Hi Praetarius,
Returning to this game after several years, I am amazed that someone has put in the effort to follow up on old discussions about how to re-balance and improve this game. Team formation and battle strategy were the aspects of this game that always had the most potential for deeper gameplay, and from everything I've read, it seems that you've put a lot of thought and effort into developing these.
Some quick questions from the class skill lists as I plan my parties for my playthroughs:
1) Grand Divina seems to be completely rethought and the only class of Angela's that does not graduate to Level 2 magic. It looks like you were aiming for a classical Red Mage with her.... But this leaves her one or two spell damage levels behind her other final classes. With these changes, is Grand Divina still an effective choice in the endgame?
2) Carlie's dark classes can no longer heal. I see the reasoning behind this, but in the original game her summons were not nearly powerful or varied enough to make her competitive with Angela in terms of damage. Plus, the stat/effect spells, like Mind Down or Anti-Magic, seem to be much more distributed among the other characters this game, further removing some of the uniqueness of Carlie's dark classes. Does this leave dark Carlie with any real advantage over Angela?
3) Why does Duelist get Leaf Saber? I understand the addition of Anti-Magic, but seeing as how Leaf Saber doesn't damage MP, wouldn't Moon Saber seem a more natural choice for a physical-based fighter?
4) The max stats of your final classes are more leveled (much less variation between stats of any particular class) than in the original game, but based on the level 99 cap, this may not matter too much because they appear to be unattainable. Is the purpose of this to give the player more flexibility in character growth?
Also, just a couple of questions after a five-minute play-test with Duran:
5) I miss a lot. After reviewing the message board, it appears that I can increase my hit rate through using strong attacks instead of quick attacks. My question concerns the AI for my eventual partners. Will they automatically choose strong or quick attacks or a mix of both, and can I set their preference?
6) My quick attack did 3 damage, while my level-one tech did 48, with yellow numbers. Is this yellow-numbered hit the long hidden critical hit? Also, the difference between 3 and 48 is 16 times. Does the difference between these get tighter as the game progresses, or can I always expect to more than ten times as much with a critical hit on a tech? (This will affect how I raise my Agility for sure.)
Thank you for your efforts and I look forward to more discussion!