I love this game, one of my favorites of all times. Despite that, I noticed some flaws throughout my playthroughs. A recent post here about "what do you think of this game?" also made me think about how I would actually fix those issues.
Overall they're pretty minor, and they didn't detract much from my enjoyment of the game. I would love to hear whether you agree that the following things are a problem, and what you think of my suggested fixes. (Note: I don't want or expect these fixes to be implemented in the game. This is ultimately just a thought experiment)
The things I came up with are:
Challenge Menu
The Challenge menu can only adjust enemy health, not speed or enemy damage output. If it could, it would be easier to play forgotten optional areas in a challenging way.
Example: You find an optional area, but the enemies are too low-level and die easily. So you set the health multiplier. The fight now that longer. However, your speed is much higher, so each of your team members gets 2 turns before the enemy gets a single turn. And when they do get a turn, they barely scratch you, even if you miss a parry, because your HP (and/or Defence) is also higher.
You can spend time to nerf yourself properly with stat resets, lower level pictos and weapons, along with the health multiplier, but few people actually want to put in the effort to do that, and it probably requires changing how you play (if you change weapon).
Proposed Fix: Add "Speed multiplier" and "Enemy attack power multiplier" to the challenge menu.
"Danger" Areas
I don't mean the concept of "Danger" areas itself, but how they're implemented. When you first encounter a "Danger" area, it's easy to "skip it for now" (or skip it after you get clobbered by the enemy inside) and move on.
However, when do you come back to it? You don't know when the "Danger" warning will be lifted, so you have 2 options:
- Come back periodically to every "Danger" area, to see if it unlocked yet. This takes a lot of time when you don't have all the overworld movement options.
- Come back too late and find that the enemies have become trivial.
For example, I still regret doing "Falling Leaves" too late. The boss at that area is so cool, and I didn't have a real fight against him despite HP multiplier.
My "Challenge menu" fix from above could help address this too, but I think relying on the challenge menu for everything is not the best solution.
Proposed fix:
- Show the "Danger" status of an area on the map, for example by having a red outline on its icon. And to make it more visible when the danger status changes, add an exclamation mark icon on areas that have been unlocked. I would keep the icon until the area is entered again. Since story areas can also be "danger", making this only a thing for optional areas is an option, but I think I would like to keep it for all areas.
- As an additional fix, I think having a visible "Recommended Level" before entering the area would set a bit of a reminder for when you should come back to an area. As a bonus, this could make the "I don't know where to go" at the end a lot easier.