RPG Inferno Suggestions Thread

I've tried spells like that, Cole, and they do work on the current RPG. Here's what happened when I used one to target my pet:

1624t4m.png


The main problem is that players only target the healing spells on themselves, gaining twice as much health as they should be able to normally. Monsters also have a hard time understanding when it aught to be used. I'm thinking they would go well with some pet-based players, however...
 
I've tried spells like that, Cole, and they do work on the current RPG. Here's what happened when I used one to target my pet:

1624t4m.png


The main problem is that players only target the healing spells on themselves, gaining twice as much health as they should be able to normally. Monsters also have a hard time understanding when it aught to be used. I'm thinking they would go well with some pet-based players, however...

Yes, I am sure I tried it before and I was very close to find a solution, but then a few things happened and I decided to step down. But I am dead sure, that with the correct settings, such a spell could be created.
 
In the last RPG I began work on a 2 target spell, once the next areas are released I could continue researching it
 
That would be good; FFXII brought along Area of Effect options on the -ra and -ga spells.
How about adding some enchants sometime soon?
 
Nice idea. Bringing in some places from FF's would also be good- Kazus, Rabanastre, Rebena Te Ra, Saronia, Ur, etc.
 
Some more suggestions-
Enchant- Fire Edge
+attack, defence, weight- 5
spell cast: fire
chance to cast spell- 10%

Enchant- ice edge
+attack, defence, weight- 5
spell cast- ice
chance to cast spell- 10%
... and so on for the remaining Basic Spells.
 
Just saw that I'd already posted those enchant ideas... whoops. I'm just trying to get every class- especially Assassins- an enchant. The Poison Knife idea I gave a while back would be a good suggestion, especially with dual-wielders.
 
I recommend heavily improving Dragon Breath. For the most expensive, inaccurate, and MP-costly spell in the game, it sure is mediocre in comparison to any of the tier-3 elementals. I recommend increasing the base damage to 120 and increasing the max damage to 250 to at least give us a reason to use the ability.
 
Haven't even bought it yet, but it seems to fail when stacked against my Thundagas. I completely agree with you.
 
Not crazy about players being able to deal 250 damage at this point in the RPG, it is still very early, and Mages would then be the only ones that could deal 250 damage probably, which = overpowered spells. :ness:
 
Not crazy about players being able to deal 250 damage at this point in the RPG, it is still very early, and Mages would then be the only ones that could deal 250 damage probably, which = overpowered spells. :ness:

Well, if you consider than we can only use this ability 3 or 4 times in a row before completely running out of MP, that there's a pretty good chance that it's going to miss, AND that the stat reduction effect doesn't hinder your ability to counter in any way, it would clearly would not be prudent for a mage to use this every single turn. It really is not overpowered. Dragon Breath is more of a specialty technique that would be best for finishing off players or trying put in that little extra chip of damage against players with high MAG DEF. When you consider that most players are not going to go through the agonizing process of training this to a decent level, you will probably hardly ever have to deal with this in the first place. This is most definitely not a gamechanger, simply making a spell that we're encouraged to buy and train feasible in the current battle scene.

Another adjustment that would make it more usable (without changing the damage stats) would be to make the MAG DEF penalty extend for 10 turns instead of 4. Of course this would still be virtually worthless against people with 10 MAG DEF, but it would give it some legitimacy as a means of supporting spells against most opponents.
 
Answer to suggestion of Adamant's: no

The 3rd tier spells are over powered and don't have enough MP cost. The price could lower though.
 
Answer to suggestion of Adamant's: no

The 3rd tier spells are over powered and don't have enough MP cost. The price could lower though.

Fine then. Make the Dragon Breath have the same miss percentage and MP cost as every other third tier spell. In fact, increase the MAG DEF reduction to 30, so it's actually as powerful as Firaga, Thundaga, or any other third tier spell.

Cause right now, it's worthless in battle...
 
Dragon Breath seems to be inpotent unless you've leveled it up to an obscene number. I'm currently saving up for it, but I'm thinking about screwing the whole damn thing and just buying Icega and Waterga.
 
Fine then. Make the Dragon Breath have the same miss percentage and MP cost as every other third tier spell. In fact, increase the MAG DEF reduction to 30, so it's actually as powerful as Firaga, Thundaga, or any other third tier spell.

Cause right now, it's worthless in battle...

Remember if I change Dragon Breath, the dragons get tougher. Hmm, maybe I will give them all 100 percent casting rate.
 
Remember if I change Dragon Breath, the dragons get tougher. Hmm, maybe I will give them all 100 percent casting rate.

Nobody will get through the mage tunnels if you do that. I can assure you those dragons are tough enough as they are. If you change dragon breath simply to reduce it's cost and increase it's accuracy, the change in difficulty should be barely noticeable since the monsters never run out of MP anyways.
 
^ Agreed. Heck, if you have to make them slightly tougher to have smaller numbers, than do so, by all means, just stop having 90% of the areas pitting players against 4 monsters. >_>'
 
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