ronnen

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About ronnen

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  1. Feedback and Suggestions

    The racial removals combined with the recruit skill changes are a tad awkward. Wizard learns Coax but can't learn Herpetology for example. I understand why you would block Berserker & Warrior from using Herpetology (so lizards can't use their own racial per your patch notes), but Wizards should either be able to learn & use Herpetology or Coax should be moved somewhere the lizard racial is an option... at least in my opinion since Lizards can't be Wizards (they have P/Matriarch instead). BUG: Custom Sprite people are invisible in cutscenes that occur prior to battles (Donnalto when you get him, Grion at Bordo Marsh - Donnalto becomes visible once the battle actually starts, Grion does not so he's just a shadow on the ground very hard to see).
  2. Feedback and Suggestions

    (related to 0.90a) Raics, Great work you've done here. I've been working on a rebalance of my own, having been ignorant of yours... I find we shared a lot of similar thoughts about several issues, though you've clearly ratcheted these things up to level 10 compared to where I'd taken it so far! Only found this mod this weekend, so haven't exactly done extensive testing... only two separate runs into the mid chapter 3 (one law and one chaos). Have not had the chance to play with beasts outside of griffon and octopus, or any of the "humanoid" faerie / gremlin / reptile yet. My personal play style is to start from scratch, run through the story to the end toying various builds in vanilla, pretty much never do POTD / CODA for context. And then doing it all over again from scratch (new save, no wheel). So, from a not-at-all min max situation blinding rushing through the story, I feel the following: Magic Damage scales really weirdly compared to weapons from a leveling perspective. Chapter 1 is the worst, at the start of chapter one magic is completely OP and does double the weapon damage. By the end of Chapter 1, though that has flipped and weapons similarly outclass magic. It would seem this is because weapons have received two fairly significant upgrades in the form of 2H variants of weapon types, and then another upgrade on top of that in the shop by the end of the chapter, meanwhile upgraded armor on enemies has effectively nerfed magic damage.. The introduction of the AOE spells halfway through helps mitigate this somewhat, but that's offset by strengthen becoming available around the same time. This only really starts to stabilize a bit towards the end of chapter 2 when augment element ranks start to make some headway, higher ranks of spells start showing up. By Chapter three things seemed to have evened out; and maybe this is okay because the casters have utility they can focus on until the later chapters make the magic damage more viable. Just feels unsatisfying to treat them as buff bots for half a run. Or maybe I was just doing something wrong. Knight does a good job at meat shielding / zoning, and has more utility in the form of access to "cleanse" spells. Terror Knights do a decent job of being the Yang to Knight's Ying. Similarly Dragoon and Beast Tamer, fill a role related to beasts (countering or enabling them) and have a degree of utility / flexibility built in there. Warriors at least have an option to use a ranged weapon. Spellblade has obvious utility, and Vartan is basically a flying spell blade with weaker damage on spells (El Colas Winds broken good). All of these have a fall back pattern, "if I can't reach the enemy to melee, at least I can do Xxx" that mitigate any movement or positional lackings Berserkers, however, feel underwhelming compared to the alternative early to mid game "melee" classes. Berserkers lack that fall back pattern, and innate wade does little on most terrain to help with that problem. So I find them twiddling thumbs too often. Would love to either see their movement increased to 6, or be given a Dash (move +3 this turn for using TP). Similarly, Rogues ability to lay traps and other things do give them a fall back pattern, and steal is a unique ability... though given my play style probably offers limited usefulness. That said, would also love to see their movement raised to 6, or given Wild Hunt (which I feel is entirely unnecessary on Ninjas and should be removed, Ninjas have enough of a fall back pattern and safety as it is I feel). Love the attempts to make the skill level ups more reasonable. However, I would suggest the following based on my personal expected frequency of action: Further increase the MELEE weapon skills to 128 (Not as bad as vanilla, but ranged weapon skills still leveling significantly faster than their melee counterparts even with counter). Further increase Beast, Dragon, Undead to 96 Further increase Sacred, Demon, Golem, Reptile to 128 Drop Anatomy to 64 Someone else comment that status effects were too easily remedied by the AI. I tend to concur. I like that the buffs/debuffs have impact, and would prefer to see them less easily remediated. TBH if Knight's and anybody XxxProof were the only people able to cure some of the debuffs that'd be fine by me. As it is, any debuff I land is more like "make a random enemy unit waste their turn doing nothing" regardless of what the debuff is as one of the AI will invariably cure it. Warlock I tinkered with but... weird class at the moment, still trying to absorb information in this thread about how to use it. Excited to get to play around with Necro, White Knight, and other "unique" classes... May actually do POTD and CODA again after all these years Disclaimer: I'm perfectly capable of applying these above changes myself, and I likely will in the future to my personal copy. But I will at least finish one of those runs through Dorgalua before mucking with your work. Great job!