The gunners can still miss even when they have 100% accuracy. The enemies have an evasion stat, then?
That is correct. A small one of 5%, so you weren't exactly lucky!
There's a typo when the lady tells you to go to the volcano immediately.
Thanks, I will look into it!
The game crashed when I unequipped an ice spirit from my main character. Type Error: Cannot Read Property 'equipRequirements' of undefined
The spirits do not possess a level requirement, so I'll have some investigating to do on that end. Would the crash always occur?
Maybe the opening could be improved by showing the player what a few sample skills the classes use are? Helps you make a more informed decision.
Absolutely, and I will add one large picture detailing class functions in more detail for the creation process.
I've played up to the dragon boss and feel I should have gone for a damage class rather than a status class like Manipulator. I carried the frozen status from healing an ally and tried using it on the dragon, but it failed. If my status attacks don't work on bosses, it just makes my guy dead weight.
If I have the choice between doing some damage, which ends the battle when the enemy has 0 HP, or causing a status effect, then I need the chances of causing a status to be 100%, otherwise it's always better to just deal damage.
I'd probably have picked Captain if I could class change. Beneficial buffs are strong in this game and you can spread the attack bonus around.
I stopped using the healer because high damage characters can kill the enemies so quickly that you don't need healing. Their damage output is pretty low too. You don't really have much else to spend money on in this game, so buying healing items (or getting them by accident while gambling) isn't that big of a deal.
My favorite so far is the gunner class. Great damage output. The chain saw one is pretty good too. I'd suggest the reaper ability have some kind of attracting enemy attention effect, or allow them to cover allies and take hits for them. Usually it's just a waste of AP and it doesn't provide any extra benefits besides recoil.
I experimented with the other characters and I believe Captain is the best one to round out the group. The elementalist has a lot of abilities, but most are duplicates with different elemental effects. The hero has some damage skills, but the chainsaw user has more utility.
It's great to hear you experiment so much, that's just how it was intended! I'm taking all of your class complaints to heart, hoping I can create enough reasons to use either of them.
The Manipulator is a highly technical class, and perhaps doesn't shine much on Normal difficulty. Once status effects become more prevalent, the class should become much more useful. I agree that boss immunity to SEs is not exactly a boon to it.
The Preacher is in a similar spot, and should shine more once the difficulty ramps up. Your concern about their regular attack damage is valid. I did this for both the Preacher and Practitioner for reasons of logic, but from a gameplay perspective, it limits their damage output considerably. I will look into ways of increasing their DPS, perhaps by reducing AP required to use their respective abilities to allow for more ability use versus depending on Focus to replenish AP.
The Captain is interesting, because it really does not seem appealing on its own. I am glad you found the class to be a valuable addition to the party. Among the classes, the Captain is probably the one I am concerned about most, mainly for a lack of skills. If you have an idea what kind of skill would suit the class still, I am very open for suggestions.
The Elementalist is in a weird spot, but don't sleep on its abilities as they hit multiple enemies at once and inflict SEs at a high rate too. Since those attacks require constant charge levels, that limits the class' usability, but the Captain might be able to solve that problem with its Rally skill.
The Hero is a very basic class and that is by design. Using its Limit Break, its damage output becomes very consistent. It's a bit plain, but I think that's alright.
The Berserker's Reaper ability having a hate effect is a great idea that I think I will implement. Other than that, the class is quite strong and able to hold its own effortlessly due to its HP regeneration. I'm not surprised you are fond of it.
Likewise, the Gunner is very versatile and its damage output ridiculous. I might have to nerf them after all!
On a more general note, how enjoyable would you say the game is? Is the combat fun (if easy), is the gameplay loop satisfying enough? Thank you for everything you've done. Your help has been invaluable, and I am very grateful.