The fuck though?FF2 is honestly my favorite of the original three
This game really really fucking bothered me. I feel like BD2 has the worst JRPG grinding I've ever experienced.I'm definitely eyeballing Bravely Default 2.
The fuck though?FF2 is honestly my favorite of the original three
This game really really fucking bothered me. I feel like BD2 has the worst JRPG grinding I've ever experienced.I'm definitely eyeballing Bravely Default 2.
Pros: Bravely Default's battle system and job system are still brilliant.I'm definitely eyeballing Bravely Default 2.
Less, actually. Fixing the intelligence bug really left RDM high and dry. But really, that's more a testament to how ludicrously OP RDM was in the NES version.I didn't use a Red Mage the sole time i beat the game on the original NES version. I got the idea that in a party where you have 4 members max, it made more sense to have a White and Black Mage to cover your ass a lot more then a Red one. The Pixel Remaster might have made the Red Mage a lot more viable.
Both games have the same appeal to me (same as FF5 and FFT): grinding to do really stupid shit just because I can. Like giving Barehanded to black mages in FFV to cast Fistaga on enemies when I can't exploit an elemental weakness.The fuck though?
This game really really fucking bothered me. I feel like BD2 has the worst JRPG grinding I've ever experienced.
That's far more than I wanted to know but it's appreciated nonetheless.Less, actually. Fixing the intelligence bug really left RDM high and dry. But really, that's more a testament to how ludicrously OP RDM was in the NES version.
Unlike the other classes, you have to change how you play RDM through the game. Early on, their magic is on par with WHM/BLM and they're a strong sweeper. Mid-game, they're a utility caster, elemental weakness exploiter, and the ideal person to spam Gauntlets or Heal Staff. Late-game, RDM is actually the best character to equip Masamune, and he's the best tank in the game -- way better than WAR in my opinion.
Yeah, WAR barely gets scratched by physical attacks even in Shrine of Chaos, and he's the only one that'll eat Chaos' attacks if he hastes. Keyword: by physical attacks. WAR still gets its clock cleaned by magical attacks which are what pose the actual threat in the Shrine, and the only thing keeping WAR competitive in that regard is Dragon Armor's resist-all. Meanwhile, Squeenix didn't just fix the intelligence bug, they fixed the weight bug too which means WAR ain't dodging shit; RDM on the other hand is very evasive, because RDM's best equipment is Diamond Bracer and Protect Cape.
And, frankly, RDM makes the best tank because if RDM does die, they're the least likely to cause a wipe from it. It's the ideal party member to eat hasted Chaos melee attacks; RDM dying isn't going to send the party into a death spiral against Chaos.
The trick is remembering you can forget spells in PR. Once you get the airship, forget all RDM's level 1-5 damage spells and load him up with buffs. You still want Firaga, Blizzaga, and Thundaga, but that's it. In the endgame, the main role any character with black magic serves (including BLM) is to spam Haste and Temper on your party's bruiser, and RDM has both those spells.
Both games have the same appeal to me (same as FF5 and FFT): grinding to do really stupid shit just because I can. Like giving Barehanded to black mages in FFV to cast Fistaga on enemies when I can't exploit an elemental weakness.
Or my thot squad in FFT, consisting of max-Bravery, min-Faith, dancers with maxed Arithmetic, Shirahadori, and Teleport. Do I need to bleed out the final boss while teleporting around the battlefield dodging spells and ignoring physical attacks? no, but I'll be damned if it isn't hilarious.
The bravely side franchise as a ton of potential since they're de facto true sequel to FF and the job system is great. But I don't know why they insist on saddling them with terrible plot/writing/character... It's like they wanted to keep everything simple, but then overwrote everything, either go FF5 and keep everything ultra simple or go FF4 and balls to the wall crazy and over dramatic.Pros: Bravely Default's battle system and job system are still brilliant.
Cons: Bravely Default II has the worst plot in the series so far and the prior two games aren't exactly Shakespeare.
I have fond memories of the game but yeah, the Crystal Tower might as well be called the "Fuck you Tower". It's hard to think of another game where the final dungeon is that fucking cruel and even FROM doesn't pull that kind of shit. I mean, yeah, you can handle it in chunks and get all the optional stuff(including the really good stuff in the tower basement), go back out, heal up, do a final shopping run and then rush to the top but still it's rough going.The final dungeon is where all the frustration and horror of this game really sits. The Crystal Tower is basically a grind of floor after floor of the hardest normal enemies in the game, with several bosses, before reaching the final floor and final boss Cloud of Darkness who has instant kill attacks. Worst yet, you cannot save between the entrance and the final fight. Which means you need to be prepared, leveled, geared, and ready for two hours of dungeoning non-stop through the hardest portion of the game to beat it. If you die, you start all over at the begining from yoru last save and it suuuuuuuuuuuuuuuuuuuuuuuuuuuuuuucks.
Fortunately i do think FF3 is the only game with a bullshit final dungeon. I don't recall that being a problem in any other game in the series. Except maybe 9, but i don't think it was that bad in that game.I have fond memories of the game but yeah, the Crystal Tower might as well be called the "Fuck you Tower". It's hard to think of another game where the final dungeon is that fucking cruel and even FROM doesn't pull that kind of shit. I mean, yeah, you can handle it in chunks and get all the optional stuff(including the really good stuff in the tower basement), go back out, heal up, do a final shopping run and then rush to the top but still it's rough going.
I do think there are some differences between the two that makes them distinct. The whole final dungeon setup is unique to FF3(even if it is super obnoxious), the cave of darkness is a very particular gimmick that IIRC doesn't exist anywhere else in the series. The kinda cool idea that you start on the floating continent and only later find out that there's a real world below that you never knew about is kind of cool. The interesting plot tidbit that the Dark Warriors were your mirror opposites except they have the same goal, to keep the world from being consumed by light or darkness, so they end up helping you(and not just being "evil dopplegangers"). Also the fact you have to use the mini and frog spells for traversal at specific points, instead of just being a status effect. Sure, it's a gimmick but it's an interesting gimmick that's never really used that way ever again.There's not much to say about FF3 because FF5 exist and it makes 3 redundant.
3 was 5's foudnation though. 5 only works because of lessons learned from making 3There's not much to say about FF3 because FF5 exist and it makes 3 redundant.
FF1 was the first game in the series to do it, it's been a recurring theme throughout the entire series. The Lufenians were the "ancients" of FF1, except the sci-fi content was toned down from the NES release because quite a few players didn't quite pick up on it. For instance, the "Flying Castle" was in reality an orbital station, and of course you had Warmech, et cetera....First of all Ancients. Ancient people who have special powers. In FF3...
Iffy translation/cut dialogue. Cid in FF3 is basically a dabbler, his airship was a prototype. The "Wheel of Time" is an ancient engine. Cid retrofits the Enterprise with propellers, that's it. The Nautilus and Invincible actually were made by the ancients, themselves; the Invincible gets to do the mountain thing because (other than content gating) the smaller airships don't have the horsepower to fly at altitude (this is an actual real-world thing with helis, gyroplanes, and tiltorotor aircraft). Hence why it's called "high gear"/"overdrive" depending on version....Dunno how this works but Cid is a wizard like that....
DRK isn't a tank class. The upgrade path for Warrior is Knight and then Viking. The idea is (remember this is the first iteration of the job system) is the intro classes are there for players to get the hang of the system before dropping more complex abilities in their lap like guard, cover, provoke, kick, boost, bladeblitz, et cetera.The first big problem is that some jobs are fucking useless. Utterly and completely useless. Why is there a Monk AND a Black Belt? I dunno. Warrior, Knight, AND Dark Knight? Fucking redundant.
That's the intended thing to do, but not really. It's just dodgy game design to incentivize players trying out different jobs. You don't need a Scholar for Hein, it just makes the fight easier because SCH can target elemental vulnerabilities with magic items and not have to spend MP on Libra. Likewise for DRG and Garuda, a leveled WHM can keep up with the incoming damage spamming Cura every round. That's if you didn't job change your WHM to bard at first opportunity, because Sing in the 3D and PR remakes is broken as F*ck.This becomes a problem because there are certain bosses and areas in the game in which specific jobs are absolutely required. You MUST have a Dragoon, and you MUST have a Scholar leveled somewhere on your team.
Pandaemonium in FF2PR is worse. Unless you've grinded your evasion through the teeth, a single ambush can cause a TPK. PR has a bug where on-hit proc effects have a 100% chance, and that dungeon's full of monsters with 7-9 attacks per round and on-hit death effects. A single group of Coeurls is actually more dangerous than the damn final boss ever could, or ever would, be because of it.I have fond memories of the game but yeah, the Crystal Tower might as well be called the "Fuck you Tower". It's hard to think of another game where the final dungeon is that fucking cruel and even FROM doesn't pull that kind of shit. I mean, yeah, you can handle it in chunks and get all the optional stuff(including the really good stuff in the tower basement), go back out, heal up, do a final shopping run and then rush to the top but still it's rough going.
I fucking forgot to rant about these terrible idea of needed to mini and toad your party to get through certain areas. Holy shit that was a stupid idea. The biggest problem coming from the fact that the game's magic still uses spell slots so applying mini or toad consumes spells you can't afford to waste. Not to mention these dungeons are early enough in the game that your characters will not have many spell slots in general so it's a fucked application no matter how you slice it.The mini dungeons are bullshit, though.
You have such an encyclopedic memory for things, is it possible for one to learn this power?Less, actually. Fixing the intelligence bug really left RDM high and dry. But really, that's more a testament to how ludicrously OP RDM was in the NES version.
Unlike the other classes, you have to change how you play RDM through the game. Early on, their magic is on par with WHM/BLM and they're a strong sweeper. Mid-game, they're a utility caster, elemental weakness exploiter, and the ideal person to spam Gauntlets or Heal Staff. Late-game, RDM is actually the best character to equip Masamune, and he's the best tank in the game -- way better than WAR in my opinion.
Yeah, WAR barely gets scratched by physical attacks even in Shrine of Chaos, and he's the only one that'll eat Chaos' attacks if he hastes. Keyword: by physical attacks. WAR still gets its clock cleaned by magical attacks which are what pose the actual threat in the Shrine, and the only thing keeping WAR competitive in that regard is Dragon Armor's resist-all. Meanwhile, Squeenix didn't just fix the intelligence bug, they fixed the weight bug too which means WAR ain't dodging shit; RDM on the other hand is very evasive, because RDM's best equipment is Diamond Bracer and Protect Cape.
And, frankly, RDM makes the best tank because if RDM does die, they're the least likely to cause a wipe from it. It's the ideal party member to eat hasted Chaos melee attacks; RDM dying isn't going to send the party into a death spiral against Chaos.
The trick is remembering you can forget spells in PR. Once you get the airship, forget all RDM's level 1-5 damage spells and load him up with buffs. You still want Firaga, Blizzaga, and Thundaga, but that's it. In the endgame, the main role any character with black magic serves (including BLM) is to spam Haste and Temper on your party's bruiser, and RDM has both those spells.
Both games have the same appeal to me (same as FF5 and FFT): grinding to do really stupid shit just because I can. Like giving Barehanded to black mages in FFV to cast Fistaga on enemies when I can't exploit an elemental weakness.
Or my thot squad in FFT, consisting of max-Bravery, min-Faith, dancers with maxed Arithmetic, Shirahadori, and Teleport. Do I need to bleed out the final boss while teleporting around the battlefield dodging spells and ignoring physical attacks? no, but I'll be damned if it isn't hilarious.
It's not that, so much as the mini dungeons force the entire party into mage jobs as physical attack/defense are nerfed to nothing. At least, that's the idea; but, if it played true to intent, "the idea" would have forced players to grind gil to buy and equip spells for party members you wouldn't otherwise intend to use magic at all. Or just grind in the overworld for spell items, run from every random encounter in the dungeon, and just chunky salsa bosses with aforementioned spell items. Otherwise known as "the Hein strategy" and what most players actually end up doing.I fucking forgot to rant about these terrible idea of needed to mini and toad your party to get through certain areas. Holy shit that was a stupid idea. The biggest problem coming from the fact that the game's magic still uses spell slots so applying mini or toad consumes spells you can't afford to waste. Not to mention these dungeons are early enough in the game that your characters will not have many spell slots in general so it's a fucked application no matter how you slice it.
Simply add themI am sad, I thought the SNES mini had FF2 (aka 4) and FF3 (aka 6) on it. But it only has FF6, which is a bummer, I'll have to play my 3d remakes then.