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nhaer042

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Everything posted by nhaer042

  1. I expect something similar to Sacred Stones. You know, most of the characters able to be recruited for either side but the circumstanced different depending on what story it is. However, unlike SS, I would like more characters exclusive to one side or another just for variety's sake.
  2. I'm mixed about having tactician come back. I have no big desire to see it gone, but if they found a way to implement it back in, I wouldn't be glad or mad. Ignis would be a cool skill to have back and maybe Rally Spectrum.
  3. If they added crit cut-ins AND brought back class unique critical animations, that'd be really cool. I doubt the latter will happen but one can dream.
  4. Six might be a bit early but I'd rather have to make the big choice early in the game and deal with the repercussions for the majority of the story rather than wait halfway through and have less time to really let the weigh of the choice sink in.
  5. I dunno about enemies being able to attack either unit. However, the allied unit taking damage while guarding seems like an interesting idea. I was also thinking the type of attack might affect if the other unit attacks or defends. Allied mages would be more likely to block a magical attack or an allied unit with a sword would be more likely to attack if the enemy is using an axe for example.
  6. I'm digging the fact the Avatar gets a cool sword. Turning into a dragon is awesome and all, but sometimes it's just satisfying to stab something, you know?
  7. Yeah, I knew that. I just thought it'd be helpful here too in terms of mechanics. Not so much story endings.
  8. So, I was thinking about how the Dual System is returning in this game. While I did like it in Awakening, I admit that it does have its flaws. While IS seems to be addressing this by letting enemy units utilize it and seeming to nerf some of the bonuses your units get, I was thinking of some other ways they could balance the system out. 1) Get rid of Pair Up. While reclassing does do a lot to make units OP, Pair Up is just as big an offender. It made Awakening way too easy on normal difficulty and even if they reduce some of the bonuses you get in If, I still think Pair Up might still make your units too strong. 2) Mitigate grinding out supports. I think Path of Radiance had a pretty good system of building supports (units only needed to be participate in a certain number of chapters together to build support). If they did that here, it would make it a lot harder to abuse the Dual System by grinding out support levels. To address the issue of an open world map like Hoshido seems to be having, perhaps have characters only be able to build support once per level? I mean that encounters caused by Reeking Boxes (or whatever If's equivalent will be) or non-story DLC wouldn't contribute to building supports. I dunno, I admit this suggestion has the most issues. 3) Bring back the 5 level of supports only feature. Limiting the number of supports a character could have would also help keep them from abusing the Dual System. If "S" ranks are still a thing, maybe the limit could be boosted to 7 or 8. 4) Have the allied character in a paired up battle not be as strong as if they were the attacking character. This should apply to enemies too. I doubt these ideas would make it in the game and I also admit they may have their flaws but I think they'd help. I don't hate the Dual System nor do I think it should be removed. However, serious tweaking is needed to make it a valid mechanic. Anyhow, that's my two cents. Anyone else have some ideas?
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