I'm still kinda iffy about the shared skills thing, just because I'm not sure how I will divide them up yet (in the last installment, I divided the sidequest/secret skills among the characters with less skills and had a very balanced/effective party (didn't like how Natalie more skills than the other 2), However, there are a LOT of shared skills I'm going to have to think really hard about dividing properly and forming the best strategy I can as I play the game.
I also don't like how there are shared limit breaks... Because well, limit breaks are going to take a lot of thought as to who gets what. So to balance everyone out will be much tougher in this one! Plus, I hope there's an equal amount among all the characters... (I'm super OCD about the characters having even skills/being equally as capable as the others, sorry xD)
However, the regular skills (all the ones that aren't limit breaks) are divided pretty evenly with who can use what and who can't use certain skills, just the limit breaks seem sort of iffy.
I hope you toned Matt down a bit, 'cause In the last few games, it was really easy to abuse how strong Matt was, I do like that the skills don't overlap so that everyone still plays differently, but I am really iffy on how you divided the limit breaks. Though, I'm sure when it comes out, I'll not mind too much...
I'm also really curious how the forget system will be in the finished product, To be honest though I'm going to try and plan my skill learning so I don't have to forget any, but I must say, you've really added a lot of depth to the skill tree in comparison to the last game. One thing I'm probably going to have to do, is make a skill chart with all of the abilities on it (because while it makes sense for learning abilities, It makes it hard to divide the abilities evenly if I can't see the ones certain people can't learn).
On the plus side, I like what this has done to all of the characters (since they were all a bit over powered and role specific in the last game).
For example: Nat used to be the ultimate healer, and the ultimate mage, so you couldn't really utilize both at the same time during certain moments of the game. Matt was typically the "hey I'ma run in here with ma <insert large weapon here> and her der der der!" *slash wham bang slash chop* 99999 damage type character. And Lance was sort of the halfway character, he didn't really have a lot of skill depth in comparison to the other two because he was a half and half mix, though still fun and useful.
What this has done is: A) Toned down Matt a little bit so he's not a god-like machine that just slaughters everything with huge stats and crazy host of abilities (though you could make him that way). B) Made Natalie seem more like an offensive mage (as she doesn't HAVE to learn heal, but must learn offensive skills, though I'll probably make her my second healer). C) Gave Lance a little more skill depth (i think, I can't see his unique skills, but I assume a handful from the last game + some, as well as (from what I see) a unique selection of the shared abilities). D) Added a second magic-focus character, as well as made her sort of the "designated healer" (she is the only one who has a unique healing skill (aside from Natz' limit Kyun))
This way you have a heavy duty attacker, a lighter attacker/support, an offensive mage, and a support mage! I was worried Anna would just be a Natalie II, but she's really helped divide the party! This is a really good set up that gives a lot of options for strategy (especially with the shared skills to change people's roles) as compared to the last game: a Warrior, a Mage, and a Warrior/Mage.
Sorry to sort of rant and go on, but I'm a real pain in the ass critic when it comes to games/art/music because those are my passions and I take them very seriously. :/ Thus usually leads to pointless rambles/going on/overthinking/over critiquing things. This was a lot longer before, but I really cut it down to size for your benefit!
I can't wait to see this game when it comes out (though i feel like you beta a little too much, makes it less of a surprise, hehe) Is it possible you will make a version with lance in the test? so that I may be able to play around with him as well and (hopefully) divide the abilities up nicely before the game comes out? XD
Damn... You should consider to make a standalone of EBF4 in Java or something. Would be awsome. Also I can't help but feel that the badges are sorta out of place... Well, its a good Idea and it looks okay on Ann and Nat but I can't say the same for the male Chars... Maybe you should overthing where to place the badges on them.
As nice as the menu's feel is, it would be nice to have an option to disable menu animations. Having multiple tooltips fading in and out when moving across the screen (or opening a new menu where a the mouse will be already hovering over an item) can cripple the framerate and it's also nice to be able to move a little quicker through the menus.
Would also be very nice if new menus would move the cancel button to near where the mouse will be after selecting them, to reduce frustration when clicking the wrong menu.
I divided the sidequest/secret skills among the characters with less skills and had a very balanced/effective party (didn't like how Natalie more skills than the other 2),
However, there are a LOT of shared skills I'm going to have to think really hard about dividing properly and forming the best strategy I can as I play the game.
I also don't like how there are shared limit breaks... Because well, limit breaks are going to take a lot of thought as to who gets what. So to balance everyone out will be much tougher in this one!
Plus, I hope there's an equal amount among all the characters... (I'm super OCD about the characters having even skills/being equally as capable as the others, sorry xD)
However, the regular skills (all the ones that aren't limit breaks) are divided pretty evenly with who can use what and who can't use certain skills, just the limit breaks seem sort of iffy.
I hope you toned Matt down a bit, 'cause In the last few games, it was really easy to abuse how strong Matt was, I do like that the skills don't overlap so that everyone still plays differently,
but I am really iffy on how you divided the limit breaks. Though, I'm sure when it comes out, I'll not mind too much...
I'm also really curious how the forget system will be in the finished product, To be honest though I'm going to try and plan my skill learning so I don't have to forget any,
but I must say, you've really added a lot of depth to the skill tree in comparison to the last game. One thing I'm probably going to have to do,
is make a skill chart with all of the abilities on it (because while it makes sense for learning abilities, It makes it hard to divide the abilities evenly if I can't see the ones certain people can't learn).
On the plus side, I like what this has done to all of the characters (since they were all a bit over powered and role specific in the last game).
For example: Nat used to be the ultimate healer, and the ultimate mage, so you couldn't really utilize both at the same time during certain moments of the game.
Matt was typically the "hey I'ma run in here with ma <insert large weapon here> and her der der der!" *slash wham bang slash chop* 99999 damage type character.
And Lance was sort of the halfway character, he didn't really have a lot of skill depth in comparison to the other two because he was a half and half mix, though still fun and useful.
What this has done is:
A) Toned down Matt a little bit so he's not a god-like machine that just slaughters everything with huge stats and crazy host of abilities (though you could make him that way).
B) Made Natalie seem more like an offensive mage (as she doesn't HAVE to learn heal, but must learn offensive skills, though I'll probably make her my second healer).
C) Gave Lance a little more skill depth (i think, I can't see his unique skills, but I assume a handful from the last game + some, as well as (from what I see) a unique selection of the shared abilities).
D) Added a second magic-focus character, as well as made her sort of the "designated healer" (she is the only one who has a unique healing skill (aside from Natz' limit Kyun))
This way you have a heavy duty attacker, a lighter attacker/support, an offensive mage, and a support mage! I was worried Anna would just be a Natalie II, but she's really helped divide the party!
This is a really good set up that gives a lot of options for strategy (especially with the shared skills to change people's roles) as compared to the last game: a Warrior, a Mage, and a Warrior/Mage.
Sorry to sort of rant and go on, but I'm a real pain in the ass critic when it comes to games/art/music because those are my passions and I take them very seriously. :/
Thus usually leads to pointless rambles/going on/overthinking/over critiquing things. This was a lot longer before, but I really cut it down to size for your benefit!
I can't wait to see this game when it comes out (though i feel like you beta a little too much, makes it less of a surprise, hehe)
Is it possible you will make a version with lance in the test? so that I may be able to play around with him as well and (hopefully) divide the abilities up nicely before the game comes out? XD
Also I can't help but feel that the badges are sorta out of place... Well, its a good Idea and it looks okay on Ann and Nat but I can't say the same for the male Chars...
Maybe you should overthing where to place the badges on them.
Would also be very nice if new menus would move the cancel button to near where the mouse will be after selecting them, to reduce frustration when clicking the wrong menu.