12-29-2013, 11:37 PM
New cells for the animated Ghost battler! They represent ready, low HP, defend, approach (mirrored for return), attack and cast skill.
What makes these things a pain in the ass to fight is they have a tendency to go invisible at the slightest hint of damage, rendering physical attacks difficult to land. It is wise to reserve MP for these guys, as their "can't see me" defensive shenanigans have proven to be a good offensive maneuver. Still, invisibility only lasts a couple of short turns, which in ATB terms means not very long, so they shouldn't be too hard with patience and timing. Watch out when you start averaging a higher level though, these guys will kill your party off (and heal themselves) with the Drain spell.
Progress...
BatEye: Ready and Weak frames done.
Ghost: Most frames done, need hurt and (maybe) death animation.
Basilisk: All frames done.
Hellhound: All frames done.
Hellraizer: Ready and Approach frames done.
The balancing act of enemy routines has greatly improved. Fights can potentially drag on a little bit longer when the party averages at low levels, but enemies are mostly balanced between defending, healing themselves and doing chip damage attacks. At higher levels, they're quick to spam all they have until they're out of MP, but it really does work in your favor if equipment is kept up to date. Not changing out your armor is the difference between "haha, that tickles!" and "$*#^ I'm dead!"
Much happier with how it is now, it feels like the difficulty transition is not too hard, not too soft but just right.
That's all for now, hopefully will get some more work done today :D
What makes these things a pain in the ass to fight is they have a tendency to go invisible at the slightest hint of damage, rendering physical attacks difficult to land. It is wise to reserve MP for these guys, as their "can't see me" defensive shenanigans have proven to be a good offensive maneuver. Still, invisibility only lasts a couple of short turns, which in ATB terms means not very long, so they shouldn't be too hard with patience and timing. Watch out when you start averaging a higher level though, these guys will kill your party off (and heal themselves) with the Drain spell.
Progress...
BatEye: Ready and Weak frames done.
Ghost: Most frames done, need hurt and (maybe) death animation.
Basilisk: All frames done.
Hellhound: All frames done.
Hellraizer: Ready and Approach frames done.
The balancing act of enemy routines has greatly improved. Fights can potentially drag on a little bit longer when the party averages at low levels, but enemies are mostly balanced between defending, healing themselves and doing chip damage attacks. At higher levels, they're quick to spam all they have until they're out of MP, but it really does work in your favor if equipment is kept up to date. Not changing out your armor is the difference between "haha, that tickles!" and "$*#^ I'm dead!"
Much happier with how it is now, it feels like the difficulty transition is not too hard, not too soft but just right.
That's all for now, hopefully will get some more work done today :D