Lucca/Robo:
Well, the only way I defeated the Cave Ape + Lizardactyl was to put the Lizard top sleep and play attack, heal, attack, heal etc. with Robo(Lucca did nearly no damage(~50), with either magic or weapon)...We should switch this fight to maybe a Lizardactyl and a Reptite? and the next(2 Reptites + Cave Ape) should be reduced by 1 Reptite. Or maybe just switch all Cave Apes to Fossil Apes...
Also, the 3 Gigasaur(if I recall right) in front of the cell Marle was kept in must be replaced, you can hardly beat them with Crono/Magus/Glenn, so Lucca and Robo stand no chance.
What kind of enemy should the vision serpent(or whatever the bosses name is) be?
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Marle Chapter Nr.2:
Basher(the boss) needs less attack, without much luck and the Confuse Bow you have no chance.
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Central Regime:
- Krawlie should get some different attacks, because I find these masses of Krawlies rather boring. How about a poison all attack at the beginning? I mean, the first Krawlie was in the sewer, not the cleanest place. And maybe an attack like Azala Break(reducing HP overtime), if both poison and this can be combined. That, and his normal attack(his "hp down to 1" can't be used if he uses poison or something equal, would be to unfair), should make him a bit more interesting. Also, his dead animation should be changed to that of a normal enemy(if possible).
- The Display(enemy that heals with 1000) should have more HP, I would suggest 500. It should also be used more often.
- Maybe lower the Proto 3 healing? He gets like 400 HP recovered, and without techs and magic I only do about 350. Maybe half it?
- What should the boss be? I didn't read the whole plot stuff, so I don't know if he is an enemy we already fought.
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Masamune rescue:
- Hench need less HP, 2000 just takes to long(maybe 1500?)
- Grimalkin needs less attack(he kills all my party members with mere 2 attacks each, doing about 200 dmg per attack, this means fun when facing 3 of them)
- Green Imps should be slower, and the 4 Green Imps fight in Kashmir's Lair (left passage) should be reduced to 3.
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Magus initial equipment needs to be changed, or made weaker, because he has more defense than any other, even being a level lower. Same goes for attack, but this might change when treasures and Shops are implemented.
Also, if possible, Dark Bomb needs to be weakend. Even though it's costs (8 MP) are rather high, it is far to strong(it does ~ 2000 to a Hench, and ~ 800 to other enemies, while normal attacks do only about 100). Maybe lower costs to 6 or 5 and half it's damage? Or lower the Magic stat of Magus, if possible. Spamming Dark Bombs makes this game far to easy at that point...
Small Edit 1.):
- The Omnicrone in Kasmir's Lair(just before Slash teleports) needs more HP, he died in 1 hit...
- Maybe change the Guard and the 2 Diabolos right after you return to 1002 A.D. to some stronger enemies?