Ivalice Chronicles is coming this year and it has an enhanced edition. How could they make the game worse?
DLC:
The three letters that would haunt me:
What do I mean by that? Downloadable content.
Let's start with Guest Characters:
Let's say Tifa:
Job Class: Zangan-Ryu
Equipment: Similar to a Monk, but requires the Accessory Materia Glove, which unlocks her Limit Break Skill and when used with other classes allows her to keep Monk strength when unarmed (Basically the Barehand support ability in an accessory)
Attack abilities:
Similar to Cloud's limit breaks but based on Tifa's limit breaks:
Say, Beat Rush would work like a Goblin Punch that guarantees at least to hit at 1.25 damage in comparison to a normal attack. It could hit to 2.75 damage
Summersault would hit at 1.0 damage BUT it gives -1 speed on the target.
Water kick could cause water damage to the 8 squares surrounding Tifa.
Meteodrive could cause Fire damage as well as damage similar to the Dragoon Jump.
Dolphin Blow would cause Water damage to a small area in front of Tifa
Meteor Strike would cause fire damage and don't move status
Final Heaven would cause non elemental Damage and other status effects.
Final Heaven: Advent: would be a stronger version of Final Heaven WITH Holy Damage
The rest of the support and movement abilities match the Squire class.
While we're at it, let's do everyone except Kebab Girl, because story reasons, and Cait Sith, because fuck that Robo cat...
Barret:
Job Class Avalanche:
Equipment: Light Clothes, no shield, Materia Cannon or Materia Hook. These can only be equipped on his Right hand. He cannot dual wield unless one of these weapons is on his right hand. Materia Cannon acts as both a gun and crossbow. The Materia Hook acts as a Katana/sword/knife/rod
Attack skills:
Big Shot:
Regardless of Materia weapon used, Barret can shoot a blast that does 1.75 damage (even better if you use the Hook, since melee weapons have more damage output than guns in FFT)
Mindblow:
The MP Damage version of Big Shot. It takes away 1.75 MP Damage in comparison to a successful MP Drain Spell.
Grenade Blow:
Create a 5 square explosion that hits all characters in range. It would cause 2.0 damage.
Hammerblow:
A supercharged version of Tackle that can push back an opponent up to 3 squares back and causing 2.5 the damage of a normal tackle.
Satellite Beam:
Area effect damage similar to a summon.
Angermax:
Barret shoots 8 times against random targets in an area. Think Malak and Rafa but with gun damage. May cause don't move or don't act status.
Catastrophe:
Similar to the Satellite Beam but in red. Add additional Dragoon Jump damage
Armageddon:
Twice as strong as Catastrophe but twice as slow to charge.
Red XIII:
Job Class: Nanaki:
A Panther class Monster who CAN use equipment: only headgear and accessory. To use his limits, he needs the Materia Barette
As a Monster, RedXIII has some innate abilities that cannot be changed. He also cannot change Job classes.
Aside the basic panther ability Cat Scratch, because Claw is the standard attack, he gets a pair of new abilities, Growl which can randomly boost his attack, magic, or speed by 1; and Bark, which can lower an enemy's attack, magic, speed, or brave by 1
Limits:
Sled fang:
A stronger tackle that requires a short charge time and can push enemies 2 squares back.
Lunatic High:
Casts haste and protect on Red and characters in adjacent squares.
Bloodfang:
Same as Sled Fang with HP Drain
Stardust Ray:
Similar to Rafa or Malak's special attacks but dealing non-elemental damage.
Howling Moon:
Casts Haste and Berserk on RedXIII
Earth Rave:
Similar to Rafa and Malak's skill but deals Earth damage based on his Attack
Cosmo Memory:
A non Elemental attack that hist in a straight line like the Monk's Earth slash but the attack is 3 tiles wide.
Seto's Pride:
Refills RedXIII HP, MP, cures him of all preexisting status effects (minus poison), boosts his attack and defense, but he gets the Doom status. If the battle isn't over before the counter reaches zero, Red is crystallized and lost forever. His unit slot will also be blocked by a stone statue.
Yuffie:
Job Class: Wutainin:
Unlike normal Ninja, Yuffie loses the Dual Wield and the attack command is turned to Mug when equipped with the Materia boomerang, a Ninja sword/knife that has long range.(3 squares plus 3 squares elevation.)
She can equip shields. Can only equip light clothes
Limits:
Greased Lightning:
Yuffie can attack targets from further away AND ignore elevation (up to 5 squares away)
Clear Tranquil:
Similar to Chakra but only for HP
Landscaper:
A non Elemental attack similar to Earth Slash (cannot hit floating enemies) that can hot multiple enemies on the selected area.
Bloodfest:
Attacks characters randomly within an area. By striking 4 times. Each attack does 0.5 damage. The less characters in the area, the more damage the target gets
Gauntlet:
Targets a small area and reduces defense while doing damage. Similar range to Aura fist
Doom of the living:
Similar to Bloodfest, but adding random status effects
All Creation:
Similar to Red XIII's Cosmo Memory but hits floating enemies as well.
Champion of the Gods:
Similar to Bloodfest with the additionof a 75% chance of guaranteed steals.
Cid:
Pilot:
Can equip spears. Materia Spear allows the usage of Limit Breaks. Can only equip light clothes.
Limits:
Boost Jump:
Does a Dragoon Jump in half the time a Dragoon does for half the damage. Distance is determined by Dragoon job skill mastery.
Dynamite:
Throws an explosive at an enemy. It can hit the 8 surrounding squares. Target gets 3.0 damage, while surrounding tiles get 1.25 damage.
Hyper Jump:
It takes 1.5 times a Dragoon takes to Jump for 1.5 Jump damage in addition to a 20% chance of instant KO status.
Dragon:
Same effect as dusk sword and dark sword combined.
Dragoon Dive:
Does a 4 hit Jump on enemies within an area dealing 0.5 Jump damage per hit.
Big brawl:
Enemies within the attack area get tackled and have 100% pushback wherever pushback is possible.
Highwind:
Cid summons his Airship to attack enemies (think of it as an unofficial summon spell)
The Sierra:
Cid summons his newest Airship and it's like the Highwind Limit, but adding Status effects to the enemy
Vincent:
Job Class:
Mutant TURK
Equipment: Again, just like the others, he needs his Cerberus Gun to use his limit breaks:
His Attack skills would be transformations where he can use Monster Skills:
Galian Beast:
Vincent is transformed into an Apanda Class Monster (repainted in Vincent colors) can use both Byblos and Apanda techniques Plus the Vincent Exclusive Beast Flate
Death Gigas:
Vincent transforms into a Construct, gains all the Construct abilities plus the Vincent Exclusive Live wire, which causes Thunder Damage.
Deathmask:
Vincent Tranforms into a Skeleton Class Monster in Vincent colors
Gains all the attacks of the Skeleton Class monsters AND a Vincent Exclusive attack, Nightmare, which is similar to Bad Breath.
Chaos:
A recolored Ultima Demon uses the Archeademon skillset and unlocks the spell Ultima once the Mutant TURK job is Mastered. (Ultima would require 9999 JP to learn) then Chaos can use it in battle (and characters can learn it) If Vincent is hit by Zodiark, he'll learns the ability whether he lives or dies. But to unlock it, it requires ALL Job Mastery AND 9999 JPs so he can use it as a Summoner and as Chaos. (Only when using it as Chaos, friendly targets within the summoning Area can learn the spell) only drawback is that when a friendly learns Zodiark, Vincent dies and is unrevivable unless you finish the battle before crystalization.
But there are other ways DLC could be used:
Additional Dungeons like Deep Dungeon/Midlight's Deep:
Non canonical battles could be fought there including a certain boss whose name I won't mention... but think a Hot Topic Raiding Silver Haired Mama's boy.
These Dungeon type DLC could be challenges for veterans...
New Job Classes:
I'm not saying that everyone gets to be a holy swordsman... no, but certain Job Classes.
For example:
Red Mage:
Unlocked by DLC and fulfilling certain requirements, like say:
Level 3 for both white and black Mage jobs.
Can equip swords.
Has access to the following spells:
Cure, cura, raise, she'll, protect
Fire, blizzard, thunder, fira, blizzard, Thunder, Poison, and frog
React abilities:
Deflect:
When hit by attack or curative Magic, the target receives 0.5 damage/heal while the rest of the spell hits on the sides of the target.
{Tile}{caster}{tile}
{Tile} { tile } {tile}
{dflt}{target}{dflt}
Aero push:
When a spell targeted is about to be cast, a quick cast of Aero pushes the opponent back one space. The idea is that a spell meant to be cast on a space would be rendered useless, due to the pushback.
Support abilities:
Doublecast:
Allows you to cast two spells in a row. (Charge time would be the average time between spells)
½ MP cost:
Self explanatory
Movement:
N/A
Blue Mage:
Unlocked by DLC and fulfilling certain requirements like say:
White, Black, Red, Mystic, Time Mage, and Summoner Level 3
Abilities:
As a Blue Mage you learn Monster Skills by either:
-Getting hit by a skill
-Acquiring ability by Crystal.
(Of course this new class would add new abilities Exclusive to the Blue Mage that are learned once a Crystal is consumed while using a support ability.) The Blue Mage does not need to use the Monster Skill Support Ability, for they have it naturally.
Reaction Abilities:
Monster mimickry:
Counter Magic, but using Blue Magic.
Support abilities:
Beastmaster+:
The ability allows for the Blue Mage to learn "hidden abilities" from monsters whether the Monster uses the skills or the Blue Mage touches the Crystal.
Monster Skill: it allows you to learn Blue magic in other classes.
Devour:
Similar to poach, but instead of getting items, you skip the crystalization process and earn the ability. (No HP/MP Recover)
Movement:
Nest tracker:
An ability that works like Treasure hunter, but instead of items, you can poach a random monster from the types in the current battle.
For example: you're fighting goblins and bombs. The poached monster would be either Goblin Type or Bomb type. This can be influenced by monsters you bring to the battle. Bring Byblos, you can get Apandas.
Exclusive Weapons:
This would be mainly for the FFVII folks in order to make their Limit breaks Not Suck.
Or how about adding the Weapons from 15...
Exclusive Treasure Hunts and other jobs:
These would give us random items, etc.
There are plenty of ways we could get screwed via DLC...
Personally, playing the game through Delita's perspective would be a worthy DLC.