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Thank you.
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.
Sounds good! You've done a great job with this entire mod, it feels like a new game.
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.
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.
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.
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:
- Some bugs and quirks: