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I'm not sure what has been planned out for the future of the site, but I would like to make a suggestion to the character creation system that I think would serve to balance things out a little bit.
Elemental Affinity
What I mean by that, is that I would like to see each character created player be associated with a piece of the magic element spectrum (e.g. Clive = Thunder; Buddy = Fire). I believe that this would serve well to give a certain balance to things as characters would be subjected to larger damage amounts from an opposing element and lesser damage when struck by the same element.
Fire to Fire = -.5 HP damage to base attack Blizzard to Fire = + .5 HP damage to base attack
Like I said, we could use the element spectrum as the basis
Earth <-> Wind Fire <-> Ice Thunder <-> Water Dark <-> Holy
Of course there is non elemental as well, but I believe that for the sake of keeping a balance that those would be removed from the choices for an elemental affintity since they have no opposing side.
I believe that these would also be reflected in more CA's (Jecht Shot = Fire damage + physical damage). Now I don't think that every attack would be considered element heavy. Most physical attacks are not.
Moving forward...
My thoughts on how the allocation to these affinities would be placed would come through the class system. They would be able to pick from certain elements based on how the class is portrayed. I will give an example to show what I mean.
White Mage = Holy; Water; Wind Black Mage = Dark; Fire; Thunder; Earth
These are just my takes on the affinities. My reasoning behind it is that a Black Mage has a more destructive based class, so I gave it the elements that are more associated with destrcution and mayhem. The opposite goes for the White Mage. It takes on more cleansing and healing styles of elements. And those wouldn't be the only two classes limited to certain elements, I would think that each class would have some that they would be more in tuned and out of tune with.
Anyway, just a suggestion. I know it probably would require a lot of tweaking to get things going in our battle system, but I would like to think that this would lead to more balanced options for PvP as even the most powerful characters have weaknesses to exploit.
i actually like that idea, ive seen it in quite a few things and it works well (mostly Fire Emblem as my basis though), although we could also have it so that they get a small boost when using a spell/ability with their own element say something like (using current battle system as basis) that the move is something like 15% harder to dodge/block or something, how this would work in the new battle system im unsure till its worked out. Of course my idea may turn very bad later on.
No Buddy, Affinities are something that the character grows into and they shouldn't be forced on anyone. Most people I've seen build up their character and if they choose to do so tie them to an Element or two. Like Belzera has an affinity to Fire and Darkness, it is a choice at the moment and it should stay a choice, not a requirement.
Ok, Belzera has an affinity to Dark and Fire. What I would like to maybe see is that have some balance to it though. My understanding is that he has those affinties, but is not weakened to the other side of the spectrum because of it. Unless I'm mistaken. Is Belzera more susceptible to holy and ice based attacks? It totally rest on the admins shoulders, but I felt like having that buffer to certain elements should also come with a vulnerability to their opposites too.
Why should Dark be weak to holy? The Darkness can smother the light. Why do you think Fire is weak to Ice? Fire melts Ice.
Again its upto the player to put forward whether their characters have weaknesses to Elements and for your information Belzera would of been weak to Ice if not for another CA that makes him Resistant to Ice Attacks.
Strengths and Weaknesses are the members to push forward for their characters if they want them. Being strong to an element doesn't always make you weaker to one.
Just basing the strengths and weaknesses of elements on already previous FF designs. Like I said though, I just thought it might balance things out a little bit and make PvP a little bit more enjoyable and exciting. Alas, I am but one man though without admin or manager powers.
Well, I agree with Belzera that it should be a choice, something the characters grow into, but I also agree with Buddy that if you're strong against one, you'd be weak to it's opposite, or at the very least, unable to become strong to it's opposite. A prime reasoning for why we should do this is in the Warriors of Light class evo. The main benefit to being a Warrior of Light is the elemental absorbtion and attacks.
But, why would anyone choose to become a Warrior of Light if they could get the exact same bonuses by simply making a CA for them? Earning EXP is easier than getting accepted by a Crystal, I'd wager. Hell, Belzera absorbs TWO elements with ONE CA, whereas even the Class Evo must choose one specific element. Aren't Class Evo abilities supposed to be better than regular abilities?
In short, I agree with Belzera that a character gaining an elemental affinity should be optional thing, but I agree with Buddy that an element system, including weaknesses, is sorta necessary. Either that, or make the WoL more worth-while.
Ok as one with a character that has strong elemental affinity, here's my two cents on the matter. I personally don't like the idea, I believe forced affinity limits how a character should be played out. Now, for Clive, I purposefully made him weaker to water, not that it physically affects him more but it makes it harder for him to control his magic. He gets hit with Water, it disrupts his defensive CAs. However, it doesn't do increased damage as he's not "allergic" to water, why would he be? Creatures are mostly water anyway! As for Thunder and Electricity, he's pretty much immune and actually gains bonuses if he's hit by a source other then himself. But damages received based on affinity is where my true problem with this comes in.
This suggests that they are part of the element, and I know some RPGs do this, but I don't see this as a viable option in FFJE. In cases where someone creates an elemental character, as in one that is a creature born of fire (Djinn) or earth (golem), etc... then yes this makes sense, but for the majority of characters this doesn't make sense to me.
I agree with Bel, it should be an option but I'd like to see it player created to better reflect how they want their character played out. If we implement too many restrictions and conditions upon characters in their development, we'll end up creating a lot of cookie cutter, stylized characters and that is not the intention of this board. If a player makes a character that uses a primary element, then it should be up to them to make their strength and weaknesses accordingly.
That still doesn't address the issue I brought up, though. Namely that certain characters, Belzera being a ready example, are immune or resistance to several different elements at once, wtih absolutely no weakness. And what's more, the ease with which those resistances were gained makes attempting to get the resistances through any other means, such as by becoming a Warrior of Light, a complete waste of time.
Question: Why become a WoL? Answer: Because it shows a close linking to the element and to a crystal that goes deep to that persons very core. So its not a waste of time. Becuase honestly if you look at all the Omni Classes you could argue that everyone but Remnant is a waste of time becuase a Remnant can seal off abilities for 3 rounds and its ability is unstoppable. It's not a waste of time, its a personal choice for the character.
As we are saying Xeko its a choice if you take a weakness or not, hell you don't even have to take an elemental strength its all about personalising your character. As I have also said Belzera would of been weak to Ice but he was given a CA by the staff before I became staff which gave him a resistance to Ice.