Right guys, I'm actually kinda having trouble keeping up with everything so I miss something, I'm sorry. I didn't do so because I hated your point or am dilberately ignoring it, I probably just missed it.
First, thank you Anouleth. You're saying a lot of things a lot better than I could, I realy do appreciate it.
And sorry Shadow, I don't really have too much to say besides "I don't agree.", it's not that I don't appreciate you pitching in or think you want to be a troll, I just can't really understand a number of your particular points. So I guess we'll have to agree to disagree on a few of those. :/ I got some though, I'll probably come back to some of them (along with other points from other people I've forgotten/missed).
I don't need statistical gender differents with classes, AT ALL
! I'd much rather do that on a character basis (i.e. Armor Knights of both genders have the same CON but Gilliam and Amelia have different CON stats as AKs). I'd probably go through with class bases/growths the same way, which would lead to an increasing of enemy stats which segues into my next point.
INCREASING DIFFICULTY! My plan would be to replace some of the larger groups of enemies with a fewer higher-levelled ones, because in vanilla it seemed that the hoards of enemies where either non-threatening and just kinda exploded en masse on your standard overlevelled FE powerhouses or they actually DID have soem kind of threat in rare circumstances, which made them rather overwhelming (fixing one problem this way would probably knock it into the other unless I got very clever with it, and we can probably say that's kind of out of the question here...). Also, an increasing of enemy stats in general, especially for some specific classes. Though a good amount of that would probably be through bolstering HM bonuses. This would likely make the game just as easy as it already is on NM but simply having the OPTION of an easy gaming experience isn't a problem, is it? You guys would get your proper good Hard Mode so I think it'd all work out, no? I'd do something to make Easy Mode functional so there could be more middle ground but that sounds like a bitch to do.
Some more class on class adjustments. I like Merc!Ross too (especially since in vanilla Gerik is your only Merc.
). Merc to Ranger stays, I still don't see it being used much for Gerik but Ross might actually want it now. Priest to Druid/Summoner gone, I gues it was silly, I just kinda wanted Moulder to have a legit Dark Magic option... Still confused about whether to give Pupil the Super Pupil or Monk promotion, but either would work out so I guess that can wait. I stay with the ranks for General and GK, and I might give Falcos D Swords (because E isn't good for much of anything and it needs something good over Wyvern Knight). WKs can have the Crit +15 thing instead of Pierce definitely, Pierce is very unreliable but crit can be kinda made to have a sort of reasonable rate with Killers and stuff. Plus you can negate Valter's crit by backtracking to get the Iron Rune thingy (whatever it's called in FE8, I forgot) if you really have to but there's nothing you can do to negate Pierce (BTW, I did listen to the problem with Valter having Pierce as a character). Having serious second thoughts about Myrms and Archers having a crit bonus but Assassins are definitely keeping it, I think it kinda makes sense from a lore perspective and it would help in getting a decent activation rate for Silencer. Speaking of Assassins, I think I'll give them 6 MOV again while Swordmasters would be the 7 MOV ones. It makes sense from a lore perspective (Swordmasters being swift warriors who openly charge, like those martial arts movies while Assassins are sneaky types who would operate in more inclosed spaces) and it makes the Myrm promotion a bit more balanced (crit on both sides, Thief things and Silencer on one side, MOV and stats on the other). BTW, any thoughts on Myrm to Hero? I don't remember reading any responses to it (I probably won't do it though). Also, I heard about the thing with super Rogue stealing being hard to program, imbalanced and silly (though the bit about stealing monster qeapon likely won't be an issue, I probably won't give monsters multiple weapons as it's stupid from a lore perspective and doesn't seem hugely necessary for any purpose). I heard about giving Dancers Swords, and I might do that, but since there's no animation I heard of a trick to make it go to map animations automatically ala Ballista, I thin I'd do that. Also, what I'd likely do is give Tethys good growths in offensive areas (since she's apparently perfectly fine elsewhere) like Feena apparently does so that you could potentially raise her up to be quite good if you wanted to. It'd only really be useful to powergamers who would want her to leave her open when she Dances stuff forward and have her obliterate the things that get her there, that would be difficult to achieve and not the smartest use of your resources but giving people the OPTION to do these new and different things is quite cool IMO. I also thoguht of having Snipers and Sages give larger, more offensively spread gains compared to the lesser and more defensive ones of Ranger and Mage Knight, would that work to balance them?
As for characters: Still confused with Seth since my changes to him have been actually controversial. The buff to Trainees would be small to their bases (so they're not pwned) but their growths would be increased rather a lot. They're the ultimate growth units so they need really good growths to actually do their job (or at least do it well enough that most people will have an incentive to try). Buffs to Amelia and Ewan would be considerably larger than those to Ross. I might increase their base level to compensate. I'm still keeping the crazy Luck as a nice niche for them.
For weapons and items: I heard the complaints on my Dragonstone idea, I think I will have the ordinary one sold in one of the CC Secret Shops like suggested (still thinking of raising Usage, but heh...) HOWEVER for the main game I'd have a different, weaker one called either the "Lizardstone" or "Dragonpebble" sold in the Chapter 19 map shop (with all the crazy crap like Silvers and Killers), it would give NO BONUSES but have infinite uses. I might give the wimpy shit one 1-2 range too so Myrrh can have weak 2 range capabilities (Hey, it wouldn't break her! It'd certainly be a much larger drop than crappy Hand Axes/Javelins/Short Bows would be for their classes and it makes lore sense too). I know it'll be painful to implement but I do still want the new Devil Axe formula, 21 Luck is a hell of a lot so it'll still have a decent threat, that would just be a good reward for properly high Luck (I have more thoughts on the DA but I feel like compiling them a little more before mentioning them). My idea for magic swords would be to either just work physically or do the same things with the whole STR stat instead of half but I think keeping the calculation and boosting their Might would work and not be such a pain (However, I do want them to calculate like Runeswords, doing the same at both ranges). For Blades I do like Klok's idea and might consider it but I am slightly thrown by Iron Blades being the "average" of Iron and Steel Swords. I think a slight adjustment should be enough though, like people have said. Also, I'll keep the Iron/Silver Blades at 2 WEXP but the Steel Blade will have 3 WEXP (Steels give more WEXP + Blades give more WEXP = Steel Blades give more more
WEXP). Otherwise Swords should be fine but I think I might need to give the Steel Sword some attention, it has the same stats as an Iron Axe but is more expensive and just having it give 2 WEXP probably won't be enough to even them out (though I guess it's only a problem for classes with access to both but still that's really not good...). I won't give ALL Light monster effectiveness but I will likely give it to another non-Ivaldi Light spell (how about Divine?), otherwise high Hit and Crit should be enough to make them worth using.
I have a bit more but I ought to stop here for now, I think!
P.S. Lumi, what about Berserker!Seth? Then he's all "manly" and is running around with no shirt! I kinda expected you to mention that, actually.