So I’ve finished a
no-refine rundown of the NT8 demo. First of all, thank you for allowing us to demo your mod. I specifically bought the steam version just to play it.
I wish to share my opinions about the good things and things that I believe could be improved. First, I’ve read all the posts on this thread so I’ll try not to repeat known issues as I wish that this feedback can actually be useful.
Overall: I enjoyed it! Made me wish for more, for sure. The choices made are definitely improving the game in the right direction.
1- Found a graphical glitch: After fighting the Anacoundaur in Dollet there is a random encounter with a couple of soldiers that always make a really crazy graphical glitch where colored lines are all over the place. It has actually crashed my game once. It's either only related to this mod or the original game since I was playing with no other mods. Happened every single time at the start of the battle.
2- Regarding Gil, I found it easy to get as well, and the only thing they were worth for in my no-refine playthrough was phoenix downs and hi-potions. Maybe remove the tests and add a new mechanic increase your seed level? I find the tests mechanic rather tedious because one can just search the answers. It’s not really rewarding to be rich because one replied all the questions correctly :p. Another idea would be to lock seed test levels by game stages?
3- After playing through this mod I don’t think a MP system like I mentioned would be worth it. It’s perfectly fine right now regarding magic
4- Characters:
+ I love the new limit break way of proc’ing. They are a nice risk to reward. Feels great to pull them off.
Zell, Quistis and Irvines LBs seem a bit underpowered. Zell could do a slight damage increase on the base moves, maybe 20%. Irvine could do with a small increase too in normal and shotgun ammo damage. No idea what to do with Quistis here. Selphie LB is surprisingly fun to use
+ I love the super-fast Selfie and the tanky mage Quistis. Overall I still wished for Quistis to be a bit more tanky.
- Squall’s physical attack is ridiculously overpowered with the hit at 255%. Because of this, Zell and Irvine’s auto attacks are very underpowered.
5- Enemies:
+ Ifrit fight is great. I was surprised when he used his summon attack on my team
- Elvoret was a little too easy and could use some surprise moves.
+ X-ATM092, the robot fight in dollet is nice, perfect difficulty. I would like it if it surprised the party like the Scorpion Bot did on NT7 hehe.
- Granaldo was a little hard at first but super easy using siren to kill the 3 rock dudes. Killing the Armadodo’s makes the fight boring. It’s not that Siren’s op, it’s the armadoldos extreme water weakness. Probably can’t be fixed because they are random encounters.
+- I liked Diablos fight, but in my fight he didn't capitalize on my low hp and kept using gravity attacks instead. Only attacked phisically once or twice.
- Gerogero is just a little too tough offensively
- Minotaur and Sacred fight in my humble opinion could use some tweaks. They have too much HP or the characters don't have enough wind damage at that point. Maybe it’s because I had no Aero at this point? Ps: they can be slowed and if you use protect the fight is super easy, long and tedious. I like the float thing you did though
- Seifer and Edea are tough as balls. I had to use everything I had, haste, shell, protect, dispel, everything. Then again, remember: I did not use any refines. I struggled most with the poison
6- Mecanics:
+ Junctioning is great. Cannot think of a better Junctioning system. Major thumbs up here.
- Hi-Potions with the med-data abilty, is basically a full-heal (1500hp). Intentional? Maybe reduce med-data to 50% instead of double?
- What’s your stance on Cure/Esuna/etc being able to assign to be used as a elemental attack for holy? Would that be boss breaking?
+ Draw system is actually interesting this time
- If you choose Water over aero in the first draw point with that choice, you never get to draw aero again. I would suggest changing the Timber bar entrance draw point to Aero/Water.
- Leveling up is too easy. Is there anyway to make level or EXP be gradual? Instead of being 1000p each level?
- Shell, Protect and Haste seem to last forever. Is this intencional?
7- Dialogues and story:
+ I enjoyed the few lines you added to some characters. It clarifies the story and makes the person feel more engaged. I would really love to see more of these lines on certain parts of the story. I do know it's a WIP.
-I wish there were more reminders to equip the Gfs and junctions in the game. Specifically, before the Iguion’s fight with Rinoa.
- I think players would benefit from a reminder after fighting the iguions, as squall enters the hallway, to search for the hatch.
+- Quality of life improvements are great and I hope you include more if possible. I would've liked be able to skip the sequence in which Rinoas farther explains the whole plan to attack the sorceress, for example.
Overall, I really enjoyed your mod. This is your mod, your decisions. If the feedback provided was useful in any way I would be really happy. I’ve got to admit I’m pretty excited to play the full version.
Cheers