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Posts posted by dreamtrain

  1. Everybody seems so focused on character and storytelling but completely leaving out playability/mechanics. I'm sure DQH3 will get the same core charismatic characters from the previous series: DQ6 will ALWAYS bring Terry, DQ4 will ALWAYS bring Torneko and the twins, DQ8 will ALWAYS bring Jessica, DQ7 will ALWAYS be Gabo and Maribel. You get the idea. I couldn't care less who the other invited characters are, I feel the game will be just as good, I am sure 3 will have the cast from 11 and they're all amazing I'd be happy with any one of them. Who cares.


    Play other Destiny Warriors style games, like Ninety Nine Nights or Ninja Gaiden and compare it to DQH series. Does no one else notice the mechanics clunkyness? Not to mention the viable weapon variety, I never felt any reason to not go Dual Swords when going the Gladiator path, Claws limited range has you punching the air often and Pole/Staff is just Y spam, any other combo and you're tripping over yourself. Going down a magic path is so uninteractive with the Wands and Heavy Staff's management of energy balls/bubbles, I am sure it can be improved so that all weapons can be more viable, with smoother flowing combos and more variety (Martial Artist being locked on only Claw and Staff kinda sucks). Bow and Whip are cool but whatever you do, Angelo and Jessica do it better... there should also be incentives to go Thief beyond getting the magic key quest.

  2. I would love a remake of DQ3 with DQ11's engine and


    tie both games a little more, confirming that the hero is a descendant of Erdwin in the new timeline after Serenica goes back, seeing how the mother has hair like her and the hero looks just like a younger Erdwin

    Keep the personality system but make the status bonus more significant, add old style Party Chat without the lagging menu screen and have your recruited friends' party chat change depending on their personalities (I can already feel the pain it would be for that to translate such an extensive database of dialogs), add blacksmithing and expand the class system to be similar to DQIX, with weapon skill trees and include new classes like Gladiator, Armamentalist, Ranger, Paladin and Superstar (and don't make it so Superstar is useless and only attainable through a post-game chores), also include Minstrel and make it a worthwhile support basic class.

    Otherwise, if Square Enix is through with remakes, make the future DQXII have all those features. It would be cool if this time it was a bit like the Tactics series where you recruit a lot of party members and you basically build your army/organization. I think Monster Recruiting sometimes ends up being not worth it because due to the party limit and your human characters being much better, but in a game where you got like 20 people in your rooster, it might be worth it to have a bunch of monsters in there.



  3. XI is objectively the best Dragon Quest, it has does everything the previous games do and better: A likeable cast that gets developed unlike any other DQ, a great story, makes you cry like V, makes you laugh like VIII, even without vocations the character building is pretty good, the only thing is that its original soundtrack leaves a lot to be desired, and its carried single handedly by the legacy OST which packs a lot of nostalgia to those of us that have played these series for over a decade and in this day and age of DLC (looking at you FFXV) DQXI manages to be a complete, polished game whose extra content comes already in the game.

    • Upvote 1

  4. tl;dr VII has slow pacing, uncompelling vignettes, meh characters, it uses the "X joined your party" when unimportant NPCs tag along, 3ds made class system worse.

    I don't exactly dislike VIII, my take on it is that it's the most well-rounded of the series, it's like picking Mario in Smash or Mario Kart, or the Blue Falcon in F-Zero, but I think people vastly overrate it, I can understand why as it was the first DQ for most of people who overrate VIII. At least it has some character building although the skill point system is just an illusion of character customization because who are we kidding, you're always gonna go courage on hero, thin air then axes/humanity with yangus, bows/charisma with angelo and twin dragon lash with jessica (or staff/charisma in 3ds), you're missing out if you don't go with their best skilltrees. The story I felt was nice up until you beat dhoulmagus, then you get this wild goose chase in a world you have already seen everything it has to offer for you and the pacing kinda dredges. Overall at the end of the day I think it's good and well-rounded, but people will sell it to you like its the absolute pinnacle of the series.

    Now for actually least liked, I don't think it'd be fair for me to say I or II given the time it was conceived in, and was a leap of improvement over I as the series were experimenting with the RPG genre and growing it out to what we have today, so next in line would be VII probably, I remember back in the day it felt like a fan-game that tried too hard to improve on VI and failed (you shouldn't ever use the "X joined your party!" iconic tune for inane NPCs thats for your gang)

    The slow pacing of the story really really wears me out and there's nothing compelling in the mini stories and save for the one in the desert, they are more of a hurdle you have to get over, hit it and quit it (specially the romance one with the herb garden that really made me hate everyone involved). The slow pacing and amount of unimportant episodes makes it take forever to get to Alltrades/Dharma, about close to half-way through the game and its the sole reason keeping me from replaying it. The class system I feel its worse, you're now in a race for the advanced class, instead of diversifying your characters strenghts with multiple intermediate classes of your choice, you're now locked with one path and the intermediate classes were made a tad weaker in order to pass on that power to the advanced classes, then the 3ds makes it worse by not telling you retain what you have learned in your class building path until the end when you get your skills back, so you master your first intermediate class and now you have to switch back to a basic one and basically lose a lot of offensive options while getting hit hard by your now much lower stats so, save for the last few battles when you're about to master your intermediate class, you feel like a wet paper bag until the end of the game which is when you start reaching the advanced class and the game gives you back your skills.

    The party isn't really likeable, Maribel is what you'd get if Best Wife Debora wasn't funny or charming, Ser Mervyn is far more likable in the remake but in PSX I remember back then feeling off-put by this awkward old man joining the kids, Gabo is just there the remake also improves him solely due to the wolf he now comes with. The remakes felt kinda rushed and unpolished, they removed the temple at the beginning which, yeah it steals a good chunk of your game time, but it did such a good job in setting the atmosphere of mystery, that's what I really liked about VII, the mystery behind this world and what lies beyond and how did it end up like this, it didn't translate properly to the 3ds version. 

    Whew, really went on a rant there, I apologize for that! I'll add a tl;dr at the top.




  5. I dreamtrain have a dream.

    There's all sorts of mods out there rebalancing abilities and difficulty out there, such as FFT, the reloaded patches for Golden Sun 1 and 2, and there's one out there for DQV that lets you recruit more monsters, I'd love to one day see the same for Dragon Quest 6 and my objective here would be to see what the community that actually likes this game thinks, pool ideas and see how much interest there is in this happening, maybe we could crowdsource this eventually. 

    First off something that would kick up the game as if you were playing under the Stronger Monsters Draconian Quest where major bosses can get up to 3 turns, are a bit more likely to use desperate attacks and get around 20% increase in stats (Exact value not confirmed), and grant them some new skills so they normally wouldn't have to keep you on your toes. Since you don't have any skills in the first third before Dharma/Alltrades, perhaps include a soft buff (not in stats, but get extra options for damage and mitigation) so you don't feel like you're doing Rhone with only boring plain auto attacks, I haven't really thought through this part of the game yet, let me know your thoughts if you disagree and would actually like it that way for that portion of the game.

    Secondly, a rebalance of the jobs so that everything feels useful and you feel a bit more encouraged to try the other classes and have more options to deal damage aside Focus Strength/Knuckle Sandwich on bosses (if its possible to tweak the resistances table for this), the point of a difficulty increase is not so that for bosses you have no choice but to do a turtle formation on bosses just doing 80 damage total each turn while you try to survive. I'm really against difficulty by inconveniencing, I think that's boring, if I want to hit like a wet noodle I'll turn to II or V, I really feel you should feel strong while fighting back the stronger monsters, and I feel XI achieved that with the draconian quests: in some turns you had to regroup because of the onslaught of damage and conditions, but when you could deal damage it was meaningful because of the selection of options you have, thats what I would like to achieve with a difficulty mod. At the same time I would recommend removing the free pass you get with just Boulder Tossing everything with gladiators at no cost.

    Also, as I'm not sure how much is feasible to edit the existing game, the scope would lie in using the existing abilities available in VI, but if it was possible to code in a few custom-mades that behaves like skills from IX and XI to grant diversity to the options available that would be great (in which case it would be worth to grant these new skills to enemies also so they hit keep you on your toes). Another thing I think would be worth editing, is the Whack resistance many abilities have that essentially makes them useless in most scenarios.

    I'll start with what I think is the class that requires the most rework: Ranger and its sub-classes, this path offers a lot of out of battle utility that I think would require further editing of the game out of combat so you feel they have an actual impact, but more on that later. The first thing this class needs is a lower battle requirement to unlock, lowered from a total of 435 down to 315 (In comparison the much stronger Gladiator requires 350 between Warrior and Martial Artist, and Sage needs 340 between Mage and Priest), this alone makes it somewhat more competitive with the other classes for it to be a path for Hero, some tweaks would also be added so that it's not an absolute chore to progress this class and the end result of this class path is to be a jack of all trades being a secondary damage dealer in comparison to the Gladiator and being a decent backup healer second to the Sage (mirroring the healing support Ranger gets in IX).




    Statistics Change
    Battles to Master 140 -> 105
    Strength -10% -> -5%
    Agility +20%
    Resilience -30% -> 20%
    Wisdom -10%
    Style -20% -> 0%
    Max HP -10%
    Max MP -40% -> -30%
    Trait Auto-Steal

    A small buff to the Thief's stats, so it doesn't feels like a punishment picking Thief as a starting class. 

    Level Title Learns Battles Needed Target Info MP
    1 Pickpocket Muster Strength 1 User Deals 200%~250% damage on the users their next attack. 0
    Sandstorm One Group Summons a sandstorm that blinds enemies. 0
    2 Purse Snatcher Shove 4 One Ally A powerful push that propels enemies out of the picture. 0
    Safe Passage Self Allows the party to pass unscathed over potentially perilous ground. 2
    3 Pilferer Stone's Throw 17 Enemies Hurls rocks at a single group of enemies 0
    4 Henchman Peep 33 Self Reveals the nature of the treasure in a chest. 2
    5 Cat Burglar Snoop 48 Self Locates hidden curiosities. 2
    Nose for Treasure Self Reports the number of nearby treasures. 0
    6 Criminal Genius Storeyteller 66 Field Reveals which level of a building or dungeon the user is on. 2
    7 Crime Boss Padfoot 80 Field Keeps weaker monsters away. 4
    8 Kingpin Pressure Pointer 105 One enemy Targets a vital spot to take down an enemy instantly. 0

    This borrows a lot from the 3DS remake, allows the thief to be a secondary damage dealer (since the whole class path is meant to be a jack of all trade) when dealing with strong enemies/bosses while also helping in clearing enemy groups with Stone's throw. Since Klepto Clobber doesn't exists in VI I borrowed Pressure Pointer from Martial Artist, as it fits the thief's thematic of killing with daggers.


    Monster Master



    Statistics Change
    Battles to Master 165 -> 105
    Strength -15% -> 10%
    Resilience -20% -> 0%
    Max HP -20% -> 10%
    Max MP -30%
    Trait Low chance for enemies to be asleep during first round

    With lack of monster recruitment, there is a lot of missing purpose for this class, so I think at the very least it shouldn't feel like you're a punching bag while you're progressing it. If possible I would remove this class, divide the battles needed between Thief and Merchant.

    Level Title Learns Battles Needed Target Info MP
    1 Slime Master Squelch 1 One Ally Cures a single ally of the effects of poison. 2
    2 Beast Master Tongue Bashing 4

    One enemy

    A punishing lick to reduce the enemy's defence.

    3 Zombie Master Poison Breath 17 One group Poisons a group of enemies. 0
    4 Nature Master

    Sweet Breath

    33 Enemy group A fragrant sigh that lulls a group of enemies to sleep. 0
    5 Demon Master Cool Breath 48 All enemies A chilly breath attack. 0
    6 Troll Master Flame Breath 66 All enemies A fiercely fiery breath attack. 0
    7 Material Master Burning Breath 80 One group Paralyses the enemy with a torrid sigh. 0
    8 Dragon Master Puff! 105 Self Transform into a fire-breathing dragon. 18

    If possible I'd change Puff! to cost less MP, or no MP like Amos'





    Statistics Change
    Battles to Master 105
    Strength -5%
    Agility -40% -> -20%
    Resilience -20%
    Wisdom +20%
    Style -20% -> 0%
    Max MP -50% -> +10%
    Trait Extra gold per battle

    I don't understand why some classes have negative Style, but I don't think a money maker would have negative style! So we had Thief as a speedy character who can deal some moderate damage in the battlefield, the Monster Master with its breaths dealing some party wide damage and now the merchant the Wisdom bonus leads me to believe it was intended by the developers to help you build your character's base MP in the future, while restricting you from using many spells for whatever reason while mastering it (or perhaps its just thematic in that Merchants are smart business people). The Ranger has a similar wisdom stat bonus that was changed for the mobile version except the Merchant got to be crippled by having very little MP. I'll be applying the same train of thought to it and allow the Merchant to be a bit of a pseudo caster with an MP bonus, if you mastered Monster Master first it should feel good to use Puff/BeDragon with a decent MP pool, the ability already has its own drawbacks that balance it. In IX Rangers get to have some utilities like Midheal and Tingle who get to serve as a backup priest, so I will be adding those to the merchant (saving Zing for Ranger).

    Level Title Learns Battles Needed Target Info MP
    1 Huckster Peep 1 One item Reveals the nature of the treasure in a chest. Also enables item appraisal. 1
    2 Peddler Body Slam 7 One Enemy Sacrifice the self to slam the enemy senseless. 0
    3 Salesclerk Dig 15 Self Dig in the dirt to unearth hidden treasure. 0
    4 Pitchman Tingle 24 Self Cures all party members of the effects of sleep and paralysis. 0
    5 Trader War Cry 40 All enemies A booming yell to make the enemy recoil in fear. 0
    6 Broker Midheal 60 One ally Restores at least 75 HP to a single ally. 0
    7 Magnate Service Call 82 Self Summons on-the-spot aid with a sonorous shout. 15
    8 Tycoon Call to Arms 105 Special Enlist the aid of an army of mercenaries...for a price. Level x50g







    Statistics Change
    Battles to Master 200
    Strength -10% -> 0%
    Agility +20%
    Resilience -20% -> -10%
    Wisdom +10%
    Max HP -10%
    Max MP +20%
    Trait Increased chance of fleeing the enemy
    Mastery Bonus +20 Agility

    As mentioned before this class got a buff in the mobile version to MP which I would be keeping here. It shouldn't feel like you're being punished for using the class


    Level Title Learns Battles Needed Target Info MP
    1 Woodcutter




    Reduces the damage of fire and ice attacks


    2 Trailblazer

    Pyre o' Fire

    20 One group

    A pillar of flame that singes the enemy.

    3 Gatherer


    50 Ally

    Occasionally resurrects a fallen ally with half HP restored.

    4 Trapper Stomp 80 All enemies Creates a violent vibration that shakes up enemies. 0
    5 Tracker

    Tidal Wave

    110 All enemies

    A massive ocean wave that damages all enemies.

    6 Stalker Defending Champion 140 Self Greatly reduces the damage inflicted by physical attacks. 0
    7 Predator Venom Mist 170 One group Envenomates a group of enemies. 0
    8 King of the Hunt Backdraft 200 Self Whips up a tailwind that reflects an enemy breath attack. 0


    I moved Pyre of Fire sooner as a reward of sorts for choosing Ranger, plus Venom Mist having % damage means its stronger later in the game, I've also borrowed the Sage's Tidal Wave, it feels quite out of place with Sages and I think it would have a better home with Rangers who can choose between Stomp at land or Tidal Wave at sea, I forget what damage it deals but I'd should be buffed to a reasonable amount if it turned to be weak. Was considering bringing the Armamentalist's Magma Blast here to complete the thematic of the Ranger dealing damage depending on the environment.

    edit: tentatively, edit the titles of the Ranger to match the SFC, White Ranger, Yellow Ranger, Red Ranger, etc.


    So that is it for now, really open for suggestions so long as they make sense, enhance the gameplay in a fair way and aren't made up skills/classes that don't exist outside the world of Dragon Quest. 

    • Upvote 1

  6. VI first due to being my all-time favorite, now tied with XI, while XI is objectively better VI does have a soft spot in my heart, the story blew my mind and I still remember the amazing sense of wonder when I realized I could choose classes, this is the game that I have replayed the most, I have probably done every path to Hero, from Sage and Gladiator straight to Hero, also Armamentalist -> Priest -> Sage -> Hero, Armamentalist -> Fighter -> Gladiator (armamentalist is my favorite class), and Paladin -> Warrior -> Gladiator -> Hero, Luminary -> Hero on my last playthrough was like playing on Hard mode and just Ranger is missing and honestly the prospect doesn't appeals me since that class is plain useless. Now I know my way around both worlds but back then it was amazing having to explore and figure out things, I know people hate it due to the lack of hand-holding and "feeling lost", for me it was always part of the adventure and a strength rather than a weakness of this game.

    Then V, it has a special place for me due to being my first dragon quest and what introduced me to the series, I loved it enough that after I beat it, I went back to my save before the wedding and chose Bianca instead. Then DS came out and I of course chose Debora and I think she's the better wife, Bianca was so unlikeable to me in the localization (Stop saying useless to beast or man what does that even mean!) and Debora is hilarious, plus the other wives don't do anything the daughter and son can't, while Debora can support and deal damage herself with Hela's Hammer though thats about it, after playing 6, 7 and 9 I really crave character building in these games and V has none, and the monster recruitment is just uhh, only the Stone Golem is worth it, your human characters do everything the monsters do and better so why bother recruiting monsters?

    I've never played IV and don't really find a reason to do so.  

  7. Playing with Ashlynn (and having the hero go Luminary->Hero on top of that) is like playing VI under Stronger Monsters Draconian Quest so I can see why people don't use her, I never did keep her myself when I played this game in the SNES and my first playthrough on the DS. 

    But last year when on my last playthrough, keeping her on does bring a degree of difficulty that I sought and welcomed in my last playthrough and really warmed up to her, I enjoyed that she always had something different and mildly funny to say about everything and, this can be easy to miss if you don't use her throughout the whole game, but you can see how she gradually starts to crush on the hero. I guess thats why for some it seems like out of the blue and forced down on you. Not to mention the whole thing about her being the golden dragon being dropped it looks like there was a lot of development meant for Ashlynn originally that left her a bit awkward at the end.

    As for Milly its like, she's nice but I don't remember anything distinctive about her, I remember Nevan being boring but at least I do remember his boringness and dry nerdy uppity self (like an unfunny Dwight Schrute ) while Milly its just... nothing to her. I wonder if similarly she had a lot about her dropped in the final release, visiting Gandino leaves you putting 2 and 2 together yourself but I feel there's a lot missing there to be told.

    Starting to feel right now like replaying this once more, I've done every path for the Hero (except Ranger) by now but maybe give him a Magic path again, be a caster along with Ashlynn and have Amos and Carver be the muscle cause damn, those two are the true charisma of the series.

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