RPG Inferno Suggestions Thread

Yes, and players worry not, the next areas won't be THAT painful to cross. I have already tested along with Teddie the first three areas and we did tone it down a bit....three times >__>

But here comes an advice...DEX + DEF = better balance. Over-focus in one stat = Failure.
 
To give you an idea of how powerful Spell Stacking is, I managed to defeat all three RPG Directors at once as a Mage in the last RPG (or the previous one....I can't remember), using a combination of a three hit spell, a two hit spell and a one hit spell. We can nullify spell effects however, so most 2+ turn damagin spells will nullify the rest.
 
Dude, the RPG Inferno DOES have an option to SCAN items before buying. Click it. :monster:
That was directed to which part of my post? and I DO know that, you don't need to remind me about scanning.

I agree about the stacking spells, but there is always ways to make it harder to acomplish, increasing miss chance, MP cost, etc.

Only worst than being hit with stacking spells are the SPD lowering ones, specially if they are 1 turn. Exdeath and other bosses sometimes didn't even had a chance to act.
 
Don't worry about me Julius, I haven't focused on just on stat, every level up I am torn over what stat to increase. XP

I will increase MAG next, and you scan me, you will see my stats are all very similar, or if you'd rather, balanced. :P
 
I suggest to put more components and let us create more than just sun bar out of them. Sun bar is not really that strong! now we have weapons with 70-80 STR already! and sun bar's maximum is about same level and the only difference will happen is when we get stronger crafting tools!

Also some level based creatures ahead will do! like when we reach Level 50 or around!
 
I've used 20 attribute points to increase my speed but instead of my speed stat being 50 it's only 48:gasp:
 
I was in a battle with Golems and Necromancer! I always keep my HP +170 that if necromancer cast his magics on me, it does not kill me! then I was out of MP with 150HP! I used an ether to recover 40 HP and 135 MP and what! it gave me 200 MP and no HP! Why when something changes we're not informed!?
that almost got me killed in that battle! I still am suggestion to have an update thread and inform us about updates! is that much to ask?
 
Ah, apologies about that Shahab, I meant to make an update thread regarding that to keep players informed to this. This was done to level the mage/warrior balance somewhat, i'll try to get a thread up regarding anything that has been changed after being released so players are kept aware of anything, past or present that has been altered in any way.

In regards to your other question, I believe that the next area's monsters will have better component drops to look forward to.
 
Perhaps you could add a chance to fight more than one cactuar instead of only being able to fight one at a time.
 
4. - Remember spells stack up, so if you casted Thunder, then Aero, then Fire, on the third turn, you'd deal the effects of all three spells at once. At this moment in time, not even Warriors can deal that amount of damage. Also, Mage's are more versatile - you'll get stat reduction/raising spells, healing spells, stack spells, etc. Just remember, the basic first level spells which are available at the moment don't really need the limiter off, it was like this in every previous RPG - first 5-10 spells you get are weak and have limiters, then later on, even when your MAG is maxed out, you can't reach the limiter with certain new spells.
Exactly, spells stack up, and the third turn deals more damage than a Warrior.
...
However, did you overlook the fact that there's always a chance that one spell might miss and crap up the whole combo? And that it takes a Mage 3 turns to be able to use that attack and burn through at least 60 MP, while Warriors can deal more than that in the same amount of turns and not use up anything? Also if a Warrior is dual wielding it will further exceed mage damage.
Thanks for making WP and Ether equal, but if they cost the same it would be even better.
 
I would love to see a drastic or not so drastic change in the way of mages. First of all, I would like to mention you that mages ( usually) are meant as high damage dealers who just lack in terms of survivor, or as buffers/healers whose job is to keep the party alive and powerful. Currently, the mages seem to be more like hybrids with no good chances to be 100% high damage dealer nor a nice buffer. There are many opportunities to make my wishes become true :)

1) Have you ever played a FF where mage misses constantly? The huge miss rate is almost the only reason why a mage can't be 100% mage and has to worry a lot about survival. Yes, 100% accuracy would be a bit too much, especially in the beginning. That's why we have spell levels. I suggest you to even increase the miss rate at lvl 1 spell but to further increase the lowering of miss rate with every level. For ex. lvl 1 fire would have 40% of miss chance while lvl 5 fire would have only 5% miss chance.( A maxed out spell should never have more than 10% miss rate).

What would it make better? It would give all the mages chance to become pure mages who will only worry about keeping mag and mp enough high to be able to finish enemies off before the enemies slaughter them.

2) Of course, we need to keep things balanced and that's why should this event happen. The prices of every potion that gives mp should be tripled ( and raised even higher in the upcoming areas).

What would it make better? It would make partying necessary for all the mages (besides the rich ones). Also, it would make MP a worthy stat which would also grant more specializing.

3) All mage special weapon and armor prices should be doubled. And so should be spells.

What would it do? It would make mages far more expensive and would make the mage class more challenging. Which would prevent massive armies of mages. Also it would make the game more balanced. Mages might get more powerful in the end, but to get that far you would have to work a lot more.

4) Some spell damage fixes. Raising the damage caps a lot is necessary, yet lowering the base dmg is also necessary. That would make spells weaker in the beginning but while focusing on mag stat mages could deal most dmg. Also, the spells cap should be logical. At the moment, thunder is hitting more in one turn than aero which has no logic. I do understand that aero has more base dmg and will hit more on tougher enemies but why the heck should thunder deal more on normal enemies than aero? I recommend to raise aero's dmg cap to 140, blizzards to 110 and thunders to 85-90 while lowering all the base dmg's by 60% :)

What would it do? It would grant aero some use :D And also would make mages (only or more) useful while spending many points in mag stat.

In the end, what would be possible after those changes.

It would make mages more useful as mages.

1) Making 100% mages would be possible. That would mean mages, who mostly focus on MP/Mag and don't have to worry so much about surviving. They would be able to finish enemy off in few turns but would be useless without a party in longer fights. ( Especially in cases when the mage isn't very rich and can't afford tons of potions)

2) Healers and buffers would be different from other mages. They would worry about surviving and speed a lot yet they would boost their MP and Mag to heal more. They would be able to survive longer battles yet they would be even less than half as useful as pure mages.

3) Battle-mages would be more useful as now they would hit more accurately yet they wouldn't be able to abuse magic. ( If they would want to reach the dmg of a normal mage, their fighting capabilities would turn just too low)

4) Everyone would want a mage in their party while mages would need a party to survive and have longer training sessions.
 
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Now there's a post.
Spells should never miss, as there is no game where a player can evade spells (unless you could FFXII's Magick Evade) in FF's. That I agree with you on Juss.
However this will make less people want to be a Mage, and spells are expensive enough as it is. Ethers will further reinforce that, and I can imagine some whiny noob who just joined the RPG saying "OMG I WANNA BE MAGE BUT PIOTIONS R 2 EXPESIVE!" as a result. I can also see that you can say that because you've mastered all the spells you can get as of now, and have the lowest possible miss rate, highest possible damage rate, and lowest MP cost for all those spells.
EDIT: For spells' effects later in the game...
Fire elements: Could affect DEX and EVA because being burned affects your ability to focus.
Ice elements: Could affect DEF because freezing something makes it easier to shatter.
Thunder elements: Could affect STR because of paralysis.
Water elements: Could affect SPD because battling in water slows you down.
Air elements: Could affect DEX and SPD because with wind blowing into you attacks would become slower and less accurate.
 
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We could reach a compromise Moggy ;)

It shouldn't be that hard in the beginning, but the further you progress in the RPG, the more expensive it should get for mages :D But getting miss rate to zero would make mages a bit too overpower. So we should need a thing which we could lower. And that shouldn't be spell dmg ... no way :D

EDIT: If I am right, Ethers have always been more expensive or rarer than normal pots. It should be that way here as well!

ANOTHER EDIT: Moggy, let those newbs whine. They could just go and rest in the town. That's the point I try to bring out, mages should have hard time on surviving while they would be totally awesome in fights with few enemies. And if they don't like it that way, they should turn in to hybrids. At the moment, we are pretty much forced to have some stats in def/mag def.
 
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Ah, an argument. I love these!
The cost of equipment for classes should be the same for them all; the only difference should be stats and bonuses. If what you're saying is being interpreted correctly, then Mages should:
1. Be very expensive,
2. Have a hard time surviving in multi-enemy fights,
3. Be hard to level up, due to expensive potions,
and 4. Have most of their attacks miss.
Whereas Warriors:
1. Aren't that expensive,
2. Are strong and easy to fight with,
3. Easy to level up, as attacks are unlimited,
and 4. Can control how easy it is to hit (DEX).
@Mods: Can stat increase spells last longer? I would love a Protect/Shell/Haste/Bravery/Faith spell where a turn gets added on for every level up and a high max level (like 10).
 
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If we don't get the spell miss % lowered, we should get a stat which would grant more accuracy, which would be damn hard to be coded ... so lowering the miss rate is best thing to do atm :D

Still, I don't agree with ya moggy. It's not exactly what I meant

Mages should be
1. Expensive
2. Hard time while soloing or having more than one fight in a row
3. The best dmg dealers in the game
4. The most accurate hitters in the game

EDIT: And when I told that ethers are more expensive than other pots, I meant normal final fantasies :D
 
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I know, but if all the classes are equal then HP and MP restoring potions should be the SAME amount for the SAME price.
 
You have a point ;) But there should be a way to get mages balanced and equal in terms of power. Otherwise there would be massive amounts of hybrids and mages who just pwn everything :D
 
That's exactly what I want :awesome:.
How about having a pet in the beginning?
 
We are far too early in the game to consider any over balanced/under balanced classes. Wait until you hit the 70+ range; you'll have far more spells at your disposal. I'm quite sure I've said this many times before you know...and I would have thought that players who have played the RPG on FFF before would know that Mage's have never received powerful spells until later in the game.

Ethers shouldn't be more expensive than Warrior's Potions....why would you want that? Sounds like you want Mage's to be exactly the same as in Final Fantasy..
Class specific potions will always be similar in price to other ones in the same catagory.

As for Thunder being more powerful than Aero....I have no idea how that happened.
And what makes you think we won't ass stat increasing spells later on in the game? Since you're referring to FF alot, might I remind you that you couldn't access powerful spells at the start either.
 
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