Early Game Bosses:
Ignoring the Desert, Octo, and water sahagins since we've all whined about those....
- Antlion and Scarmiglione are fought probably roughly 10 levels apart. Antlion was able to one-turn my WK (Counter from a party member + his own attack) whereas the only threat with Scarmiglione comes from his army of revenants at first. (No seriously, 2nd form did 100-170 damage to my WK's 800 max HP, as opposed to Antlion's 200-300 against my max of 400)
- Scarmiglione's M. Def is also currently too high; it was taking 300-400 damage from a level 26 Mature Caller's Fire2. Fire is its weakness (alongside holy/cure) We used over 10 ethers on that battle (Whole my WK was also relying on Mana to Cure2 it to add to the offense, only the MC used ethers) I'm not saying Mages should be uberpwn, but their penalty is running out of MP, and they need way too many items to bring that sucker down compared to physical classes.
- Much like with Scarmiglione, Mom Bomb is stupidly easy - IF you're lucky enough to survive the first round with the 4 bombs!
- With Mombomb and Scarmiglione, a relatively luck (or summon) based win of round 1 results in you being rewarded by a long drawn out fight with no threat and just being bored out of your mind.
Suggestions: Antlion is before the others and yet it's the hardest overall. The other two are a total joke if you can survive the minions they start with. So I was thinking that we could compensate by....
- Antlion only counters the player who hit it, not random (This allows a tank to survive instead of taking 2 hits in one turn due to allies.)
- Weaken the boss mobs, or replace them entirely. For example, Scarmiglione could start alone in form 1 but summon them as part of his attacks, instead of weakening the individual revenants.
Class Balance Suggestions:
Dancers. It's been stated by CIB that "Dance is kind of weak for a trump card" especially since the bard has better stats. Dance is good early on, but later becomes a joke when you can sing any buff anyways. So here's an idea. Make "Dance" more like FF5 with beneficial effects like confusing all enemies or healing the party, and remove its standard buffs. Dance effects need to be powerful to be worthwhile since it's randomized, so the effects need to be good enough that you'd rather spam dance most of the time.
Blood Mage: using HP AND MP is ridiculous early on. 30 HP and 5 MP for a spell when your max is like 100-20 is pretty silly. Yes, it's power is wild but early on it's 100% party dependant. So I was thinking of suggesting some possible fixes
- Offering uses more HP, bestows Mana
- Hemmorage only uses HP in exchange for a drop in power
- An HP-into-MP system, where you can turn HP into MP instead of needing items for both.
Anyways, just my take on these things.