Viz

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Everything posted by Viz

  1. What's with mages, seems like they love to cast Poison Mist at every opportunity. Also is there any way to make Fear status somewhat usable against bosses?
  2. Update the consolidated changes, please?
  3. Oh alright, thanks for the info.
  4. So uhm.. any ETA on update?
  5. Talk about 2H weapon, I noticed Berserker can't use 2H Sword anymore.. the consolidated changelist should be corrected and updated.
  6. Alright, thanks for the info.
  7. Well.. if we're being pedantic, Cleric didn't get much benefit from Cudgel's INT bonus either but they can still equip it. Also.. is something wrong with lobbing explosive (elemental-shot item) ? I think I've seen some enemy Cleric uses it and it deals normal damage, but when one of my unit lobs it, it deals like 1 damage.
  8. Would you allow more classes to wield Spellbook? Maybe Cleric and Spellblade? Also is it too much if both Book and Cudgel to be turn into DEX weapon?
  9. Wha- I thought Barricade is pretty useful. Why can't Spellblade keep both Barricade and Relay?
  10. Idk, I found Warrior is vulnerable to pretty much everything. Its mostly spells that become the bane of Warrior.. or even other melee units. We have a fairly reliable option to offset physical damage by getting Parry, Deflect and AVD stacking, on top of whatever buffs, items and tarot card that gives similar effect. But for magic, there's only buffs, item and tarot. Alternatives - Bringing back Spellward? - Give more RES option to gears? Maybe Spears could be given RES instead of AVD? I'm just throwing random ideas at this point. - Buff RES/HP stat from gears?
  11. Consider bringing back Resistance and Constitution skill for melee classes like Warrior and Valkyrie to increase their tankiness.
  12. Just wondering, anyone found a good build for Ninja and Warlock? Also, is it normal for enemy's Cleric to dispel Charm instantly? Like, the effect doesn't even last for a single turn. I know Cleric can dispel it quickly but to dispel it right when the unit get its turn...
  13. Not sure if this is doable but can you scale debuff spells according to the enemies' hp? E.g the lower their current hp, the higher the chance that they would be inflicted by debuff spells. Or at least increase the success chance of dark element - debuff spells to compensate their lack of AoE.
  14. Would you update the consolidated changelist too?
  15. Thanks for the consolidated changes. I'm looking forward for the next update.
  16. Love your mod Btw if you have some free time could you update the readme so that all changes from previous version are merged into one concise changelogs? I meant sometimes I get mixed up with some changes because they are listed as per version of the mod.