Good evening!
So you may remember me from your stream two days ago but I finally gave your game a shot. Well actually I gave it the full trip as I completed both Normal mode, Hard mode and the Tower (killed Annebelle and whatever that second girl name was). So I thought ranting a bit might give you some ideas of changes since you got someone that completed it all. Sorry in advance if it's unorganized as this is my first time using the forums.
Wow! You signed up just to give me this feedback? That is incredibly heartwarming, thank you very much! I am very happy that you enjoyed the game enough to clear all of the content available thus far, which I am sure took a lot of time!
Faeris - Monolith - Natsume - Anna
Faeris:
- Nothing to say about her too be honest. Because you made the healing base on the target maximum HP, it scaled pretty decently. I did found two bugs relating to her though which will be explained in the Bug Category.
- My Play-style:
- Nothing special. HP Battery to the rescue. Rarely use her attacks at all.
- Proposal changes:
- Nothing. Only time you'll see this. Prepare for the worse.
Faeris is a very straight-forward character, but quite frankly, I think that is a good fit for the healer of the game. I'll address the bugs in the section you wrote for them!
- Oddly my favorite character because of the name lol. Literally carried me through the early game. But when I reached hard mode, Her role as DPS swap to debuffer it seems. Her damage didn't scale too well into the late. She currently does 400~450 damage which I guess its ok, but I rather use my turn to debuff than to use her dps at that point of the game.
- My Play-style:
- Set-up that Discourage and Fear and then you can just go read your book Monolith xd. Item usage attack and defense buff when not needed for anything else.
- Proposal Changes:
- Soul Drain - description confuses me with forums and the game itself. The forum if I remember stated this doesn't work on bosses. Maybe a better tool tip for this would be nice.
- Resurrection - If you're using this your already on the losing side. I actually never used this as I just forfeit if I'm losing cause its hard to recover after a death. Honestly, I understand what you were going for with this, but I'm going to have to pay 4 AP every 2 turns which is pretty taxing. Not sure how you would change this, but as it stands I rather forfeit and try again over using this skill.
Please bear in mind that the game has changed considerably since the creation of this thread, meaning that certain suggestions, discussions or descriptions for abilities on previous pages might be very outdated. In the case of Soul Drain, the ability only works on boss-level enemies as of the latest patch. The purpose of this change was to increase Monolith's dps potential against bosses and give him better HP sustain late into the mission. I will be sure to clarify the ability's description for the next update.
I hear you on Resurrection and barely found myself using it in the latest development stream as well. I will brainstorm ideas to make the ability more useful.
P.S. Monolith is very cute, but a boy in the end!
- Holy moly, after reading the other 16 pages of this forum about her. It must be a pain to balance her. I will say I'm not sure about the bug everyone is talking about as the freeze timer is working properly. Speaking of freeze, freeze round is absolutely powerful. It's only broken if you know how to properly use it.
- My Play-style:
- Utility/Stall Role: Aim Mode -> Ice Round. Have everyone focus for 2 turns. Loop forever until everyone is back full.
- DPS Role: Rapid Mode -> Crippling (Depresssion) Shot. Pray for those crits.
- Proposal Changes:
- In terms of her DPS - early game she's actually so irritating to use it drives me nuts. But I'm invested in her play style so I was willing to deal with it. Maybe a solid 2-3 Attack more at level 1 will make her usable for the new players. This of course will not affect her at all to the late game.
- Bulletrain - Wait as I typed this for the last 20 hours I thought this was called Bullet Train lol. Anyways used it once, never again. The set-up is too costly. Granted this does do 1,200-1,600 Damage Late Game to each mob but let's give you an overview.
- Attack (2 AP) -> Turn Passes -> Bulletrain (6 AP). 8 AP Total and 2 Turn.
- Rapid Mode -> Crippling Shot (3 AP) -> Crippling Shot (3 AP) -> Crippling Shot (3 AP) -> Focus (-2 to -4 AP). 7-5 AP in Total Spent only using 1 turn.
- Sure, this AoE, but the meta of this game felt like I prefer to kill one monster over keeping all the damage distributed. There's three ways you could fix this:
- 1. Decrease Bulletrain AP from 6 -> 4. Decrease Bulletrain Damage as the trade off.
- 2. Bulletrain change to Charge Level 1 so that Natsume no longer worries about charge in her kit, but of course decrease the damage significantly.
- 3. Shock round now gives Natsume a charge. Honestly shock round gets extremely outperformed by Ice Round, so this being a debuff and a setup is nice.
- Ice Round - Mannnnn it hurts me to put this on the list, but I have to. I literally never got damaged as long I'm playing with above room temperature IQ. After reading all your patch notes and seeing how many players have place their recommendation on this skill, I guess I'm nothing special to it. Pretty simple change though:
- AP Cost: 5 AP -> 6 AP (The only way I can loop this now is with max roll focus.)
- Eagle Eye -The attack boost is okay. Do I care enough to remember using this before I DPS with her? No. Early game it feels like nothing. Late game its there a bit. Can I afford some more party limit to make my DPSer feel relevant? Yes.
- Party Cost: 3 -> 5
- Attack Bonus 15% -> 25% and/or Crit Bonus +10%. (You choose the numbers.)
- Shock Round - Shock round? That's a weird of saying budget Frost Round. My recommendation change for this is already stated. Even if an enemy is immune to freeze, I rather convert Natsumi to DPS Role on that battle and let Monolith debuff.
Natsume definitely causes a lot of trouble, which is quite fitting to her persona, really. The bug that affected Freeze has been fixed as of the last patch, which is why you haven't encountered it again. To further touch on the status effect, however, I believe that adjusting it directly rather than Natsume's Ice Round instead will have more positive effects on the game's balance. Therefore, I will nerf the status effect by allowing a
50% chance to break free from the ailment and perform the action selected. This also will indirectly buff Shock Round.
As for her other abilities, I will need to ponder on how to proceed. Yeah, she's a troublemaker!
- At first, I thought she was bad, but then out of nowhere she got better. It must be because of her attack scaling for her skills given throughout the year xD. Anna despite meant to be a tank, was my core DPSer. She had the highest Attack in my team for the longest time.
- My Play-style:
- Razing Edge -> Razing Edge -> Razing Edge -> Razing Edge... Did I mention Razing Edge? -> Focus
- Proposal Changes:
- Bloody Drive - I'm too addicted to using Razing Edge I don't dare to set this up. Razing Edge spam is so much safer than the effort of setting up Bloody Drive. No idea what Blood Rush does because of that. These changes will synergize with what I propose below:
- AP Cost: 4 -> 5
- Increase Damage Significantly.
- P.S. Jk I do know the effect, but the 31% Attack Bonus is roughly equivalent to one extra Razing Edge so is it truly worth it?
- Razing Edge - Oh boy, after I stacked max AP, another extra Razing Edge really hit the mark of doing 12,000 Crit Damage in total overall in one turn on the Hard Mode final boss it was hilarious. Course it was due to setting up with Monolith debuff and item buff up. Making these change will convert it from being a 4 attack spam to a 3 attack spam for me. For early game it goes from 3 attack spam to 2 attack spam. Not only that, it convinces me to use Bloody Drive as a finisher if Razing Edge isn't what I need.
- AP Cost: 3 -> 4
- Now gives you a charge.
- Cellular Scream - Another skill that urks me. Why am I using this BEFORE I can use Blood Echo. The risk is too high. I rather focus for more Razing Edge. I only use this if I know I'm finishing up a kill of a wave. My only problem with this proposal it does rip its name lore out of logic for the sake of balance. Side Note: Yes I know you've change this and Blood Echo recently, but right now as it stands they just counter act each other.
- Become a Party Gauge Skill. (HP Cost still exist in addition with this.)
- Instant.
- Increase Damage Slightly more than Significant.
- Blood Echo - Solid sustain. In terms of damage, it fell off incredibly hard. Instead of making it a strict drain. Don't mean to intrude but I've read what plugins you are using. You can use yanfly plugin to make this scale better late. This should synergize better with cellular scream.
- New: Damage Scaling base on ATK and user MaxHP.
- No longer a party gauge skill
- AP Cost: 3 or 4.
- No longer instant.
- <HP Life Steal: 25%> or something like that on the notetag.
- Reaper Drive - I've seen people debate pages ago on this forum how Anna should be run. I have no idea if you would forward this change through, but it would fit her offensive play style it feels over a strict tank what people are mentioning. Once again I see you running Yanfly Life Steal plug in so this shouldn't be a problem.
- In the State for Reaper Drive notetag:
- <HP Life Steal Physical: +10%>
<HP Life Steal Magical: +10%>
<HP Life Steal Certain: +10%>
Anna needs a bit of fine-tuning for sure. I am committed to her role as a tank, however, and will tune Cellular Scream to scale to her max HP rather than her attack in order to keep its damage relevant into the late game. Blood Echo is very effective at its intended effect already: to recover Anna's HP and allow her to tank with ease, or to recover after the use of Cellular Scream.
Bloody Harvest grants the Bloodrush status effect, which transfers 50% of all damage dealt by Anna into HP. It is a very potent ability, but I understand that Razing Edge is too powerful in its current iteration. Unfortunately, I think a nerf is warranted, and I will think of something to that end for the next update.
Quality of Life Suggestion (More like a must to be honest doesn't hurt.)
- Darkest Hour - I sometimes forget how much Discourage and Fear turns last for, restating how much turns it last here would be nice.
- Fury Storm - I forget how long shock last here also. Turns stated would be nice.
- Where are my Spirit Essence? - Honestly I don't know where or how I got these. I'm assuming the drop rate is so low that I somehow completed the game with only obtaining 7 of these essence. Increase the drop rate for this would be nice. Especially the fact that 25% of my stats come from upgrading those little spirits that's a big oof.
- Rapid Shot and Fury Shot - Actual numbers on the tool tip would be nice here. It urks me that I will never know if I achieve near 50% Crit Rate xD.
- Augment Drop Rate? - The common ones are no biggie. Easy finds. But then... I realize after running tower like 5 times gold and silver augments exist. How freaking low are these drop rates? Now I wanna try to make a gold augmented crit rate if I could, but the drop rate is so low it makes me question if they exist. Probably make a shop of these by recycling those augments? That would be cool.
Some descriptions indeed are lacking right now, so I will update the descriptions of abilities and status effects to be more informative!
If you mean the upgrade material for spirits, those can be acquired by either recycling spirits (which is costly), or by playing the Spirit Hunt quest type. As for Dream Essence, those items are acquired by defeating Lumen, which is a rare enemy that can spawn in the Investigation-type quests.
I have been brainstorming ideas on how to incorporate higher tiers of the sockets. One idea is to make sockets recycable with a low chance to obtain the next tier of the socket; however, this system could be abused by reloading save states. It is flattering if someone goes that far playing the game of course, but implementing a shop instead is another option. Ultimately, I will have to make that call.
- Weapon/Armor Amplifier- These do not scale well to the late game. 3 Attack in 5 upgrades is 15 attacks yea ok. Now if I smack +5 Fires on my spirit that's a whopping 50. Scaling should be:
- +1/3/5 ATK/MAT
- +1/3/5 DEF/MDF
- Orphelius Weapon - Ok I'm sure this is a lucky powerspike if you get it like floor 1 sure, but for a special weapon it just gets out scaled after normal mode. Maybe a Orphelius Weapon EX as the next tier from killing Annabelle and again whoever the second boss name was I forgot as the prize. Convince me to keep running tower and over again until I get the Boss Quality weapon drop I want.
I don't personally believe that amplifiers should be strengthened; in fact, they have been nerfed from previous iterations. Upgrading weapons and armor is relatively easy in comparison to the spirits, which will only be upgraded fully late into the game, at which point a considerable jump in power is necessary to stay alive come the Nightmare difficulty.
Ophello equipment is quite easy to obtain, and sees its primary purpose in being dismantled for Dream Amplifiers. However, I will think about how to make the Tower worthwhile on repeat runs.
I'm not good at finding these, but here they are nonetheless. There is however one
Major bug that literally allows players to beat the game with ease-
- Faeris Ophelius Weapon is 40 Attack, but it's missing the 40 Magic Attack for when I use other skills that are not strike.
- Skill books that are not level base are not in stock after clearing Normal Mode. (Example If I forgot to buy Ice Round, well I'm screwed cause its gone now.)
- Once this is fix I'll try out the other characters.
- Tower 5 Turn instakill still lingers to the next floor, but removes on the next floor after. Unsure if it's just you missing the comment event to remove instakill state in one of the conditions.
- Frozen can be remove if Anna heals (not cure but the actual heal don't ask why I did this over cure lol), or a potion is used. Simple fix here I made not that hard as I see your using Yanfly BuffState plugin:
-
Code:
<Custom React Effect>
if (value > 0 && (this.isAttack()))
{
target.removeState(stateID); //where stateID is the ID of freeze.
}
</Custom React Effect>
- Tower Boss Floor 35/40??? The one with the Wolf as the boss and the next one being the Plant as the Boss do not have HP bars. No worries can still kill them though.
I will try to fix all of those bugs until the next patch, thank you very much for noting them down for me!
And that is a very reasonable complaint about the Ability Books, meaning I will update the shop to include level-less abilities even after unlocking the Hard difficulty.
Purposely Highlighted this as its a major bug. Here's how it happens:
- Must have either Natsume, Anna and/or Faeris in the party.
- Natsume -
- If she gets AP Surge, god bless just put a rock on space bar and Cripple Shot until the dungeon is done.
- Fun Fact: Its takes 3,171 AP (1057 Cripple Shots) to beat the Tower as a level 10 Natsume xd.
- Anna -
- Same thing as Natsume but with Razing Edge. No fun fact here. Natsume was faster to do this.
- Faeris-
- Not as major as the other two but you can spam heal to oblivion till the gauge is up enough and ready to go for the turn. Also free full heals for everyone!
- Rework Change Proposal -
- No longer 9,999 AP.
- Regens 100% of the AP Bar per turn.
- 3 Turns -> 4 Turns.
- Occurrence: 5% -> 7.5% (I actually have to purposely get it to realize this was a thing cause I was stalling.)
Seems I was a bit too drunk on making a cool mechanic. I will rectify the mistake by making AP Surge
recover the user's HP fully every turn intead and by lasting a turn longer in exchange. Thank you very much for that suggestion! It is, however, a very powerful status effect that really bends the limits of the battle system, and therefore I will keep it at a 5% trigger rate. Gotta get lucky!
Quick Developer Questions:
1. Where the heck do I spend my Goddess Fragments? I have like 500 of them now.
2. I know it was never stated in the forums felt like its purposely a secret but its urking me. Where do I spend Infection Fragment?
3. Whens next RPG Maker MV stream xd?
1+2. Following the unlocking of the Hard difficulty, something definitely has changed about the laboratory...
3. Very soon! I am hard at work on the next update, and will require more live testing.
I do apologize how messy this is again and hopefully I see a comment about these proposal or something in the future. I do look forward what further Battle-Focus games if you do so in the future as I thoroughly enjoyed this! If you do need help in Lunatic Coding I know a good amount, but other than that have a great New Years!
No need to apologize at all! I am so incredibly lucky to have people like you playtest the game and enjoy it. The biggest struggle I face is the creeping suspicion that the game will not resonate with people, so it is a big boost to my confidence to see you play it as much as you did. And your feedback is incredibly valuable, as you made several great suggestions. I will repay you by making the game even better, by entering you into the credits, and contacting you soon to design your very own weapon!
As for making another game.... who knows! This has turned out to be a lot of work, and even though I would like to work on a sequel eventually, other responsibilities will outweigh my ability to for some time to come. For now, I am focused on making Eternal Dreamers as good as I can!
Thank you so much again, and a happy new year to you as well!