Crystal Project

Crystal Project

Final Fantasy Project Overhaul
 This topic has been pinned, so it's probably important
Flux  [developer] 26 Aug, 2024 @ 5:10pm
Feedback for v3.0
Any general feedback goes here!
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Showing 1-12 of 12 comments
Caio 18 Sep, 2024 @ 3:27pm 
Endgame spoilers: You can use Berserk in the Master of Magic (is that what the Labyrinth boss is called?) repeatedly, making him useless in the fight since he can't attack. I'd make him immune to berserk, or at least make him resist it after the first time.
Flux  [developer] 18 Sep, 2024 @ 8:25pm 
He is meant to be vulnerable, but he isn't attacking due to the nature of the dungeon. I'll see what I can do to address that (I want him to be vulnerable), but there may be other side effects.
firionyounes 23 Oct, 2024 @ 10:45am 
Could the skill license requirements be made darker if the currently viewing skill's license is not in your possession? I like the mechanic but it's kind of annoying having to go back and forth.

Thank you.
Flux  [developer] 23 Oct, 2024 @ 7:27pm 
Unfortunately, Crystal Project doesn't support editing the UI in that way.
firionyounes 24 Oct, 2024 @ 12:22pm 
Originally posted by Flux:
Unfortunately, Crystal Project doesn't support editing the UI in that way.

Pity! Also seiken already means holy blade so now it's holy blade sword hahaa. Anyway I'm absolutely loving this with all the FF bosses added into the story. I'm only halfway through now but I'd like to say, well done!

Edit: And the materia keepers are fan.tastic.
Last edited by firionyounes; 24 Oct, 2024 @ 2:37pm
Windless Bear 26 Oct, 2024 @ 3:15pm 
The black mage's blizzard line of spells are still bizarrely weak compared to the other two elements. They're only slightly cheaper, with as low as half the base damage but identical Mind scaling. They aren't faster, either. Do they apply some unlisted status effect or are they just worse?
Flux  [developer] 26 Oct, 2024 @ 8:28pm 
The Blizzard series is meant to be MP efficient in exchange for the lower base. The values are being adjusted to a 20% differential from Fire in the next update, and Umbral Ice is getting buffed.
Windless Bear 27 Oct, 2024 @ 8:23am 
Originally posted by Flux:
The Blizzard series is meant to be MP efficient in exchange for the lower base. The values are being adjusted to a 20% differential from Fire in the next update, and Umbral Ice is getting buffed.

Sounds good! You've done a great job with this entire mod, it feels like a new game.
firionyounes 31 Oct, 2024 @ 1:13pm 
I like the mystic Knight. But would you agree that the FIFTEEN percent extra damage is slightly, mildly high? The fifteen percent extra hp doesn't amount to much if not specced for hp, and the class itself does not have High hp.
It seems there's not a Good balance as it barely has any vitality either and can only equip light armor without shields. However I'm playing on final fantasy mode so getting one shot is not uncommon. Unless I'm missing something and aren't unleashing its full majestic potential, maybe give them a shield? Hehe

Edit: I was looking at my character stats instead of the class stats. It does have Good hp but still very squishy.
Last edited by firionyounes; 31 Oct, 2024 @ 7:25pm
Standard Difficulty, just got Ibek bell.

Some things stand out:
- Boss loot at the Lost & Found is insanely expensive. Thunder Shield from Magitek Knights is 24 gold, at a point where you have like 3 gold if you're thrifty (no grinding). Tthe price for unstolen boss loot is at least 10x more expensive than the most expensive thing you can buy at an NPC.

- Since reaching Capital Sequoia all enemies do >50% of your hp in nearly every single move, so you need Power/Mind Break and Protect/Shell. Probably it was the case in Vanilla as well, but I feel this mod has a higher emphasis and the damage/hp margins seem tighter. It constrains the party comp+tactics, especially when you haven't unlocked so many jobs yet. Paladin is better than Aegis in light of this. Also, Skip: Defend is a good idea but it seems to do too little.

- Similarly to the base game, RM (Warlock) is busted in the early game. It does everything you need a WM to do, but with earlier access to Protect/Shell, as well as superior mana longevity and spell output thanks to Dual Cast.
Flux  [developer] 23 Sep @ 5:02pm 
Thank you for the feedback!

The next version is going to have an overhaul of the economy and the base enemy balance. So hopefully it will address both issues thus far. Defend is much stronger than it appears, though. As your levels go up, you'll start to see a noticeable difference in its reduction.

Funny thing about Red Mage- it's very strong, but as the game goes it struggles in the main healer slot. I'm making tweaks to help its life be easier on this front, but White Mage should still be stronger where it counts- with AoE heals and mitigation.
Alright I finished the game, didn't really do the optional stuff (superbosses, quintar reserve, the sequoia/labyrinth). Overall really good, it really felt like Final Fantasy game especially the revamped plot. The boss fights were fun, there were so many and they were all pretty cool. I especially liked the revamped items with weapon procs, those were a neat idea, although they were all on caster items.

Now the critical stuff:
- Lack of Uncounterable anywhere really felt painful, especially because it isn't always clear what does and does not trigger counters, sometimes the behavior felt inconsistent. This really emphasized job swapping, e.g. a boss counters your physical hits with aoe so you want to switch to an all magic line up.

- Jobs seemed to live and die on utility, which meant some jobs just weren't good:
  • Dark Knight is good when you get it, but didn't really offer much besides damage and I hardly used it as the game went on. HP/MP Sustain was good, but Samurai also has that,in addition to the Katana group buffs.

  • Berserker took too long to power up, but the Berserk shortcut was cool. Seemed like a full powered finisher was too weak? The followup hits from extra wrath levels did like 1/4 the damage of the initial hit. This makes the single target finisher much worse, I pretty much only used the multi-target finisher just to apply Instant Death. Also the Wither debuff seemed to heavily nerf all of its moves.

  • Dragoon and Monk share a combo system which is pretty neat, but this helps Dragoon more than Monk. Dragoon utility is not that good, but Monk's Chakra is REALLY good.

  • Beastmaster, you get really late in the game, then you have to traverse the world to unlock its abilities. At the time you get it, it really feels like a slog to get through, I ended up giving up on the class. Especially because you don't really know what each form does.

  • Seer felt very selfish and also very RNG. I don't know what to think about it. I probably could have utilized the AP to MP conversion better, or played it as a hybrid damage job.

  • Shikari I really wanted to like. Commando stance and its skills just seem really bad though. Ravager stance, the skills say they apply a debuff but they never did. If they did, I would never use Saboteur stance, those skills are basically weaker versions of Ravager skills if not for the debuffs.

- Some bugs and quirks:
  • Frenzied Owlbear can open with an AoE interrupt which ruins your setup phase AND heavily damages your entire team.

  • Similarly, triple snow rabbit in Tall Tall Heights can open with 3 Kicks and destroy your team. Hoping the combat balance in 4.0 makes this less annoying.

  • That ghost enemy in Land's End can cast Pep Up with skeleton allies and just ends the battle by killing his team.

  • Dark Element in Jidamba Eaclaneya, when it gets low, casts Dark Force which just seems to kill itself.

  • The Forgotten Key (found in the Deep Sea and opens the ruins underwater south of Jidamba) is replaced with something else, so I don't know where the Forgotten Key got moved to. I ended up unlocking the loot with the Skeleton Key.
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