
The skill names were things like “Missa” or “Sacrament of the Church.” They referred to heals as “Sanctus” and armor breaks as “Anointing of the Sick.” It was just too confusing, so I stopped. Let’s use familiar words for the functions and skills that users will use regularly!
I’ve played several entries of MegaTen and Persona, but I still can’t remember them…
>>1
If you can remember things like “Mera” or “Hoimi,” then it’s simply a matter of familiarity…
>>5
Hoimi aside, but Mera is… Mera, right? It’s Mera Mera!
>>5
Perhaps it’s not magic, but rather a skill.
I like how skill names derived from the stories of that world deepen the atmosphere of the setting.
Why is Hoimi a healing spell…?
Why does it feel so familiar… Maybe it’s because of the “H” sound…
When I think about it, Hoimi feels like a form of conditioning…
Care is good because it includes care.
Back in the PS days, there were four basic healing spells: Hoimi, Cure, Heal, and Cure, but countless obscure titles had added multiple variations.
>>6
Cure… is it a status ailment recovery…?
If it’s a game that promotes its worldview, it’s better to be more elaborate.
If it’s a suitable Jiko, it’s better to be easier to understand.
Recovery I
Recovery II
I want you to stop things like that because they are tasteless.
>>8
Huh? I’m going to do Nuclear III.
>>8
Mr. Hirumi was shocked by this response.
>>8
In addition to this, the feature that allows players to change their names themselves is the most balanced.
>>184
Changing the name is a hassle, so I’m not going to do it.
Even if the name is strange, you can manage as long as you read the skill description during combat.
I feel it’s important to determine whether it’s necessary to simply remember names or not.
Pokémon all have move names, but I remember them.
Lirifu!
Dear!
Young grass!
The usual long chant is useless.
When you get bombarded with proper nouns like “what, what, what?!” it really turns me off.
to sleep
Wing rest
Self-recovery
Well, Pokémon has their move names directly corresponding to their effects, so it’s excellent.
I wonder why gummies are recovery items.
>>17
Blueberries too…
As long as they match the names with at least the minimum strength and attributes, that would be good…
Kung Fu (Healing Magic)
Shin Megami Tensei 1 involves not knowing the effects of your allies’ magic.
I can only tell that it was troublesome because the enemy used it.
Since I did it without using Patra, dealing with those who inflict status abnormalities was incredibly bothersome.
I really like the naming conventions for magic in Megaten.
The skill name is poop.
>>23
Devils of the flesh and supreme bullets sound cool, right!
The skill descriptions are overly playful and sometimes don’t explain much, just saying that they grant character-specific buffs without clarifying the effects properly.
In the foreign versions of Dragon Quest, Hoimi is simply translated as heal.
Those people over there really get hung up on things that are even more confusing than for Japanese people!
I wonder what it feels like.
>>26
When Hero appeared in Smash Bros, I didn’t understand the spells! I tried it in English, but I ended up with things like kacrakle, and either way, I still didn’t understand!
It should have been like HEA or teleport.
Sadness falling like rain.
I liked the old MegaTen on the Famicom with its silly sound effects and electric shock references.
However, even at that point, there was still the question of what Marine Carin was.
I want bard-like skills to be named after songs.
The strong-sounding name of Megidolon!
>>30
It’s originally an evolved form from Megido, so I understand. Die.
Even with overseas games, just saying “fireball” can cause a huge explosion resulting in double-digit casualties, so it’s hard to understand.
If you’re calling it a ball, it must be something cuter in size!
>>31
In the other scripture, D&D, it is set up that way, so actually, a fireball like Mera is a variant.
I like to be meticulous.
Freshness is important in everything.
Is it a skill that is an ability-type skill or a skill that is a technique-type skill?
It’s understandable that abilities should be easier to understand.
In other words, the Twilight Ode, which can change freely not just its name but also its pronunciation, is the strongest.
>>35
Actually, it’s a bit fun.
I think the fact that Megaten-type magic has two routes, for area and single target as well as power enhancement, adds to the difficulty of remembering it.
Once you memorize the rules, the rest is easy…
Mera, it’s the flame.
Gira, flames… lightning…?
Dane, what’s that?
>>37
Electricity
Iaijutsu (English name: cut)
It’s probably better that Sanctus will understand once he knows…
Tentarafoo! Ah… I think this has a feeling of an unusual situation.
>>40
The randomizer seems to be like reinforcement.
I think that simply placing clear effect icons in people’s heads will solve things to some extent rather than fussing over names.
If it were Arm Break, it would be something like DEF+ down arrow or a shattered shield.
…No! A heel is not a heart! A heart is an icon used for things like horniness and seduction!
The skill description is not explanatory at all, and you can only understand its actual effect through strategy wikis or guides!
It’s not a skill, but the names of buffs in Granblue Fantasy have become so excessive that they’re hard to understand.
The skill description is a big lie (the worst).
Recently, the high-level magic in Megaten has been inconsistent, which is troublesome.
Fire
Ice storm
Daiyacute
Brain Damned
Jugemu
Bayoen~
It was unusual and impressive that, while other characters had normal skill names, one character only had “Vertical Cut,” “Horizontal Cut,” “Thrust,” and “Strongest.”
>>49
I wish they would stop making it so that one of the vertical cuts, horizontal cuts, or insertions doesn’t lower the cost.
I want the token name to be more memorable than the skill name.
It’s relatively recent that a simple explanation appears in a float when you hover over the cursor, right?
Dragon Quest’s Dolma is also lightning, you know.
>>52
There are also things like Jigospark.
It’s clear that big RPGs understand that part well and have thought it through.
It’s good to be intricate, but it has to be intuitive.
In the past, there was a list of spells in the instruction manual, and I used to refer to it while playing.
>>57
It was common to keep manuals and strategy articles on hand.
Ice spell
Mahyado
It’s Mahyad.
>>58
Hyadain
>>61
Hyadaruko
>>61
Thinking of that person’s face is a sin.
>>58
Mahiya de doosu!!!!
Burn it all!
I’ll read the description anyway, so I don’t care about the name.
I understand that a sweeping slash is an attack that deals damage, but without looking at the explanation, you wouldn’t know that it has an attack down effect.
Most of the skills have names that are incomprehensible, like “Saga.”
I didn’t understand Persona… that’s what happened.
Heartfelt confusion.
I understand Dios and Baddios, but somehow I can’t agree with it.
Regardless of allies, there are still quite a few flashy skill names on the enemy side even now.
If you can easily say things like s1, s2, s3, or special moves, then feel free to elaborate however you want.
There are too many names for the Hyado-type.
Midi
Bowma
Zaos
Bariba
Playing a game while looking at a thick strategy guide really makes you feel the charm of it, doesn’t it? I can’t argue against being called nostalgic…
I have always wondered what “Rasta Candy” is…
Rakkaja
Sukukaja
Tarakaja
>>79
The first appearance is the item Candy.
By the way, I saw the image in yesterday’s free game thread and tried it out; it was interesting, “Overdod” of the Cruel God.
It’s stylish, pleasant, and fun, so I hope you’ll give it a try if you’re interested. [PR]
>>80
This thread includes promotions.
>>80
I like the game enough that I understood it at a glance from the thread image.
Mera Mera Mi Mera Zōma
I feel that enhancing magic is best limited to three levels at most.
In online games, inflation continues for years, so I guess levels beyond the fourth are also necessary.
>>81
Meragaya…
I understand that Life Up recovers HP and Healing cures status ailments.
I suddenly chose healing during the drum roll, and now I’m going to die.
>>82
The special move is named after a SMAP game…
-Mahantesu-
Restoration Spell
Like adding ruby text.
I wasn’t sure about Wiz either.
Well, it was further changed due to various rights issues and other factors.
I would rather have a name that’s seemingly nonsensical, but when you look into its origin, it makes sense.
Then, it’s fun because you gain knowledge from various places.
War Demon King
Black Dragon from Kurikara
Two hundred forty million evils.
Queen of the Full Moon
I don’t really understand, but it looks strong!
>>87
The persuasive power of Soma’s overwhelming ultimate healing magic is incredible.
Please do something about the descriptions of the spells in Dragon Quest rather than just their names.
Please explain the superiority of maximum spell damage over ultimate spell damage in the description.
FF is quite easy to understand and good.
I think it’s fine for characters to have unique skills that are as elaborate as they can be.
>>93
It would be even better if the stiffness corresponds to the strength of the technique.
The ultimate technique should have an outrageous number of strokes or be a long text.
>>98
It’s great, isn’t it, Ultra Divine Warrior Supreme Slash?
Promotion (Skill Name)
All techniques to make the opponent jump are Hadouken.
All anti-air is Shoryuken.
The name of the technique is just fine like that.
>>96
It’s just that you’re calling it that on your own even if there’s a technique name.
>>96
The one that comes out with the wave command is the Hadoken.
Isn’t the move that comes out with the Shoryuken command the Shoryuken itself?
In MegaTen, “Maha” means great in Sanskrit.
It’s easier to understand because the range gets bigger, but why is it only Sanskrit here?
>>97
Shirasoun…
In the old Monster Hunter, there were times when I wouldn’t immediately understand because the names of points and skills were different, right?
>>99
Before I knew it, we were in sync…
I’m currently playing Baldur’s Gate 3, and in most cases, the names of the spells are simple and easy to understand. My favorite is Tasha’s Hideous Laughter.
It’s easy to understand, but…
Enhancement Material【1】
Enhancement Material [2]
I want them to stop with the numbering like that.
It ruins the worldview.
Tetrakarn
Makarakan
Alright! I’m going to reflect it! I think it feels good.
It’s definitely Nuclear Blast, isn’t it?
In action games, there are actually detailed names for techniques, but they don’t always come to the forefront.
Spike Eradication Spiral – Heaven
>>109
I honestly think you should stop using the names of Monster Hunter’s techniques because they’re really lame.
>>115
Give me an example of something you think is cool.
>>124
Full Bullet Fire
>>126
I like this!
>>124
Example: Rorarius → Red Storm
Tigrex → Fang of Gaia
Mira Boleas → The Death
Yian Kut Ku → Teacher
Rajang → Golden Flame King
Laoshan Long → Grand Earth
>>115
I want someone to give a name to Jindahado’s thing.
Dirty Slash!
It’s fine if Sanctus is a heal, but the anointing of the sick is a status condition recovery skill, right?
Well then, let’s try to come up with our own names!
>>114
Art university student
>>114
Receive my strongest magic, the prohibited words of broadcasting!
Well, I’ve already done it…
Skills can also develop a sense of attachment.
I want you to give it a proper name.
Sometimes it’s nice to mix in some poetry, isn’t it?
But if it’s just that kind of thing, the acquisition skill list and menu will become endlessly haphazard.
There are no ultimate spells in the Mera series, are there?
When you think about it, the magic in FE is quite simple.
Monster Hunter has had increases over the 20 years, but there have been no name changes, so it’s still okay.
Most social games don’t have a proper effect system and their naming conventions are all over the place.
>>122
Dedicated buff and buff effects are excessive.
It’s been a while since Dragon Quest was at the fourth level, so it’s old, old man.
It has been 19 years since the spells in Dragon Quest became four levels (excluding Hyadain)…
In social games, skill names and specialized statuses can be seen as a sort of profile for that character.
In Saga, when I wondered what the strongest staff technique’s name was with crows and rabbits, I found out there is a critical point called “Karasu to Usagi” (Crow and Rabbit), and I thought, “Oh, that’s interesting,” so I want many more creative names.
I dislike Tales’ skills because the conversion is too much trouble.
Daphne is struggling because it was her first time with Wizardry.
I’ve been doing it for half a year and have somewhat gotten used to it.
The fact that the skill “Seppuku” in World Tree X has both recovery and resurrection is insane.
I think the way Dragon Quest’s magic is designed allows even children to imagine what type it is just from the atmosphere, which is quite a genius concept.
Be giragon and Gira-type ultimate magic are definitely strong, even without any annotations.
I couldn’t accept that Melazoama was stronger during my childhood.
I think the technique names in Romancing SaGa strike a good balance between strength and coolness.
At first it’s bland, but it gradually becomes an exciting name.
Octopath Traveler had names for its spells like Fire Magic, Ice Magic, and Healing Magic just as they are.
If it’s just a technique that deals damage, it doesn’t matter how fancy the name is.
The chaotic beauty of snow, moon, and flowers is nice, isn’t it…?
I want the skill names to change depending on the character, even if they have the same effect.
In the case of a certain character, it’s a light injury recovery action, and for another character, it feels somewhat like healing.
Please display the skill descriptions together.
It’s troubling that the same company’s software slightly changes within the series.
Gal and Zan, etc.
>>144
Because it makes a difference between shock waves and cutting winds…
>>144
Gal is a gale, and Zan is a shock.
Although the systems are the same, the flavors are different.
It’s like the difference between nuclear heat’s Frey and flame’s Aggie.
What is nuclear thermal?
I don’t understand Pokémon or anything, but it’s somehow working with the UI and explanation text.
It’s now a well-known fact, and there are even mentions of mistakes, but when I first touched Monster Hunter, I was like, “Why are sharpness and weapon sharpness the same?!”
I forgot that.
What is the higher level of first aid?
>>148
Nurse?
>>148
If it’s Tales, then First Aid Heal Cure.
>>148
Cure or heal or something like that
Western games don’t really showcase individuality with skill names, do they?
It’s a simple name that pretty much reflects the effect directly.
The fireball is strongly associated with Mario.
The firepower is a bit different from what you might think of as a huge explosion.
I’m not really feeling the freeze magic from Dragon Quest.
It’s definitely a unique characteristic to be doing a Hassōbi while Mahajiodine and Megidron are going at it next to you.
Even though it has no elements of sleep, the way it sounds allows one to understand sleep; Rarifoo is impressive.
>>154
No, Rarifoo is not something you can understand just by its sound.
I like the sense of Romancing SaGa, with things like “Everyone die arrow,” “rude sword,” and “firewood splitting special.”
When I played Ultima on the Famicom without a manual, I really couldn’t understand anything about magic.
Heat and fire are technically different, you know.
Zan and Gal are different because they represent shock and wind, but if I had to choose, I prefer Zan.
It’s a bit different from the original intent of the thread, but why is the world’s wind magic always green? What is a green wind!
>>161
The fire is red, the water is blue, the lightning is yellow, and the earth is brown, so it’s too much.
Isn’t “rariho” simply about being high on anesthesia?
The sound of “Rariho” makes it seem like it’s the effect of “Medapani.”
Cure Plams (CV Wakamoto)
It’s common for the attributes to change depending on the title, so I feel like it’s a problem that I can’t remember the Megaten series, including the personas.
If you’re Asian, quote from classical Chinese instead of Latin.
>>169
It’s pretty much done!
>>169
When suddenly referenced in erotic games made by Chinese people, I don’t understand anything…
>>173
In American games, you have to keep your eyes peeled when making decisions.
Japanese games must emit an aura from the body.
Chinese games require reciting Chinese poetry.
The image of the spell was so strong that I wasn’t used to being larihoed by the dwarfs’ greeting in FF.
Why is the dwarf’s greeting “Ralifoo”?
Fireball
I am the white blade that emits light.
I’m not very familiar with the magic of Wizardry, so I don’t really understand it well.
Zan was originally envisioned as a successor to Psyche (psychokinesis), with an image of a shock caused by telekinesis.
The fact that something like that is mixed in with magic was unfamiliar to me…!
I seriously can’t remember the names of the spells in the Wizardry mobile game.
It’s Raylis, Rainix, Dialco…
Even if you don’t have any stains, you’ll eventually learn while doing it anyway.
Did I talk about the shining golden color – Shumari Gold -?
The problem of not understanding Monster Hunter-specific skills too well.
>>181
If you see the explanation, it might not have the conditions detailed, and you’ll be confused!
>>181
Wyles was my first Monster Hunter, but the Spirit’s Blessing was activated and it kept happening, so I was wondering if there is some kind of world setting for it…
I really want to use the spell names from WIZ, but I can’t, so I’ll make my own original spell names and also include a feature to set spell names.
Rather, recovery and the like leave more room for imagination, which is nice.
When I’m told “Heal!!”, the annoying part of my mind wakes up, thinking (this world is a magical chant in English…)
>>188
I believe it is being translated through the monitor.
I mean, if you don’t think that way, doesn’t it make you feel like (are these guys speaking Japanese…)?
>>195
Beer is the world of Japanese language…
The descriptions of skills in mainland-style social games are all like “the fal’Shi of pulse is purged like a cocoon.”
I can’t understand anything even after reading the explanation, so please do something about it…
>>189
Gain ◯◯ when attacking.
If there are five or more ◯◯, it will enter ×× mode.
When obtaining ◯◯ in ×× mode, attack power increases by 0.05 times.
There is a bit of a roundabout image.
>>189
When A is performed, it enters state B.
When in state B, doing C will yield one D.
By consuming D, E is activated.
The name of the gravekeeper is Kuran Maran.
When a tough, serious boss uses a recovery spell with a somewhat cute name, it makes me chuckle a little.
I saw the above Monster Hunter, but having Lao Shan Lung as the elder dragon is actually interesting.
I want to see the character’s uniqueness, like the passive skill “Good at Saving” (which reduces MP consumption slightly).
Due to a setting error, there was a case where the names of weak enemies, equipment names, and skill names overlapped with Excalibur.
Whether it’s a technique or magic, I’d be happy if the names feel like they have naming conventions or a systematic approach.
Acquire one layer of ○○.
The following is a long explanation of ○○.
Since it’s a unique language, the names of the healing spells in this game increase in healing amount in the order of Kechon → Kechonke → Kekechonke, and for area healing, it increases with Rukechon → Rukekechon! Even if it’s explained like that, it probably won’t register in my head…
It would be nicer if usability provided a window with an easy-to-understand description before fixating on names.
I think ◯◯ Dine is already overflowing with a feeling of being very strong.
Just displaying what effect it has when selecting a technique would make a huge difference.