Improvements For D5

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Pivott
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Re: Improvements For D5

Postby Pivott » Tue Jul 03, 2012 8:18 pm

mario_0345 wrote:I couple of improvements I thought of

Forte/Magichange purchasing- Basically instead of just going to class world to purchase skills you just purchase the forte and voila once your character reaches the required level they can simply purchase the skill for the weapon. For example you have a mage and purchase her the Sword Forte, now when she hits the required level she can just go and buy the specials like unique characters did for their specials.


This is actually a really neat idea. It's like a subtle revival of the Weapon Mastery System in D1/2.
The only real wish I have for D5 is making Mana less valuable. It's the most commonly used resource and also the hardest to get. I'd have to hold off on certain events solely because I lacked the mana.
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Re: Improvements For D5

Postby ZekeFreek » Tue Jul 03, 2012 8:24 pm

This is actually a really neat idea. It's like a subtle revival of the Weapon Mastery System in D1/2.


Oh PLEASE, do not bring back the Mastery system!

*shivers*

I agree that they need to make mana more commonly available. Or... better idea. Have a pool of mana across all characters, instead of each character having individuals mana levels.
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Re: Improvements For D5

Postby burnfist23 » Wed Jul 04, 2012 12:23 am

* More weapon types. This is what I've been asking for since Makai Kingdom and as reliable as the six weapon system has been since the first Disgaea, it's time for a little more variety. I liked that Makai Kingdom gave us more variety in weapons (Syringes, books, drills) and weapon types (Swords, lightsabers, katanas) along with a variety of skills, so I'm hoping for Disgaea to someday incorporate that.
* Ability to send DLC characters to Support. I bought all the DLC in both Disgaea 3 and Disgaea 4 and I loved using them but I want the ability to store some of them away. It's nice that you can delete them if they take space, but I want to be able to use them later at the level that I raised them to. I also don't want anymore "gateway characters" for DLC classes. That's one more DLC slot given away to an unnecessary character and one more wasted Homeroom/Cam-Pain HQ space. Along with that...
* Increased Homeroom/Cam-Pain HQ space. Space runs out very quickly, especially if they continue to incorporate the Evil Symbol system.

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Re: Improvements For D5

Postby Laharl » Wed Jul 04, 2012 12:48 pm

I have to say I'm a fan of the weapon mastery system.
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Re: Improvements For D5

Postby animeftw999 » Wed Jul 04, 2012 10:38 pm

[url][/url]

revive dead team members IS A MUST!

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Re: Improvements For D5

Postby ZekeFreek » Wed Jul 04, 2012 11:26 pm

animeftw999 wrote:[url][/url]

revive dead team members IS A MUST!


No, and anybody agrees with this guy, you are a fucking baby and need to go play some other game. You probably didn't think it through much, but that would make the game so fucking easy.
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Re: Improvements For D5

Postby Laharl » Thu Jul 05, 2012 1:44 pm

ZekeFreek wrote:
animeftw999 wrote:[url][/url]

revive dead team members IS A MUST!


No, and anybody agrees with this guy, you are a fucking baby and need to go play some other game. You probably didn't think it through much, but that would make the game so fucking easy.

How about only healers can revive and can't be passed to any other characters?
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Re: Improvements For D5

Postby ZekeFreek » Thu Jul 05, 2012 6:57 pm

How about only healers can revive and can't be passed to any other characters?


I can deal with perhaps a sacrifice ability. Sacrificing a living unit to bring back a dead one.
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Re: Improvements For D5

Postby mario_0345 » Thu Jul 05, 2012 9:16 pm

Wait how would that even make the game easier, besides you already bring back characters using the hospital, that would be no different and besides there are games where you can bring characters back and it is still challenging such as final fantasy tactics, oh and Phantom Brave.

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Re: Improvements For D5

Postby ZekeFreek » Thu Jul 05, 2012 9:43 pm

Wait how would that even make the game easier, besides you already bring back characters using the hospital


Out of battle, yes. But death must remain consistent for the entirety of the stage your on. Part of the strategy of the game is that every unit in important because you've only got 10, and when one dies, it is unavailable until you go back to your base.
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Re: Improvements For D5

Postby Laharl » Fri Jul 06, 2012 4:28 am

Enemies reviving also could be interesting.
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Re: Improvements For D5

Postby ZekeFreek » Fri Jul 06, 2012 10:08 am

Your sig is starting to creep Me out.
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Re: Improvements For D5

Postby grungolah » Fri Jul 06, 2012 10:28 am

ZekeFreek wrote:
How about only healers can revive and can't be passed to any other characters?


I can deal with perhaps a sacrifice ability. Sacrificing a living unit to bring back a dead one.

Angels in Vita D3 have "Miracle of Love" that does this.

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Re: Improvements For D5

Postby ZekeFreek » Fri Jul 06, 2012 10:10 pm

grungolah wrote:
ZekeFreek wrote:
How about only healers can revive and can't be passed to any other characters?


I can deal with perhaps a sacrifice ability. Sacrificing a living unit to bring back a dead one.

Angels in Vita D3 have "Miracle of Love" that does this.



Ah.
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Re: Improvements For D5

Postby Rhuen » Sun Jul 08, 2012 12:06 pm

I stand by all the improvements I've mentioned in this thread. I don't really have new ones, so just jumping in to show that I am still here, just sort of lurking as I read through everyone else's posts.

On this current topic, I want the number you can send out taken back up to 16, (if only so training in the item world isn't such a pain with my lower level characters who I switch out when they die to train the next one up)

(I send out five, when one dies I replace it), and only switch to the highest level story characters when the number remaining available goes to two or three depending on how many enemies are left; but that happens too quickly with only ten units allowed out per stage.

Also revive would be interesting, but the bodies sitting around may be a pain in the Disgaea engine *differs greatly from the Phantom Brave one*. The sacrifice spell seems easily abused (people keeping lower level characters just to sacrifice them), but if they do an equal or levels add up to the unit you want brought back (requiring multiple sacrifices *if you can't summon enough units then pointless waste of units* to bring them back)

Actually yeah, you have a level 100 story character, slew in battle, but you really needed a spell they had to complete your strategy, they just got overwhelmed by a few mages you couldn't reach yet on that map.

so you bring out two lv.50 characters, sacrifice both into the revive pool to be able to bring back your one level 100 character.
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