Onelovekr

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About Onelovekr

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  • Favorite Games
    Tactics ogre
  1. Feedback and Suggestions

    I see, thanks for clarifying. I knew it wasn't an issue with a readied skill overriding the previous one, as evade is not a readied skill. Could you explain how you're using your terror knights, as I might be using them incorrectly (mostly as beatsticks). I don't care to use fear or other non-dmg spells because i'd rather just do the damage directly, but he's being outclassed by other melee attackers, and if I have him focus on those spells/fear, low accuracy or poor range seems to keep me from getting the most out of them, and at that point I'd rather just use a mage of some sort. I have Lament of the Dead always equipped on him but I don't use it much because it doesn't always work. Re: the shadows, I think letting him blow it up on the same round it's created would be a bit too good, I was thinking more along the lines of creating a clone one turn, then having the option to blow it up the next. It would make his shadowbreak skill less situational and in conjunction with the rampart aura shadows, give him another tactical dimension towards area control. The damage could always be scaled down if it looks too OP in practice. Yeah I think the terror knight does fine in terms of identity, that's not an issue, the problem is his lack of a real role in the context of a battle. Look at the other classes and you can clearly identify clear roles for various scenarios, unique functions that other classes can't perform. But the terror knight feels like an "add-on" class that's there if you want it but doesn't really add anything to the function of the team. In terms of productivity, it's just outdone by everything else at the moment so there's no real point in using it, at least from what I can see so far. Most of my classes except the end-game ones like lich are above level 30 and I still can't figure out why the terror knight would ever deserve a place in any squad. I want him to work but I just doesn't see where he shines. Funny enough, knights is the other class I barely touch, due to similar issues. I think I just don't get the point of these super slow tanky classes because I figure they're supposed to be front-line warriors to absorb hits and deal heavy damage but due to their slow speed/low range they are never really in the heat of the battle, always lagging behind everyone else. So my quicker melee characters and ranged archers/mages do most of the work and the terror knight/knights struggle to keep up, wanting to be useful but ultimately not doing much. What would make me happy with these two classes is basically something they can productively do while not in range. It's why I'm attracted to the idea of Terror knights making shadow clones, because he doesn't have to be in range to make them, and if placed well, they can influence the battle in later rounds and be blown up if enemies come into range. Knights would need their own thing, doesn't even have to be offensive or OP, just anything really that contributes to the battle when there's nothing else to do, a non-situational go-to option to use TP and/or MP basically. Or if nothing else, just some improved movement so these classes could actually be on the front lines more often. Would giving them more movement really make them OP? I figure their higher RT would keep them balanced, as they should get less attacks per fight compared to the quicker characters, therefore keeping the dmg output roughly balanced between the classes I assume? I tend to levitate towards characters with high mobility or good range in my parties and it makes me feel bad for the terror knight because flavor wise I'd love to use him. Anyways even if absolutely nothing is done, this patch is still the best thing anyone could really ask for so I'm happy enough as is, just want to be... happier still, I guess lol. And I like the change to making lich/angels, I don't see any real value in the complicated steps from the original game, it doesn't add more gameplay or anything, it's just a nuisance. At least that's my opinion. More flavorful to keep the rings locked behind boss fights and do away with the unnecessary and unfulfilling grind.
  2. Feedback and Suggestions

    Would there be a way for him to make his own clones so he could blow them up and do AOE damage around the clone? Maybe turn him into an area control type with the shadows with rampart aura, for example? I have the dragon slayer 2h sword equipped on him and he does decent enough damage but he's so slow he's always scooping up the leftovers that only have 79 hp. His lack of range options really hurts him and he's not even as strong as the quicker characters with double attack. I'm trying to figure out how to get the best out of him in my squad but there's absolutely nothing he does better than the other classes. Destroying clones could be cool if utilized in a better way but currently it's is a very, very niche skill and it requires him to be close enough to even get it off. One way to overcome his limited range without giving him ranged weapons could be to let him teleport or use the dash (or similar) skill, so he can get into the heat of the battle more easily. Another would be to give him a way to reduce his RT (preferably a skill). Either of those would help a lot. I have a ninja who's the same level and she has more mobility and damage output (with double atk) than the terror knight, plus she can dodge melee attacks with her skill which lets her carry far lighter armor. She's weak to spells but at least she has a clear function in the squad and she's very effective at it. I'm wondering what the terror knight's actual function is supposed to be as he's just lesser at everything compared to the other classes, including area control. I think he needs a clear purpose that differentiates him from the other classes, the control shadow-desctruction idea I mentioned in the beginning is one example I think would be pretty cool if possible. Oh one more thing, I was using the buccaneer and had it cast Evade on itself, so it had nullify. Then I tried to use dash the next turn but the dash was canceled out by the nullify. I'm not familiar with this interaction (it's my first time playing this game) but nullify's description only mentions physical attacks and item effects. Is Dash considered an item effect? And if so is that a good thing? cheers
  3. Feedback and Suggestions

    Hey raics, I have a level 33 terror knight and wondering if you have any tips how to get the best out of this class? I'm struggling to find a use for it, it seems physically weaker than other heavy classes and its spell selection is nothing special either. What is it supposed to excel in?
  4. Feedback and Suggestions

    hey raics, i used feyrn bolus on a friendly unit that had "stop" status, it says 0% success but it worked. Is it supposed to say 100% instead?
  5. Feedback and Suggestions

    Thanks for getting back to me, raics. I didn't know earrings gave additional boosts like that, now it makes them more enticing. If you eventually do get to normalizing the levels in those early ch 4 fights, I think it would make the whole ch 4 experience a lot better. Most of ch 4 for me was not as fun as it could have been because I was over leveled thanks to those 2 early fights. Reminded me of playing vanilla. Luckily I just did the shines and am in potd now and the battles here are much better. Thoroughly enjoying your mod, it's great. Regarding the scrolls, I'm not a fan of the current names, they don't mean anything to me and I can never remember them. "What does this do again? Oh this one..." Also, I think what you mentioned about giving characters more default skills for their level is a good solution if you can do it. I'd be in favor of something like that.
  6. Feedback and Suggestions

    charm works fine for me, lasting multiple turns i'd also like an equipment list, i just found out the Reeking set has changed, apparently into the Legion set, but I don't know what pieces complete the new Legion set. I wanted to report that I'm noticing some weird issues with the earrings giving stat boosts when they shouldn't. For ex. I think the Beast earring gives a boost to 1h swords as well. Also I think it's kind of weird that warrior's band can give higher atk boosts than the earrings in some cases, same for Seal of Finesse being better than Gunner's Earring. And I wish archers would be able to use or get access to some new armor from the recipes as well. I just finished the shines and everyone has new body armor except the archers, who are stuck with scout vests which imo are worse than damasc vests for archers. Wish they could have a new piece of body armor from the recipes that complemented them more. I think the scout vests are really weak compared to phantom cloaks and damasc vests, not sure where they fit in really. Edit: Also forgot to mention, I was playing around with a Necromancer and tried its Beckon skill on an injured enemy, but it didn't do anything. I used it on a human and it had 100% accuracy. I thought it would damage the enemy by its current damage amount but it just ended up using up my TP
  7. Feedback and Suggestions

    Hey raics, I'm in 4L and noticed a few weird things regarding ai levels. In some story/mission fights like ozma recruitment fight and the first pirate recruitment fight that is available early on in ch4, the ai levels were in the 20s (22 or 26, dont remember). Which is a huge jump from ch 3 that early on. But in other story battles the ai is at lv 16 to 19, like saving lindl. So i had to level up classes to the mid 20s to recruit ozma and azelstan and then breezed through the rest of the story fights so far (just got lindl). wondering if this is a bug in my version? I dont remember if there were other high level fights early on but those 2 I mentioned stuck out to me because I had to do them early on but it was impossible at level 15.
  8. Feedback and Suggestions

    Hi Raics! Great mod, really brings the game to life. Recently had some time to play around with white knights but felt they were really weak so I was wondering if i was missing something. It seems their divine light spells are all situational debuff clears (dont know if they get something else later) and they only have melee weapons and slow speed which means they almost never get any action. Would it be possible to give them some kind of skill they could use when theyre not fighting, like aoe defense buff skills or something? I hardly ever find any use for their divine light spells. They just feel like slow melee characters that just lag behind everyone else atm and I wish they had something they could do more consistently.