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Chocolate Kitty

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Posts posted by Chocolate Kitty

  1. scholar/heretic are "fast" mages(5-6 move, higher speed cap, lower mag cap), while sorcerer/warlock are "heavy" mages(4-5 move, lower speed cap, higher mag cap)

     

  2. sorry for the lack of replies; my power keeps cutting out >_>

    tzNzh.png

    that's what I ended up with after a bit of debate; divine might be lowered a bit in accuracy but that's should be the only change
    my hope was to give more of a reason to switch between weapon types for the anima triangle

    as for the finalized unit list as well

    skill list is in the works still, but shouldn't be very much changed from what it was originally

     

  3. 4 hours ago, DLuna said:

    And in essence, weight only impacts AS which can be a lopsided metric to balance.

    Not exactly; it affects avoid as well, but I see where you're trying to go with this

    And with Warlocks being heavy mages, they aren't doubling generals unless extreme circumstances.; but that's less important.

     

     

  4. oh right i never actually touched any of the hitrates or weights just copied them down

    that was a mistake

     

    wind debuffs are not very strong due to probably the best buff(bonus speed) and high range(1-3)
    fire buffs help with the mage skill reciprocity which lowers magic weight based on user's mag/3 or some formula similar, and is intentionally not very impactful so it can stand as the "neutral" magic

    dark i had considered making entirely special but i haven't figured out how/seems like it could get complicated

    but yeah i haven't tested any of this yet, but I will put your suggestions into consideration/practice and see what the result is

     

    oh right shit range decreases automatically the farther the attack range(or at least it should) for magic and bows(only for 3+ range)

     

  5. 15 hours ago, DLuna said:

    Anything that's suited to make her an anti-mage would be cool. I'm personally not a fan of Paragon because while it does help out a unit early on, once they've caught up to speed, they just end up surpassing others easily if their growths are semi-decent. Basically the whole too weak > too strong issue. At both ends it doesn't feel right. +20-50% EXP is better to balance at the very least, not +100% (fates had the right idea with one of Corrin's passives; I think it's +20% EXP only?). However, you've pretty much done this in terms of class EXP differentiators.  

    Speaking of mages, ever thought about giving some tomes 2-3 range? (I've personally done fire & light 1-2 range, thunder & dark 1 range, Wind 2-3 range)

    When first experimenting with this myself I was initially sceptical, but it works really well in practice -- making mages more interesting and distinct, and offer more counterplay (also helps justify using multiple mages with different types). For instance, I designed wind to have both bad MT and be super heavy; but also offer utility (debuff/status) and damage from a greater range. Thunder the complete opposite -- nutty MT/CRT and bonus skill procs, but no range beyond melee.

    So someone like Lugh could be utility based -- offering good chip damage with debuffs/single turn statuses from a long range. Lilina with high offensive potential and being able to counter at both 1 and 2 range. And Hugh being a tankier 1-range thunder user, as well as Raigh but with dark (dark magic giving an 'aura' that reduces physical damage taken and negates special effects like brave weapons). Sophia could have a personal skill that extends the range of melee tomes by 1, making her super powerful outside of actual stats -- obviously far squishier than Raigh.

    I'd experiment IMO. You might not end up liking it -- a lot of this is just my own perception/opinion. But worth trying some stuff (you might end up with a completely different system than my own -- but anything to make magi less bland than they currently are).

    there's a lot here to look at, but I have been trying to make magic more diverse as of late, since rarely i switch weapons outside of a chance to miss being lower. I had wind magic 1-3 range, fire 1-2 range, and thunder 2-3 range at some point in my older projects, but I'm not a big fan of that completely. I'll mess around with somethings and see where they lead. Regarding debuffs... Idk, I can at least make them show up on the UI but as far as I know I can't make stat changes happen after the fights instead of during them. It's probably a simple change though for specific things like status to start affecting you post-battle rather than in the middle of it.

    For paragon idk I haven't really looked into it much, I reduced exp gain overall so I never saw it as an issue. Maybe I overlooked it.

  6. On 1/17/2017 at 10:20 AM, DLuna said:

    One thing I agree with though is the layout of CH3. It's a shame that my criticism wasn't taken as seriously when I brought it up before despite it being changed now (I get the impression skitty doesn't like to openly admit when they agree with feedback -- and there has been a couple cases they've flipped it to make it seem they already implemented changes before the feedback was actually provided -- in order to not admit fault...... CH3 included).

    eh i get a lot of suggestions as you know, and some get lost; and i get so much that goes in either direction I don't know how to respond(I previously changed ch3 and was told it "didn't feel like the original", so i changed it back, things like that)

     

  7. 8 hours ago, DLuna said:

    Anything that's suited to make her an anti-mage would be cool. I'm personally not a fan of Paragon because while it does help out a unit early on, once they've caught up to speed, they just end up surpassing others easily if their growths are semi-decent. Basically the whole too weak > too strong issue. At both ends it doesn't feel right. +20-50% EXP is better to balance at the very least, not +100% (fates had the right idea with one of Corrin's passives; I think it's +20% EXP only?). However, you've pretty much done this in terms of class EXP differentiators.  

    Speaking of mages, ever thought about giving some tomes 2-3 range? (I've personally done fire & light 1-2 range, thunder & dark 1 range, Wind 2-3 range)

    When first experimenting with this myself I was initially sceptical, but it works really well in practice -- making mages more interesting and distinct, and offer more counterplay (also helps justify using multiple mages with different types). For instance, I designed wind to have both bad MT and be super heavy; but also offer utility (debuff/status) and damage from a greater range. Thunder the complete opposite -- nutty MT/CRT and bonus skill procs, but no range beyond melee.

    So someone like Lugh could be utility based -- offering good chip damage with debuffs/single turn statuses from a long range. Lilina with high offensive potential and being able to counter at both 1 and 2 range. And Hugh being a tankier 1-range thunder user, as well as Raigh but with dark (dark magic giving an 'aura' that reduces physical damage taken and negates special effects like brave weapons). Sophia could have a personal skill that extends the range of melee tomes by 1, making her super powerful outside of actual stats -- obviously far squishier than Raigh.

    I'd experiment IMO. You might not end up liking it -- a lot of this is just my own perception/opinion. But worth trying some stuff (you might end up with a completely different system than my own -- but anything to make magi less bland than they currently are).

    there's a lot here to look at, but I have been trying to make magic more diverse as of late, since rarely i switch weapons outside of a chance to miss being lower. I had wind magic 1-3 range, fire 1-2 range, and thunder 2-3 range at some point in my older projects, but I'm not a big fan of that completely. I'll mess around with somethings and see where they lead. Regarding debuffs... Idk, I can at least make them show up on the UI but as far as I know I can't make stat changes happen after the fights instead of during them. It's probably a simple change though for specific things like status to start affecting you post-battle rather than in the middle of it.

    For paragon idk I haven't really looked into it much, I reduced exp gain overall so I never saw it as an issue. Maybe I overlooked it.

    oh right @names *big shrug*

  8. 8 hours ago, DLuna said:

    (Natalie seems like a clean slate in terms of where she is from (or where she and Dorcas went after FE7 or even EN if that's part of the continuity). And I just can't help but find Dorcas!Dorothy rather... fitting. But eh -- its all fan-canon in the end so w/e)

    well she's married to dorcas and dorcas is from bern so...

     

    i'm currently drudging through fe14 so if I see anything interesting I'll see what I can do; the skill seems all right from the description though; like mirror armor or something like that from final fantasy

  9. 1 hour ago, DLuna said:

    IMO that's probably the worst thing you can do to change it. The 2 range massively helps her actually stay in range to attack (or just chip damage w/o retaliation -- which is nice with Paragon).

    The random stats/healing is the thing that's unnecessary (it bloats the weapon far too much with stuff -- to the point where rather that designing it with a specific purpose in mind, you just slapped everything on it instead). I do just think you should remove the RES bonus and give her +2 RES instead. You could also remove the healing as well (without compensation, she is good enough at this point).

    She feels suited to be the RES tank imo. So giving her innate RES rather than her weapon feels better for her. Otherwise, when she isn't using the weapon -- Bors/Barth just flat out have better HP/DEF to do their job better. She may have a higher RES growth, but an actual decent base stat (without having to use Florence) would at least be nice. Especially now that you've buffed Bors a bit as well.

    Personally, I'd buff her bases a bit, remove paragon, and give her something like Nyx's personal skill (reflects magic damage when taken). Make her an anti-mage outright (which completely separates her from Bors, with him being the physical tank and Wendi the Magical tank). Florence shouldn't be required for that -- just gives her strong 1-2 range to counter mages on enemy phase.

    And if she's Serra's (a bishop's) daughter, then that's all the more reason to give her massive RES

    Also, Dorcas + Natalie > Dorothy?

    would make her stand out a bit more, i have no idea who nyx is so i have to see how that affects this person before testing

     

    lolno @dorothy; she's from etruria

  10. On 1/18/2017 at 11:14 PM, DLuna said:

    Since the 'official' english names are out, are you going to be changing them?

    With Heroes coming out (and possibly Echoes: FE6 edition eventually) it'll probably be best for consistency.

    #Gwendolyn

    Idk as some people know my names were intentionally bad or dumb, so I doubt it

    except astolfo because i find it hilarious

    where is my font aaaa

  11. small update, after realizing points where a save point would be nice, i decided on adding map saves to ch7 and ch8

    8x i doubt needs one, but might get one regardless since i may make map saves a permanent thing for every chapter to have at least one after ch7

  12. Based on the new CH9 teased I'm imagine there's more.

    On that subject I think it would also be a good idea if some of the bigger maps were split into two as well. Such as CH21 (First map a defend against Gale and his flood of Wyverns -- then a second that's the standard siege against Murdock). I think Gale just deserves to be a main boss rather than a secondary one as well.

    An extra map inside the Dragon shrine would be nice as well (splitting Yahn's map or just reworking it altogether).

    And while it's doubtful (not sure what Skitty is planning -- spoilers?), there's potential for a Roy/Guinevere split for Ilia/Sacae just so it makes sense that you retrieve both the respective legendary weapons. Rather than someone like Yodel just conventionally getting it. You would split your army like FE10 does in part 4. If that were the case, might be a good idea to cut out a chapter on both sides though.

    Plus it makes sense that Roy would actually want to go to both territories and not just one. Why would he liberate just one at the flip of a coin? He can't be at who places at once -- but why couldn't he send someone powerful like Percival/Douglas/Jerrot (with an army at hand) to take the other side?

    There are more chapters, currently I think 3 are planned?(not including interludes)

    No comment on anything past ch13x(the old 12x), simply because I haven't gotten that far when it comes to balancing(I don't even have the bosses added in fexna yet)

    However, when it comes to sacae vs ilia... there is a reason he would go to one and not the other; time. The length of time those chapters take in real time would be more than enough for zephiel to finish up whatever preparations he's been sitting on for idoun to destroy everything. I've juggled the idea of a split, as well as the fe6 convenient method of "it fixed itself!", but nothing solid as of yet.

  13. Looks nice.

    Having enemies from only seemingly one direction might be a bit odd for a defend map though, as typically they require you to tackle enemies from multiple angles (being pincered) for a bit more nuance (You could stretch the map a few more tiles to the right and have fliers pop in from there?).

    Either way, as long as you cannot powerhouse the map and have to make smart usage of defensive units, then it's a thumbs up from me.

    it is in both directions, just not initially

    which i have deemed a bit unfair as of... 45 minutes ago

    so...!

  14. Not sure about promotion items, but I doubt I'll be price dropping stat boosters due to the lack of having them being sold very often. I've increased the amount of money you can accumulate so I don't think when they do show up in shops that you won't be able to spare 5000g. Changing the effect of each one though, that's a possibility.

  15. I think I've only seen it happen for Roy and Wolt in CH2 to CH3? Mostly CH2 though. And they get 0 stats when it happens (I think).

    still have no idea how that happens, and I haven't gotten it to happen to me once i started noticing and tried to fix it

    Yeah promoting early can be a good boost if you need it. Although with both Markus and Jerrot it may or may not be needed and they have huge movement to boot to outperform any non-cavalry you promote.

    Barth and Diek are good examples where it can be put to use.

    However, you would need to add more promotion items into the game compared to the original to make this strategy more viable. Because you don't want to be wasting them for later. Or the gold you can get from them.

    (It might be cool to add a new item that can only promote units at level 10-12. Can be any class and is cheaper than other promo items). Jeigan's Seal Or, there's no level limitation but lowers EXP gain and/or growths. "Lowers maturity" on the description is apt. You could get 2 or 3 of these items as a whole.

    idk about the idea of another promotion item, but it seems like an interesting idea

    i do plan to have more promo items though, and you can always buy them in secret shops(member card comes earlier in fe6xna)

  16. @Chocolate Kitty Thank you for the replies. With regard to unit deployment, I realize that it is the same number of slots as in vanilla FE6 (plus Merlinus), which makes sense, so perhaps consider increasing the enemy density? This would be especially useful given how units gain EXP slower. Speaking of which, what is the reason for this? I actually like slower progression (instead of units reaching 20/20 way too easily), but if your game is going to be the same length as the original, then I imagine a lot of units will end up underleveled. Right now, I have three promotion items, but my highest level unit excluding Marcus is level 13 (Paragon Suu) and I don't anticipate promoting any of them for the forseeable future.

    Well, the enemy density would have to do with the time period the chapter is. As I stated somewhere before, FE has a bad habit of having a reverse difficulty curve, where the earlygame is much more difficult than the late game(personally, I always felt the mid game was the hardest part of any FE), so the number of enemies and their intelligence early on is low, whereas later on both will be at a higher level. There's also the fact that you can promote at level 10 for an instant boost in both power and skill accumulation, not only at level 20. So it really depends on you and what you feel like you need quickly and think you can replace later on (quick promote Barth until you build up wendi enough to function as your general, quick promote deik to get you through the early game with relative ease and keep training oiger to be your lategame Hero, etc). Many people have the notion that promoting early is bad and promoting someone you won't end up continuing to use is also bad. In GBA FE, it's a bit more difficult to do the latter, but everything post gba I'd say gives ample rewards for promoting certain characters you may not end up keeping around(Example: FE9 Oscar, FE9 Boyd, literally everyone in FE10 that promotes). Tl; dr version: try new strategies and see where you end up.

    Yeah, I really wouldn't imagine that Gonzo would have higher RES or that Lott would have low RES. Nor Wado having lower HP for that matter -- he's the generic meathead who would seem to have high HP/STR/DEF but poor RES. AKA Boyd from FE10.

    Higher RES seems to indicate intelligence or at least a more steady/reserved demeanour. Based on that, I'd re-evaluate these stat spreads personally. But hey, depends on your interpretation on this matter.

    "High" res for gonzo is like... 25% growth. So it's still relative to the class. I think the reason I made Gonzo the Res+ one was due to his personality as a bandit with a heart of gold, but it's very possible I was just throwing distributions around to see the fireworks.

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