Contributor
- Joined
- Mar 6, 2019
- Messages
- 3,761
Wow again
Don't worry Sensei, your posts give valuable insight.
Three things:
- Would it help if items that inflict the enemy with a harmful effect end the turn (like the Stun Powder here)? This, however, does make them a bit worse than the skill variant, because of their one-time use.
- Should some skills be made "easier" to obtain at the beginning for increased variety?
- Because as it stands now the fights only last a short amount of turns, would it help changing the HP Point cost to 2 HP per Point and/or give everyone some starting DP/MDP?
- Even with that, nothing about this strategy changes. If someone uses the same build as myself, the results will be determined by the coin throw (the first player renders useless the second and kills them later).
- For variety, there would be needed more basic skills, as there's no basic attack (with or without cost) and the utility of the skills the damaging skills depends entirely on damage and MP. Currently, it makes no sense going with more than one because the MP cost (and recovery) was increased and characters start with 40 points.
- Increasing the cost of HP would make the battles even shorter, DP/MDP would be irrelevant for skills that bypass that and with the increase cost of HP it would make combats shorter (you can deal 2 base damage each turn with backstab/magic fire without needing any AP/MAP).