I cut this out from my last post since I didn't realize you replied to it while I was editing it:
@ #2
Actually, scratch what I said about practicality. This would make switching in attackers a smaller risk, which kind of makes the game lose some of its appeal. I personally feel that the main attraction of the Labyrinth of Touhou games (and I guess by extension Etrian Odyssey games as well) is party management. How you go about handling various obstacles (in the form of bosses obviously) with your hand chosen roster of 12 is what makes the game fun.
This is why I started my synergy run of the game. In a normal play through of the game, I would stick to my chosen 12 (after most of the characters have been unlocked) for the rest of the game, rarely dropping characters once I've found my 12 (I ended up dropping Satori
).
With a synergy run, I'm forcing myself to play with a predetermined 12 through out the whole game, and learning how to make those 12 characters work for me is part of the fun. Which is why I want to finish Post game content soon with my main initial play through, so I can finish my synergy run, so I can start another new game with the rest of the characters I haven't ever tried even in LoT1.
Will be writing my thoughts on your response later Kirin, too busy with something right now to give your post the proper attention.
Edit:
So, HP cost from self or others, timebar depletion from others, MP cost from others, and debuffing self or others...
Let's see:
Raise Dead
MP cost: 20
Post use Gauge: 0%
Revives target ally with (SLv)% HP(cannot be affected by skills like Efficient Treatment). Revived ally timebar is set at 0%.
Other effects: Requires 3 TP from user and 7 TP from target ally to actually be able to take effect. Target ally's MP is set to 0.
Does that work, or is that still too broken?
Lets just get this out of the way:
The more I think about having a revival spell in this game, the more I'm reminded of my long winded explanation of why reducing the risk of switching in characters is bad. One could argue that you could do the same with
and her buff spells and they would make a good point. Then again, the fact that you managed to get the damage reduction spell onto a squishy without the squishy dying is good decision making and should be rewarded. Clearly, I'm still on the fence about this.
Anyway, in regards to the proposed spell:
That all sounds great except LoT2 isn't like other RPGs where the dead is actually still on screen with their status and everything. It's great using TP values as a limitation but I think it'd be weird having to have another menu showing who's dead and their TP values. There's also the issue of access to this spell. If it's in a subclass (highly likely if it existed) whats to stop everyone from being this subclass (other than an arbitrary "Only one character can have this subclass" or something which completely breaks the standard for subclasses.
For the record, I think we're going a bit too in depth about a spell that's not even in the game.
On an unrelated note(not to mention to change the subject), is Mystia's Mysterious Song spell card still bugged to not heal at all?
Also, why did they make Satori's spell card copying ability access them at Lv0 and not Lv1? I feel like they did so for the sole purpose of making her unable to use Aya's Guidepost for the Advent of the Divine Grandson spell card, as if it would break the game if they did let her copy it...
No idea if Mysterious Song is bugged or not. Mystia is someone I haven't tried at all. I've said a lot about using different team compositions but LoT1 was pretty unforgiving when you pick... less than stellar characters. I didn't branch out too far because of this, aside from dropping Wriggle during post game and bringing in Kaguya for the amazing MND ignoring properties.
I'd give them the benefit of the doubt and just say that if Satori were to copy spells at Lv1, she would become just too good. Most spells are already great at just Lv1.
I see Satori being built five ways:
- As another ATK character
- As another MAG character
- As a support character kind of like Aya (focusing on HP, SPD and EVA, using affinities to mitigate damage should she happen to actually get hit)
- As a typical support character built to take hits
- As a composite character, raising both ATK and MAG
1, 2 and 3 are fine. 4 is probably not possible given her terrible defensive growth rates and 5 is the worse of both 1 and 2. You don't do nearly as much damage as a dedicated ATK / MAG character and you're beyond squishy. I guess if you're copying composite spells, that might be a different story but...meh.
I personally picked 5 for some reason, thinking that I could actually raise two stats to be relevant. Looking back on it, I would probably raise her as an ATK character so she can copy
effectively.