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Spoiler ShowNew Battlegates involving Dragoons, Assassins, and Dancers (possibly Samurais as well) and introducing Vexen's, Lexeaus', and Zexion's subordinate Nobodies (Alchemists, Gladiators, and Illusionists?). Maybe one themed around COM members in Corona and another themed around elementals in Arendelle with the flying elemental heartlesses with their respective subordinate Nobodies under the same elemental members. I think the Ice/Blizzard flying magical heartless is also missing, so like that type and Vexen's 'Alchemists' together.
Spoiler Showan Element Form one, since Blitz, Guardian, and Strike Forms have three keyblades each, but Element Form only has two.
Spoiler ShowBeast, Aladdin &/ Genie, and Peter Pan &/ Tinker Bell, scattered in Corona, Arendelle, and Olympus.
.Spoiler Show5 Gauntlets
=.=); W-wha? If we're still only able to use normal/-ra/-ga spells outside of situation commands... why exactly would we need to add a whole 'nother level for spells? We're able to "use every level of a spell" in this game as is... as in there are four levels for spells in this game and we can use them. And you already do strategize what to put in your quick menu while thinking about the spell level so as to get the situation spells you want? There's just the added strategy of using up an accessory slot to get a -za situation spell for the magic you're using, regardless of level.Addendum 2: Situation Commands
Situation spells should only give you the version of the spell that's two levels above the version used to get it.
Blizzard -> Blizzaga
Aerora -> Aeroza
This would also change the number of spell levels, -za would be 4th tier and -ja or -gun would be 5th tier.
Firaga -> Firaja
This would also create a better drawback to using higher level spells, as you're able to use every level of a spell in this game. You're only be able to normally use magic up to tier 3, the higher the spell level the more MP is used. You would have to strategize which spells you put in your quick menu while also thinking about the level of the spells you put in, as it would determine what situation spells you get in combat.
I'm honestly expecting KINGDOM HEARTS III to get a full year of support via free updates, DLC, and a final re-release as KHIII Final Mix.
It's late, so I'm not in a position to list out my own final mix additions right now (hopefully I remember to come back later), but I ended up focusing on this and wanted to react to it:
=.=); W-wha? If we're still only able to use normal/-ra/-ga spells outside of situation commands... why exactly would we need to add a whole 'nother level for spells? We're able to "use every level of a spell" in this game as is... as in there are four levels for spells in this game and we can use them. And you already do strategize what to put in your quick menu while thinking about the spell level so as to get the situation spells you want? There's just the added strategy of using up an accessory slot to get a -za situation spell for the magic you're using, regardless of level.
...I am very confuse on what the goal of this change is. Also generally opposed if it means the elemental cufflink accessories lose their abilities, since the Water Cufflink was my bff for the early game and our tea parties together will get very awkward if I don't have a reason to use it on potential, future playthroughs.
- Expand Twilight Town (possibly in a Kairi mission
Do you mean like trying to expand on that cutscene of her in the bbsfm secret ending for 0.2 that never went anywhere?
What I want was mostly said in this thread.
Expanded Twilight Town, a CoR-like dungeon, more cutscenes to flesh things out, more original worlds, calling other characters with the Gummiphone and having Ienzo being the KH Otacon, etc.
What I'd like to add though....
Playable Castle Oblivion.
Just one more run through the ol' castle before it gets restored to Land of Departure. That's all.
also because the keyhole is supposed to be behind the chair ven's sleeping in
....how do we make square notice this