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Slime Knight
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 PostTue Mar 22, 2011 11:33 pm
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Have Cyan's Sword Tech charge in the background. You select the level and he goes about it while the characters do other things.

This essentially fixes everything.

Other ideas:
-Increase his number of Katanas, give some later ones special properties like magic attacks or ignore defense.
-Replace Empowerer with something else, like single target Zantetsu.
- Give him a passive blade-catch ability (like ff5/fft samurai), this will increase his value as a durable character.
Metal Slime
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 PostWed Mar 23, 2011 12:57 am
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Shizuma wrote:
-Increase his number of Katanas, give some later ones special properties like magic attacks or ignore defense.


is it just me, or do katanas in FF6 not have the high crit ratio they usually do in other games like FF5? because they totally should. Mad
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Metal Slime
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 PostWed Mar 23, 2011 6:34 am
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Eliminate Espers, and give ALL skills actual costs. Not time-based costs (like Cyan's), or control-based costs (like Mog or Gau). Simple, MP-based costs, and then I can almost guarantee the balancing will become infinitely easier.

That said, in terms of the "bonus" part of this exercise (no changing the SwdTech mechanic), improved equipment selection would probably be best. Within FF3's mechanics, no one likes Cyan because you can't break him via equipment. It's the same reason "veterans" don't like Sabin. Actually, his equipment would be fine if things like Illumina, Atma Weapon, Wing Edges, Excalibur, ... yeah, pretty much get rid of the top of the line of everything BUT katana's (and brushes, I guess), give Cyan a kickin' special super-helmet or super-shield that only he can use, and he'd be a better character.
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 PostWed Mar 23, 2011 6:54 am
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Have Cyan's skill bar rise in fixed integers everytime his turn comes up. So that you have to go turns without using his special abilities if you want to use his better ones. Also the fixed amount of skill points he gains should increase every level so that you end up being able to use even his most powerful skills every turn in the later/high levels.
Super Slime
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 PostWed Mar 23, 2011 4:13 pm
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Spoonweaver wrote:
Have Cyan's skill bar rise in fixed integers everytime his turn comes up. So that you have to go turns without using his special abilities if you want to use his better ones. Also the fixed amount of skill points he gains should increase every level so that you end up being able to use even his most powerful skills every turn in the later/high levels.
I actually like this idea a lot.
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 PostWed Mar 23, 2011 5:15 pm
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To go off on a slight tangent: can Cyan be good as is? He's awesome in the beginning of the game when Dispatch is worthwhile, but the wait for his more powerful sword techs is just not worth it, and his value drops considerably as the game progresses.

So, here's a thought: why not pair him with Mog, Gau, and Umaro? With Mog dancing, Gau raging, and Umaro, umm... Umaroing, his wait time doesn't affect the other party members at all!

I know what you're thinking... the above party is pretty crappy. I mean, who in their right mind would use Umaro at all? This is true for most of the game, but it might be a worthwhile setup for the Kefka's tower run, where you're using every available character you have anyway.

And, of course, Cyan is the only character who can use the Tempest, which has a very high rate of replacing a normal attack with a wind attack that hits everyone. Consistently level Cyan with a Magic Power+ esper and give him the offering (which does not affect the wind attack power!) and you've got yourself something pretty decent.

All that said, I think the best fix has already been given: increase Cyan's sword tech bar with every attack/turn by a fixed amount.
Super Slime
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 PostWed Mar 23, 2011 5:30 pm
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Of course, if you're Esper-grinding his magic stat, then he has way better options than Tempest. Smile And you could even make Umaro worth using just by letting him equip Espers (for the stat boosts, I mean -- he has no way to access magic in-battle even if he could learn it).
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 PostThu Mar 24, 2011 2:21 am
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Ginji glove, offering and imp equipment. It turns any character into a badass.
Dual wielding imp halberds ftw
Slime Knight
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 PostThu Mar 24, 2011 8:47 pm
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Just blowing words out here really, haven't carefully thought anything through, but here are a couple suggestions:

-Simply speed his action bar or slow other character's down
-Let him charge in the background rather than make his techniques get in the way of other heroes
-Don't use Espers
-Give him access to at least the swords of the highest level. It seems unfair to have an almost purely physical fighter not have access to Illumina or the Atma Weapon
You can't fix stupidity.
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