Improvements For D5

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Re: Improvements For D5

Postby RozalinLover » Fri Apr 20, 2012 4:52 pm

Rhuen wrote:
dood wrote:I think the counter attack cancel would make the game to easy.


I mean only able to cancel your own counter attacks not the enemy AI's.


You might want to try the evility Screw Counters. :D
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Re: Improvements For D5

Postby Rhuen » Sat Apr 21, 2012 2:10 pm

A new idea for the monsters.

in Disgaea 3, they introduced the magichange

Disgaea 4 definetly improved on it by allowing anyone to use the Magichange,

the fusion is a great feature, in that it allowed me to seriously up the levels on some of the monsters by fusing them with Desco :D

Although I would put the Fusion on a round limit rather than the whole losing SP thing; but that's neither here nor there as either way would be limiting its use.

I had an idea for a new transformation for the monsters.

(Vehicle) basically they turn into a vehicle, which the humanoids could ride. The vehicle takes all the damage until destroyed.
(Basically it would be taking the vehicle mechanic from Makai Kingdom, and merging it with the monster types transformations).
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Re: Improvements For D5

Postby ZekeFreek » Sat Apr 21, 2012 2:36 pm

(Vehicle) basically they turn into a vehicle, which the humanoids could ride. The vehicle takes all the damage until destroyed.
(Basically it would be taking the vehicle mechanic from Makai Kingdom, and merging it with the monster types transformations).


I don't like this idea. I just don't. With Throwing, Warp Panels, that Train Evil Symbol, etc. Mobility is not an issue and it's at a point where the challenge of getting from Point A to Point B is entirely fair.

Also, I don't like the idea of everybody hopping inside the Desco-mobile. That's just... too much...

I wouldn't mind the ability to move your pirate ship around the stage, like moving from one side of the stage to another when reverse pirating. But other than that, mobility isn't something that needs changing.
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Re: Improvements For D5

Postby Rhuen » Sat Apr 21, 2012 4:29 pm

The vehicles in Makai Kingdom weren't about (mobility) they were about defense and attack (well...aside from being able to move further sometimes).

The whole reason for the Magichange and Fusion is NIS trying to make the monsters more (useful)..hmm that gives me a thread idea.

This would be about a third way to enhance the use of the monsters as well as adding yet another factor to the strategy (turn a monster into a vehicle of some sort with its own special attacks). In reality its actually more a "human shield" mechanic.

essentially the monster as a vehicle is acting as armor and using its SP instead of the humanoid character when moving about the stage.

(actually after hearing "Desco-mobile" I am even more onboard this random thought).

Actually think of all the vehicle possibilities with Alraune, Succubus, Nekomata, and possible "disturbing" NPC dialogue when explaing this. LoL.

A succubus drill, Alraune Hopper (or UFO), Nekomata corvette, Prinny Saucer, ect...
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Re: Improvements For D5

Postby dood » Sat Apr 21, 2012 4:43 pm

You guys aren't even getting into fusion monster vehicles.
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Re: Improvements For D5

Postby Rhuen » Sat Apr 21, 2012 5:03 pm

dood wrote:You guys aren't even getting into fusion monster vehicles.


Hmm, a big vehicle could almost be like a mobile version of the bases in Makai Kingdom (its were the evil symbols thing comes from) except in Makai Kingdom they were summoned to the field and had effects based on what they were to those near them or in them. So multiple units in the same giant vehicle, hmm.
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Re: Improvements For D5

Postby ZekeFreek » Sat Apr 21, 2012 11:27 pm

Hmm, a big vehicle could almost be like a mobile version of the bases in Makai Kingdom (its were the evil symbols thing comes from) except in Makai Kingdom they were summoned to the field and had effects based on what they were to those near them or in them. So multiple units in the same giant vehicle, hmm.


I cannot, in all honesty think of too many stages big enough to accommodate this. Your telling me your "vehicle" ability works more like a building than anything else.

Turning a Monster into a fortified wall with Higher DEF that cant be jumped over sounds interesting though. But a "vehicle"? No.
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Re: Improvements For D5

Postby dood » Sun Apr 22, 2012 12:00 am

ZekeFreek wrote:
Hmm, a big vehicle could almost be like a mobile version of the bases in Makai Kingdom (its were the evil symbols thing comes from) except in Makai Kingdom they were summoned to the field and had effects based on what they were to those near them or in them. So multiple units in the same giant vehicle, hmm.


I cannot, in all honesty think of too many stages big enough to accommodate this. Your telling me your "vehicle" ability works more like a building than anything else.

Turning a Monster into a fortified wall with Higher DEF that cant be jumped over sounds interesting though. But a "vehicle"? No.



Well I was always thinking about armor but this is good enough if not better. What's up with you not liking the vehicle idea? It seems fine I think.
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Re: Improvements For D5

Postby Rhuen » Sun Apr 22, 2012 1:24 am

I just figure he is having Final Fantasy XIII flashbacks :D

(one of the many things the FF fans complained about were the Espers suddenly being able to transform into vehicles). Which granted is weird. But in Disgaea we have 2 games so far establishing the monsters being able to turn into other stuff/transformation powers. And if the stages are big enough for fusion then they should have no problem with vehicles.

and yeah the vehicle thing would basically be a fancy armor transformation with a special attack or two to go along with it.
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Re: Improvements For D5

Postby ZekeFreek » Sun Apr 22, 2012 2:28 am

If its just armor, that's fine. But like I said I don't want "vehicles".

And no, I wasn't thinking about FFXIII. Final Fantasy stopped being good after VI.
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Re: Improvements For D5

Postby Rhuen » Sun Apr 22, 2012 3:11 am

ZekeFreek wrote:If its just armor, that's fine. But like I said I don't want "vehicles".

And no, I wasn't thinking about FFXIII. Final Fantasy stopped being good after VI.


If they did armor the only way it would really be notacible is if it was Mech-suit like; which really isn't that much different.
(actually Desco Mech-suit sounds pretty cool; Overlord Prier mech-suit too)

Succubus Mech-suit (does this count as dressing in drag LoL).
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Re: Improvements For D5

Postby dood » Sun Apr 22, 2012 8:04 pm

ZekeFreek wrote:If its just armor, that's fine. But like I said I don't want "vehicles".

And no, I wasn't thinking about FFXIII. Final Fantasy stopped being good after VI.



Meh maybe armor being in there but then you unlock vehicles by doing something.

That FF thing is debatable but I think XIII is ok. X-XII were average to say the least.
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Re: Improvements For D5

Postby Rhuen » Fri Apr 27, 2012 3:30 pm

Something I've expected to see but hasn't happened.

Story characters getting (Five) unique attacks instead of just three (the monster class ones sort of do now though with the two weapon change powers).

But in all, my only reasoning for this has to do with something to expect higher up in level (like two extra moves that are unlocked at like Lv.100 and Lv.150) or something along those lines *possibly a final move at a much higher level or unlocked if other moves reach certain levels ect...*; and because honestly I feel that too often that third unique move is overshadowed by the generic weapon higher moves.

Just look at Fenrich, his third unique attack isn't nearly as impressive as say the highest level fist move in the game; which while he may learn with the fist weapons, so too could any generic character class with the same weapon type.

(plus it gives us a viable excuse to give Laharl and Etna some new moves in future games, seeing as NIS seems to be hesitant to change up their moves like they do Flonne and everyone else). Plus you can just tell with some of the new moves they gave some of the DLC characters like Mao, the designers may want to give these characters more moves.

*I'd also give every humanoid type at least one "unique" power, after all some do (like Thieves and their creation moves, and the Mages and Skulls learn their spells), it might be nice if the others would learn at least one or two special skills just for their class *regardless of weapon equipped*.
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Re: Improvements For D5

Postby dood » Fri Apr 27, 2012 6:35 pm

They have class specific moves in D3 AoD which are technically unique moves for the classes.
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Re: Improvements For D5

Postby Koro_Kizama » Tue May 01, 2012 6:13 am

I Think character specific skills should be added into D5 as it gives off a new feel to not limit the game to just weapon skills. matter of fact why not add all special weapon skills to D5 to show progress from 1st gen disgaea to latest. plus generic character skills.
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