Post by jujubeehunter321 on Feb 23, 2008 2:26:48 GMT -6
I had a few ideas in the past since I played a few more of the Final Fantasies, and came up with a few ideas to help diversify the game.
Classes
Now I know what you're all going to be thinking: We have ten classes already, we don't need anymore!
Well, unless you're from the Brotherhood, I don't give a hoot.
First, I decided on a rather generic one...
The Paladin
The Paladin is your classic combination of both white mage and Knight. Now, most people are thinking that the redmage covers this, but they'd be really really wrong. My particular take on this character leans more to the melee side of combat. He can use swords, axes, and all that good stuff, plus armor. But in addition to Knight-like abilities, he also has an accompanying brand of white magic (I'll think up a good name for this later.) Now in addition to some of the more basic to moderate white magic (he'll NEVER ascend Cure 2), he could have all new skills....in example, say, Bless Sword, which would increase the caster's next attack damage by 3x normal damage, but then must lose his or her next turn. Now, that may seem uber, but I assure you, his rate of learning would be much slower than that of a WM for his spells...his Cure tiers would be like 30 levels apart or so.
Note: I will NOT describe spells that already exist.
[*Level 3: Slash, second hit]
[*Level 5: Cure 1]
[*Level 6: Holy Cross, Cost: 12, Desc.: Using his training, the caster blasts his central target for 120% Holy damage, while other enemies in adjacent tiles receive 80% Holy damage. (Note: Percents based off of normal attack specs)]
[*Level 9: Unwavering Devotion, passive: The Paladin's zeal leads him to sometimes deal +20% damage and/or heal for +20% more HP, Third hit]
[*Level 12: Shield 1, Peep, Slow 1]
[*Level 15: Harm 1, Holy Blade: Player's blade is charged with Holy energy, allowing him to run through an opponent with 180% damage, or 230% against Undead]
[Level 18: Fourth hit]
But as for unbalanced? I deal with that problem with our good friend:
The Dark Knight
Like his juxtaposed counterpart, the Dark Knight is two thirds Knight, one third black mage. Again, only learning basic to moderate spell casting (Only to Tier 2, maybe something LIKE Psychostorm in really high levels, like 39 or so) and able to wield most equipment. Most people OBVIOUSLY wouldn't like these build, complaining that they're either too nerfed or too buffed.
Which brings me to my final class suggestion:
The Ninja
Possibly the iffiest of my suggestions, as it seems that most of this could be accomplished by a thief....I feel as though the main hook for the use of ninjas would be the fact that they could use swords. Unlike the Thief, they'd be more combat oriented. Where they would both deal in sneaky blows, I feel as though ninjas could inflict status effects with their awesome skills. Now this class, although almost a tandem to the Thief, is very different in his abilities (aptly named Ninja Arts). No black magic here, but just sheer skills. Perhaps you could use the shadow model from one of the earlier Final Fantasies as a base?
Now that's all my class suggestions for now. Onto General Suggestions.
Firstly:
Pre-emptive Strikes
Possibly an instant refusal, but hear me out. As anyone with a brain and a copy of any turn based combat game, a pre-emptive strike is where the players gain the advantage of first strike. Like an ambush, but in reverse. In counterpart to an ambush, you cannot fail to run from them, as you're surprising them. The biggest chink in the armor of this idea is the whole "We're Investigators, Not Hunters" speech, but that's easily dismissed: it's common knowledge that the monsters in the Hunting Grounds are violent and aggressive. It would make sense to be cautious and prepared for battle. In fact, you could even argue that because they're aggressive, it therefore makes sense to launch a pre-emptive strike if you encounter an unsuspecting monster or group of monsters in order to complete your mission. So you see, the pre-emptive strike would be a very easy implement to explain if the need arises.
Ah, and the final and most infuriating suggestion:
TREASURE
Now I know what you're thinking. You're thinking that treasure chests are pointless to have in a game such as this. I agree with you; and whoever said that treasure had to come in chests? No, no, I meant more like an item drop system for the monsters you defeat! For example, say you're fighting, oh, I dunno...a gargoyle. When you defeat said gargoyle, there's a 40% chance that you receive, say, Soft or something. Now I know the biggest complaint was probably going to be "But it's impractical to create all those items!" but I NEVER SAID YOU HAD TO DO IT ALL AT ONCE. And you could also add effects like Doom and Petrify (if these exist, I dunno, I have yet to beat Kaug) to make it more interesting. You could also have them drop equipment, say, for example, a defeated imp could drop a leather buckler. And the catch is this: THE PERSON RECEIVING THE ITEM IS THE ONE WHO SLAYED THE MONSTER WHO DROPPED IT.
AHA! I found the editing button.
The Skill lists will come soon....it's far too late to start tonight.
Well, that's all that's in my bag o suggestions for now, so Sayonara. Leave positive feedback and CONSTRUCTIVE criticism. Thank you.
Classes
Now I know what you're all going to be thinking: We have ten classes already, we don't need anymore!
Well, unless you're from the Brotherhood, I don't give a hoot.
First, I decided on a rather generic one...
The Paladin
The Paladin is your classic combination of both white mage and Knight. Now, most people are thinking that the redmage covers this, but they'd be really really wrong. My particular take on this character leans more to the melee side of combat. He can use swords, axes, and all that good stuff, plus armor. But in addition to Knight-like abilities, he also has an accompanying brand of white magic (I'll think up a good name for this later.) Now in addition to some of the more basic to moderate white magic (he'll NEVER ascend Cure 2), he could have all new skills....in example, say, Bless Sword, which would increase the caster's next attack damage by 3x normal damage, but then must lose his or her next turn. Now, that may seem uber, but I assure you, his rate of learning would be much slower than that of a WM for his spells...his Cure tiers would be like 30 levels apart or so.
Note: I will NOT describe spells that already exist.
[*Level 3: Slash, second hit]
[*Level 5: Cure 1]
[*Level 6: Holy Cross, Cost: 12, Desc.: Using his training, the caster blasts his central target for 120% Holy damage, while other enemies in adjacent tiles receive 80% Holy damage. (Note: Percents based off of normal attack specs)]
[*Level 9: Unwavering Devotion, passive: The Paladin's zeal leads him to sometimes deal +20% damage and/or heal for +20% more HP, Third hit]
[*Level 12: Shield 1, Peep, Slow 1]
[*Level 15: Harm 1, Holy Blade: Player's blade is charged with Holy energy, allowing him to run through an opponent with 180% damage, or 230% against Undead]
[Level 18: Fourth hit]
But as for unbalanced? I deal with that problem with our good friend:
The Dark Knight
Like his juxtaposed counterpart, the Dark Knight is two thirds Knight, one third black mage. Again, only learning basic to moderate spell casting (Only to Tier 2, maybe something LIKE Psychostorm in really high levels, like 39 or so) and able to wield most equipment. Most people OBVIOUSLY wouldn't like these build, complaining that they're either too nerfed or too buffed.
Which brings me to my final class suggestion:
The Ninja
Possibly the iffiest of my suggestions, as it seems that most of this could be accomplished by a thief....I feel as though the main hook for the use of ninjas would be the fact that they could use swords. Unlike the Thief, they'd be more combat oriented. Where they would both deal in sneaky blows, I feel as though ninjas could inflict status effects with their awesome skills. Now this class, although almost a tandem to the Thief, is very different in his abilities (aptly named Ninja Arts). No black magic here, but just sheer skills. Perhaps you could use the shadow model from one of the earlier Final Fantasies as a base?
Now that's all my class suggestions for now. Onto General Suggestions.
Firstly:
Pre-emptive Strikes
Possibly an instant refusal, but hear me out. As anyone with a brain and a copy of any turn based combat game, a pre-emptive strike is where the players gain the advantage of first strike. Like an ambush, but in reverse. In counterpart to an ambush, you cannot fail to run from them, as you're surprising them. The biggest chink in the armor of this idea is the whole "We're Investigators, Not Hunters" speech, but that's easily dismissed: it's common knowledge that the monsters in the Hunting Grounds are violent and aggressive. It would make sense to be cautious and prepared for battle. In fact, you could even argue that because they're aggressive, it therefore makes sense to launch a pre-emptive strike if you encounter an unsuspecting monster or group of monsters in order to complete your mission. So you see, the pre-emptive strike would be a very easy implement to explain if the need arises.
Ah, and the final and most infuriating suggestion:
TREASURE
Now I know what you're thinking. You're thinking that treasure chests are pointless to have in a game such as this. I agree with you; and whoever said that treasure had to come in chests? No, no, I meant more like an item drop system for the monsters you defeat! For example, say you're fighting, oh, I dunno...a gargoyle. When you defeat said gargoyle, there's a 40% chance that you receive, say, Soft or something. Now I know the biggest complaint was probably going to be "But it's impractical to create all those items!" but I NEVER SAID YOU HAD TO DO IT ALL AT ONCE. And you could also add effects like Doom and Petrify (if these exist, I dunno, I have yet to beat Kaug) to make it more interesting. You could also have them drop equipment, say, for example, a defeated imp could drop a leather buckler. And the catch is this: THE PERSON RECEIVING THE ITEM IS THE ONE WHO SLAYED THE MONSTER WHO DROPPED IT.
AHA! I found the editing button.
The Skill lists will come soon....it's far too late to start tonight.
Well, that's all that's in my bag o suggestions for now, so Sayonara. Leave positive feedback and CONSTRUCTIVE criticism. Thank you.