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new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

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  • Malacite
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by Aeni View Post
    There were some good changes in here, including TP loss. It was way too much prior to this.
    No kidding, it's part of what was keeping me from effectively solo-chaining mobs on my GLA.

    Leave a comment:


  • Aeni
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by Raydeus View Post
    At least they lowered low level gear prices (NPC) and added a couple of shields (!!!!!) for THM. <_<;

    1.19a



    And for some reason I keep thinking Dramaturge every single time I want to say Thaumaturge... orz
    There were some good changes in here, including TP loss. It was way too much prior to this.

    Leave a comment:


  • Raydeus
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    At least they lowered low level gear prices (NPC) and added a couple of shields (!!!!!) for THM. <_<;

    1.19a



    And for some reason I keep thinking Dramaturge every single time I want to say Thaumaturge... orz

    Leave a comment:


  • Taskmage
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Iirc, I used my bonus exp to keep every non-Ike character the same level. I'm not sure but it seems like something I would do. It's possible that as a result everyone I actually used was underleveled which would explain the necessity of leaning on Ike toward the end. If I had locked in a team and focused on them I probably wouldn't have had the same problem.

    Leave a comment:


  • Aeni
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by DakAttack View Post
    It seems as though they may need to. I don't suppose it would be beyond them to condense the servers for relaunch and give us a few new ones?
    It's too late for them to wipe and start all over. That time was in Janauary of 2011, when Yoshi-P came on board and there were consensus (not majority, but I'm sure there were enough pool of players to still justify it) to do so. I wouldn't have mind but that was because I was already growing weary of the game before the changes were introduced by Yoshi-P.

    In any event, I don't think it's really that bad for PS3 players to be joining in at a later time. You have to remember that this was the same in FFXI where the Japanese players had a "head start" ahead of NA players and the EU players came on board months afterwards. And let's not even forget the time differences between PC players and PS2 players. There were many stories of how players were resentful of the JP players "dominance of the economy" and other stories of gratitude (and platitudes) by players who were being helped by "higher levels" and even getting free PLs from time to time. And yet many of you are still playing FFXI today and no one ever whines about there being "no reset".

    Leave a comment:


  • Armando
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    I'm still on the final chapter, but he doesn't seem as stupid broken in this game as he was in Path of Radiance. Towards the end of Path of Radiance I was in such a rush to finish the game that as soon as I got Aether I tried sending Ike alone into the missions. I would've gotten away with it if I hadn't broken every single sword in my inventory in the process.

    I ended up dumping all of my bonus EXP into Mist and Elincia and plowed through with those 3 instead =P
    Last edited by Armando; 10-13-2011, 12:33 PM.

    Leave a comment:


  • Taskmage
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    The last three levels in Path of Radiance I basically had Ike solo. <_< He was practically invincible and anyone else would have been risking death to be involved at all. It felt really lame but I was determined to have no deaths.

    Leave a comment:


  • Armando
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    They've gotten better. The GameCube one (Path of Radiance) introduced Bonus EXP, extra EXP you get for clearing missions quickly or meeting other criteria (e.g. saving NPCs.) You can give it to anyone, which lets you level up units that are too weak to contribute to battles directly just yet. Plus, I've heard Roy is the suckiest Lord in the series. Ike, on the other hand, is a monster. The Wii sequel lets you save mid-battle, which is great for when unfortunate shit happens. They ramped up the difficulty and scope of the battles though (which I personally like.)

    Still, I don't blame anyone for disliking it.

    Leave a comment:


  • Takelli
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by Armando View Post
    You probably shouldn't play Fire Emblem, lol.
    I loved that game. Hated when people died....

    I ALWAYS turned it off when some one died and restarted. Hell, I can't even get past a few of the batles with out my generals dying from one hit, and they are max level. I can't remember which one it was though lol.

    Leave a comment:


  • cidbahamut
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by Armando View Post
    You probably shouldn't play Fire Emblem, lol.
    Man, fuck that game and it's permanent character death nonsense.

    I rage quit the GBA one so hard and people still are all "why u no love Fire Emblem?"

    That entire franchise can go die in a fire as far as I'm concerned.

    Leave a comment:


  • Armando
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    This was why I cringed.
    You probably shouldn't play Fire Emblem, lol.

    Leave a comment:


  • Yellow Mage
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by Taskmage View Post
    Automatic reset
    This was why I cringed.
    Last edited by Yellow Mage; 10-13-2011, 10:04 AM. Reason: Quite a few too many times would one of my party members win the fight immediately after another one died.

    Leave a comment:


  • Taskmage
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by Armando View Post
    How so? Most games have mobs with static levels, so you can trivialize content by grinding enough.
    That's kindof what I mean. If it's too hard for you then you can grind a bit and make it easier. If it's too easy you can breeze through with the minimum number of encounters and your level regresses to the mean. It's a bit crude and sure there have been abuses and bad implementations, but it go the job done generally.

    Leave a comment:


  • Armando
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    It worked well for dynamic difficulty adjustment
    How so? Most games have mobs with static levels, so you can trivialize content by grinding enough. The mob difficulty isn't being adjusted to keep up with you. Worse yet, it's punishing me for not killing enough mobs instead of punishing me for playing stupid. But my real gripe is when it gets in the way of games that are no longer inherently about numbers. I see no point in having to grind 30 extra levels to be able to take on a secret boss in KH.

    Then again any leveling scheme could be balanced if devs would place good lower and upper bounds on how much damage you can give and take. The problem isn't so much that level sytems are bad, but that they don't handle under or overlevelling gracefully.

    Leave a comment:


  • Taskmage
    replied
    Re: new Classes revealed! PLD, DRK, RNG, BLM, WHM, DRG!!!!

    Originally posted by Yellow Mage View Post
    Whenever anybody died in Final Fantasy I
    Automatic reset if it wasn't feasible to run from every fight on the way back to town. If you're in my party you level when everyone else does.
    Originally posted by Armando View Post
    I would even argue it's not a good fit for single player games
    It worked well for dynamic difficulty adjustment, and occasionally was well used for gating content when you weren't physically constrained to a linear path. There are other methods of each that are arguably better and less abstract.

    Leave a comment:

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