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Keystone last won the day on April 8

Keystone had the most liked content!

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33 Guardian Cadet

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  1. I edited my first post and added as complementary suggestion: Remove the time limit of buffs Change Megistar and make it the main means of buffing & rebuffing players: No PA frag cost Instead of having HP loss on ticks to balance it with normal buffs (let's let monsters take our HP): Make Megistar add 2 random buffs not presently on players within range (2 uses guarantees full buffs) Megistaride could do the same for 1 player (2 uses for full buffs, max allowed in inventory could be raised)
  2. Yuffie and Miyoko, I gave losing Shifta a low chance of removal for every type, and Retier only has a high chance of removal on classes that don't use Technics/TP. Getting a single buff removed of any kind wouldn't have to happen more than getting frozen or stunned, and it would more likely be Zodial for fighters, Deband for ranged attackers, and Retier for classes not using their TP stat. The way buffs are now, I enjoy using Resta more than buffing because the enemy can take away HP I add to teammates with Resta. On only very rare occasions, can they remove a buff. (Enemies'
  3. Also, this make me think that some custom ennemies/bosses (if that happen) could have an AoE pattern that remove all buffs (more a bosses stuff, with not a new pattern for S5 custom falz or w/e) Edited 1 hour ago by Aelphasy I thought about that too, like maybe letting a Polty, Rappy, or some otherwise superweak enemy to have an increased chance to remove your buffs. I'd like a sound effect too on buff removal. Like glass breaking or something.
  4. I would have it apply to Megistaride, but maybe raise the level of boost all stats to balance it if necessary (or drop the item's store price, or both). Plus, it would remove buffs individually at random. Maybe if one of four Megistaride buffs was removed, your HP could drop by 75% the value it normally drops each tick, for example. Also, I wrote the chances as "low" and "high" rather than percentages to prevent assuming what reasonable chances would be.
  5. Hello, all. I find buffing less fun than Resta-ing. In fact, buffing is no fun to me at all, because it adds nothing to teammates that enemies have any good chance of taking away. (Enemies can take away HP I add to teammates with Resta; slim chance they could do that to my buffs with their debuffs that usually don't even work.) So here's a suggestion: Give all enemies' damaging attacks a chance to remove buffs from players. Chance to remove buff Shifta Deband Zodial Retier Fighgunner low low low high Wart
  6. Some of your other points I didn't get to... 1.) A low level player will be worse than useless because enemy strength scales up with more players in party. We could just reduce how much more powerful enemies get when a low level player joins. 2.) Level requirements create a sense of progression, like fighting Delsaban and then Deljaban later, and take you to different missions as you reach new level requirements for them. I agree with you that level requirements are in the game for that purpose. But with the small player population that we have, level requirements
  7. What I would do is this: if (enemyHP == 0) // When the enemy is defeated... { if (playerLevel < missionRequirement) { enemyLevel = playerLevel; // If player's LV < mission req., make enemy LV = player's LV. } killEnemy(); // Calculate loot and XP based on the reduced enemy level. } killEnemy() would just be a method that determines what EXP and loot drops when the enemy dies (based on the enemy's level). Marmalade probably has a method like it in the code. (A method is just a reusable block of code.) That's wha
  8. To me, mission level requirements are poison. They feel like the worst carry over from the original version. Anyone else not like being able to join a party of 4 because you're level 60 instead of 75? Wanna scrap this in a balanced way that still gives incentive for lower level players to run lower rank missions? I support any way that would work and be popular, but at Zeta's request, here's a way I would manipulate the code to accomplish this: if (enemyHP == 0) // When the enemy is defeated... { if (playerLevel < missionRequirement)
  9. I think all it really controls is how early you want the next wipe to come. Grind failing just extends the amount of time 'til we all have 10/10's and there's nothing left/better to acquire in the game.
  10. I played that game very, very briefly when everything was in Japanese, so I'm not too familiar with it. Does it stink?
  11. In Pokemon, there's an ability "Moxie" where a Pokemon gains attack after defeating another Pokemon. What if in PSU, as an alternative to "travel PAs", you gained a temporary speed boost after defeating a mob of enemies? It could show up like a buff, but be a green, orange, or violet arrow instead. You could partner this with travel PAs removing the speed buff from the player, so classes without travel PAs could still keep up. The temporary buff could be added to the player at mission start if needed, especially if they're joining mid-mission. E
  12. If this game were even slightly challenging, wouldn't you see Protransers using their EX traps more than once a month?
  13. Keystone

    Grind Idea

    Hi folks. I've seen some of the topics hating on grinding recently, so I came up with a master plan for you all. The idea is 1 or more final grind_difference variables. (In programming, a final variable is basically a variable with a set value that doesn't change.) The effect would be the following: grind_difference = 1.0 (no change to your weapons' ATK, TP, & PP as they are now) grind_difference = 0.8 0/10 Hiken PP: 311 -> 334 (+23) 5/10 Hiken PP: 357 -> 371 (+14) 10/10 Hiken PP:
  14. Keriqo (Buck; Mosquito Deer Hybrid) Light Element, but casts Megiverse (to suck your blood) Native to Raffon Meadows
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