road to 2.0

    If it would be possible to change the damage color only when the tech does something out of the ordinary (like cancelling Dolan's buff) in any situation, that would indeed be pretty handy
  14. Starting at 0 MP could work if MP regen was a bit faster, and then you could make any equipment/stat that currently affects cast speed increase starting MP or reduce MP costs or something. It's an approach that makes the game more dynamic as opposed to losing control of your characters for the duration of the cast time. I do agree that some spells that are most useful right at the beginning of each battle would have to be addressed individually as to not become unviable or outright useless (and I don't think you'd want to incentivize strats that involve entering a battle and waiting/running around for your mp to fill up before you can cast that first buff/debuff, sounds kind of counter-intuitive.) Anyways, I recon It'd be a LOT of trouble to make that change now that you probably balanced the game around the current MP system, but I'd be interested in trying it out nonetheless.
  15. As I understood it, the weapon just gives a huge bonus to attack (at the cost of defense), so it should affect even techs