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Dragoons, listed in the order in which the Dragoon Spirits are displayed on the menu screen. Were the Gold Dragoon stone to not be purchased from Lohan, this is also the order in which the Stones would be acquired.

Since the Dragoon Spirit has a will of its own, we assume that it chooses Dragoons for a reason, and the reason must be something about them that suits the purposes of the Spirit. Because Haschel and Albert can have their weaknesses negated early, they end up being heavy hitters without the limitations of relying on inventory space or MP.

Dragoon spell legend

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Legend of Dragoon - Community Forum

I would break the character balance problems into three categories: story issues, dragoon magic balance, and stat balance.

Story Issues
For me, having to buy Kongol's Dragoon spirit and it being out of the way of the main story path feels like a poor choice. Anyone playing without knowing ahead of time likely assumes his spirit will come up naturally at some point but getting it all the way at the tail end of disc 4 feels pointless.

Dragoon Magic Balance
Dragoon magic feels haphazard and often lacks creativity. Haschel probably gets the shortest stick here, seeing as ALL his spells are single target attacks with no difference between them except damage potentcy. Lavitz/Albert get the only defensive spell of the lot, Rose gets the only spells which cause status effects (fear in the case of Death Dimension and instant death in the case of Demon's Gate if you can even call that a status effect,) both of which speak to the lacking variety. Kongol only gets 3 spells instead of the standard 4 which compounds his other issues, on top of which all of his spells are aoe damage spells and thus suffer from the same issue as Haschel. All of Dart’s spells deal damage, but at least he has 2 single targets and 2 aoe for variety, although that isn’t saying much.

Of the 27 spells:
12 are single target and 15 target all, which is actually pretty good for variety.
19 only deal damage, 1 deals damage and status, 1 deals only a status effect, 1 grants lingering defense, 2 deal damage and heal, and the remaining 3 all heal, cure status, and/or revive fallen party members. This is wildly tilted towards only dealing damage, with the other spells sticking out for their uniqueness. At the most distributed, each party member would receive at least 2 spells which only dealt damage, with 5 more having to take a third.

To fix this, I would reduce the number of spells that only deal damage and increase the number of others. To keep from every party member having the same set of spells, make rules that only a certain number of characters (I’d recommend 3) can have a spell of any given type. This would add diversity, but also make party choice feel more customizable. Also, avoid making it so that the healing magic is exclusive to women because everyone is tired.

Stat Balance
Shana/Miranda, Rose, and Meru all typically have low HP, physical attack, physical defense, BUT have high magic attack, magic defense, and speed. Dart is middle of the road, while Haschel, Albert, and Kongol all have the inverse of the women’s traits. There are some exceptions, Hashcel’s base speed of 60 is higher than Rose’s 55 and Meru’s final addition can deal 600% of her physical attack, but for the most part this is a reliable way to understand how stats were allocated.
These stats need to be balanced, but to do so they must be pitted against three factors: limitations, items in game, and enemy encounters.

Limitations
Shana/Miranda can’t use additions, dramatically reducing the fun of using her. Additionally, because the women have low physical attack, it is often more optimal to use item magic or dragoon magic. One is limited by inventory space, while the other is dependent on MP, and thus also inventory space from Sun Rhapsody and Moon Serenade. Dragoon magic is even further limited in that you must use physical attacks to generate SP in the first place (Spirit Potion farming is just not realistically viable imo.) Because of all these factors, getting through the bulk of encounters is much faster when using high physical attackers such as Albert and Haschel.

Items in Game
I don’t have much data for how people on average tend to use equipped items, but for me the Therapy Ring is almost never left unequipped. Additionally, some of the weaknesses for the men can be fixed early on with Albert’s speed becoming 60 with a Bandit’s ring from Drake or Home of Gigantos. Lohan also offers the Legend Casque super early compared to the Armor of Legend, meaning grinding up the gold to make Albert’s extreme weakness to magic non-existent is actually possible.

Because Haschel and Albert can have their weaknesses negated early, they end up being heavy hitters without the limitations of relying on inventory space or MP. Additions are also a large part of the fun in LoD for me, the timed button presses are a skill check that feels very satisfying to complete in a way that spam magic and dragoon magic just don’t. That said, dragoon magic has some of the most badass animations and hold a lot of wow factor for me. However, using them for common encounters just feels like a time sink. It is also worth noting that set up correctly, item magic can deal a lot of damage. This is used to great effect along with exp funneling in LoD speed running (shoutout to blackdeathdoom’s runs.)

We also have the Knight Shield, Power Wrist, and Physical Ring in disc one, which help balance the women’s low phys defense and attack, but none are as effective as a Legend Casque or Bandit’s Ring in solving their respective problems. The equivalent fixes in my opinion are the Dragon Helm for buffed HP and the Armor of Legend for buffed physical defense. However, there isn’t an item that can quite buff their physical attack to the same degree.

Ultimately, it feels like additions are superior to dragoon magic as you can level them and they cost no inventory or time (grinding up the sp to go dragoon) to use. Because of this, the low magical attack of the men doesn’t feel like something that you’d actually need to fix. Men need speed and magic defense, while women need max HP, physical defense, and physical attack. To fix this, I would actually nerf physical attack, and make dragoon magic superior in damage since it costs resources to use. It would also help to increase the versatility of spells as mentioned before.

Enemy Encounters
Most common enemies deal physical damage with a magic attack if they are close to death. With leveled additions, Haschel and Albert can one shot most enemies, bypassing the magic that would threaten them, whereas Shana/Miranda and Meru usually have to take heavy physical damage out of the gate even if they are resistant to the magic attacks. Rose is somewhat of an exception, at least in disc one, but I feel by the time we’re in disc two her damage falls off.

Bosses can usually be divided into physical attackers with physical defense and magical attackers with magical defense. IIRC, the last physical boss we really see if Gehrich at the middle of disc 2 (Kamui might count as a physical boss, but he is optional, so I’ll just leave this note here,) after which all enemies bosses become magic attackers and defenders. Some of the bosses still use physical attacks at this stage as well, meaning that the women can’t deal as much damage and shrug off the magic while taking the physical hard. Meanwhile, the men deal more damage and shrug off the physical attacks while taking the magic hard. This makes the previously mentioned balance issue that men have one less stat that needs buffed even more pronounced.

Conclusion
Ultimately, LoD’s choice to make all women physically weak but magically strong and the inverse for men does feel rooted in sexism, so I’d shake things up by having both sides have various traits. Also, the set up as it is feels like a gradient, where you can map the extremes and see where the balance really starts to fall apart. Kongol and Shana have always felt like the hardest to have in the party, both dying easily to the damage they aren’t near immune to without equipment smoothing out their stats. Shana doesn’t even have additions, and Kongol’s Dragoon is both out of the way and comes with only 3 spells. It’s hard to feel like this isn’t intentional. While not unplayable, it definitely takes some work to make them perform well compared to the more middle of the road characters. Maybe there is some fun in that challenge, but I can't say personally I've ever enjoyed it more than having a party that is more balanced at base.

Haschel feels great in terms of stats, but his dragoon magic is severely lacking. Albert, Meru, and Rose suffer in stats but all three have diverse pools of spells to draw from. Albert can throw up a defensive spell for everyone, mitigating his weakness to magic, Rose and Meru can heal damage dealt to themselves to mitigate having low HP and phys defense. Dart is forced into our party for the entire game, so making that optional would really free up the party combinations. Additionally, his stats are fine, but his dragoon magic could use a bit more diversity.

Note
I did the best I could with putting my thoughts out and organizing things as best I could. I don’t have LoD’s statistics memorized or anything, so if I got anything wrong please point it out so it can be corrected . I’m also super happy to see disagreements as it will be good data for various viewpoints. Maybe some people hate additions as too difficult or tedious, and find magic the way to play? In any case, I look forward to seeing what everyone thinks.

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