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 A few balance issues I've recently noticed.

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Ranylyn
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PostSubject: A few balance issues I've recently noticed.   Fri Mar 25, 2011 5:12 am

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.
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pie.
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PostSubject: Re: A few balance issues I've recently noticed.   Mon Mar 28, 2011 3:27 pm

Can I add my own boss balance? No? TOO LATE! Twisted Evil

Calbrena: The only threat she has is Demi, her attacks are meh and Fire3 is laughable. Because of that, the battle gets boring pretty quickly and it takes a lot of time to beat her since she has 100 000 HP.

Maybe it's because we just come from Golbez, which is a strong boss namely because of Meteo, Tornado, etc, though.

What I suggest:
1. Make her stronger (stronger as in more power, not more HP D:)
2. At a 50000HP loss or at the beginning of the fight, we have to beat 3 Calca and 3 Brena, a bit like MomBomb's battle.

Don't worry, Ranylyn. When I'll have more time, I'll comment on your ideas.

Thanks for reading.
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Ranylyn
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PostSubject: Re: A few balance issues I've recently noticed.   Wed Mar 30, 2011 3:22 pm

I like that idea, except that the individual dolls are more likely to be a threat than the big one. But to compensate, maybe we could make it more like the original in the sense that if you kill all the little dolls before they combine (which was annoying due to your party at the time: No Rydia) then you don't need to fight the big one.
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pie.
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PostSubject: Re: A few balance issues I've recently noticed.   Fri Apr 01, 2011 8:41 pm

Ranylyn wrote:
I like that idea, except that the individual dolls are more likely to be a threat than the big one.
This cause a problem indeed, though would definitely brings more challenge. (Don't know if it's a good or bad thing, yet :/)

But to compensate, maybe we could make it more like the original in the sense that if you kill all the little dolls before they combine

The problems I see with that are mostly the experience and money given, though I like the idea. What I mean is will killing all dolls give as much exp/gp as killing 5 dolls then Calbrena? Also, solo Classes without All attacking moves such as Dragoon will have to beat Calbrena which seems unfair compared to other classes like Callers who can hit all. Maybe a turn limit before they morph?
(which was annoying due to your party at the time: No Rydia) then you don't need to fight the big one.

Comments are in bold.

No fear, I'll review your stuff too, because I most likely be the only one <.<
Probably will do it tonight or tomorrow at worst. Sorry it takes so much time.


Last edited by pie. on Fri Apr 01, 2011 8:45 pm; edited 1 time in total (Reason for editing : removed something)
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