Wolkendrache wrote:Good idea for a Genso Robin Hood, but Suikoden characters form a rebel army that relies on trained soldiers, not a robber gang that relies on profit from raids.
Wolkendrache wrote:There are only very few thieves / treasure hunters, and especially thieves are not considered the most prestigious/noble among the SOD. Sometimes I think these characters are not recruited BECAUSE they can steal, but ALTHOUGH they are thieves. I don’t think many SOD actually like Krin, Hoi or Raven; for stealing missions most would probably prefer a disciplined ninja.
Anyway, since they are too few, I don’t think a special tutor is necessary.
sticky-runes wrote:Suikoden practically is a Robin Hood story. And, do players not spend a lot of time raiding dungeons for cash and useful items, such as rare runes and equipment, from killing monsters?
sticky-runes wrote:Again, not just rare skills, but also speed/agility/evasion/luck type skills, which everyone has (remember S5 gave us combinations of skill enhancements). So even characters without money making talents could still get some use out of them, we'd have the opportunity to speed up slower characters.
Wolkendrache wrote:Ah ok, you mean someone like Hanzo as tutor for these skills. So the physical skills (including some specials) are split in two for 2 different kinds of physical tutors. Ok, why not.
Who could have done this in the respective Suikoden Games? A tutor should be experienced, not too young. S1 = Kage? S2 = Mondo, Genshu? S5 = no idea...
- There are 4 different tutors: one for missile weapons, one for common melee weapons, one for martial arts and special weapons (Fist, Claw, Staff etc.), and one for magic skills.
- Weapons get blunt or damaged, thus decreasing attack stat, so you must visit the blacksmith once in a while to refresh the stat by sharpening the weapons.
Blacksmiths became almost redundant in S5 because they took away the rune attribute ability, and gave us those crappy magic sword orbs that take up a slot on the body, so they should bring back the ability to attach elemental and status attributes to weapons, as I wrote about in another thread.
Antimatzist wrote:That would just make some characters very unbalanced during the game. until you get their instructor, they will be less powerful than those characters with an instructor.
Antimatzist wrote:I really dislike games in which weapons break/get dull after a certain amount of uses, so no.
Antimatzist wrote:No, instead, they should try and make the Elemental Sword Runes more useful and diverse. Equipping them could already give a small bonus (e.g. Earth Sword Rune would give +5% defense, but decreases your speed, water rune adds small auto-regen, but decreases attack etc), and the spells should be generally more useful.
It was much better in 2 when you had the effect attached to your weapon and you didn't need to waste a turn activating the the effect, it just worked automatically. Same with sleep/silence/magic drain, they should all have been attached to weapons, leaving the bodily slots free for other runes.
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