DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited July 2007
They really are very different games. While FFTA is perfectly enjoyable on-the-go SRPG, it doesn't really stack up the the uber-backstabbing storyline of FFT.
Honestly, I wonder how pissed the Catholic church would be if they ever realized there is a popular game that professes that man created God to control the people.
DVG on
Diablo 3 - DVG#1857
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DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
I hated it. Levelling up was not fun and was a large part of the game. And there were way too many NP characters with outrageous names that made following the story very difficult. Fortunately, the main gist of the story was pretty straightforward, but was nothing special. I also felt there were too many job classes.
By the end of the game, all the characters you built up become pretty much useless as they stick in guys like Orlandu that just kick ass. Just taking him, Ramza as a Ninja, Mustadio(Mechanic) with Throw Item, Agrias as a Knight w/ Holy Knight powers, and another strong guy (like a Monk) and you can win every battle at the end pretty easy, no magic necessary.
They really are very different games. While FFTA is perfectly enjoyable on-the-go SRPG, it doesn't really stack up the the uber-backstabbing storyline of FFT.
Honestly, I wonder how pissed the Catholic church would be if they ever realized there is a popular game that professes that man created God to control the people.
Yeah, the way it hands you supercharacters like Orlandu does kind of make the guys you poured all your sweat and blood into feel inadequate and a wasted effort. That is a pretty big flaw.
I hated it. Levelling up was not fun and was a large part of the game. And there were way too many NP characters with outrageous names that made following the story very difficult. Fortunately, the main gist of the story was pretty straightforward, but was nothing special. I also felt there were too many job classes.
By the end of the game, all the characters you built up become pretty much useless as they stick in guys like Orlandu that just kick ass. Just taking him, Ramza as a Ninja, Mustadio(Mechanic) with Throw Item, Agrias as a Knight w/ Holy Knight powers, and another strong guy (like a Monk) and you can win every battle at the end pretty easy, no magic necessary.
No Beowulf?
I didn't get him. Is it a sidequest to get him? Only Orlandu and some guy in green (can't remember his name) joined me near the end.
Yeah, he and Reis are sidequest characters. And the Golem. And that thing Bubolsosidufio monster whatever it's called thing.
Ah. By the end I decided not to get sidequest characters because I was already at max capacity (16 guys). I already had to kick out one guy to bring in the green guy, and would feel pretty bummed to kick out another person I spent a lot of time building up.
Bob Sapp on
0
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
edited July 2007
There is nothing forcing you to use those characters though. Trade them out for your normal characters if you want a challenge.
Just_Bri_Thanks on
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
I would go and spam recruit untill I got a male with 100 brave. Make him knight with dual wield knight swords and excaliber 2. Also has blade grasp, move +3, and I forgot what secondary skill. He just wasted things.
Mild Confusion on
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
I would go and spam recruit untill I got a male with 100 brave. Make him knight with dual wield knight swords and excaliber 2. Also has blade grasp, move +3, and I forgot what secondary skill. He just wasted things.
Wasn't there a summon spell called Zodiac you could only get in a similar way to Ramza getting Ultima?
Yes. The boss at the bottom of the Deep Dungeon can cast it on your summoner. It's pretty much a gauranteed kill, so the only way to get it is to equip or enchant your summoner to revive automatically after dying.
MP Switch...
The only problems I really have with the game are Charge speeds being completely separate from character speed, making spells kick ridiculous ass in the beginning, and gradually suck more and more over time. It's easily workable (and a bit beneficial) for summons, and flare and holy are good enough to stay usable, but it really hurts some of the other stronger magic spells, and charge attacks that don't trace the target (Cloud, Archers...).
Then I wish they would've done something to spice up the boring skill lists of Lancers and Archers. Chemists and Ninja too, to a certain extent. And a damn random map where I can use the rooftop elemental skill...
And I need to be able to ride chocobos without wasting a character space...
I would go and spam recruit untill I got a male with 100 brave. Make him knight with dual wield knight swords and excaliber 2. Also has blade grasp, move +3, and I forgot what secondary skill. He just wasted things.
Really, really good idea.
You realize anyone can get up to like 95~ Brave/Faith, right?
Just keep having your Mediator use the Brave/Faith ++ Talk Skill.
Every time you used it, I think it's a permanent +1 to Brave/Faith.
I loved putting Concentrate on Ninjas or other powerful characters. Concentrate makes it so you can't miss. Give it to Ramza as a Ninja, and enemies don't stand a chance. Really effective against boss characters, since you can stand directly in front of them and they're still fucked.
I would go and spam recruit untill I got a male with 100 brave. Make him knight with dual wield knight swords and excaliber 2. Also has blade grasp, move +3, and I forgot what secondary skill. He just wasted things.
Really, really good idea.
Not as good as Ramza with 97 brave as a squire with two swords and blade grasp. but that's a moot point. hahhaa
I would go and spam recruit untill I got a male with 100 brave. Make him knight with dual wield knight swords and excaliber 2. Also has blade grasp, move +3, and I forgot what secondary skill. He just wasted things.
Really, really good idea.
You realize anyone can get up to like 95~ Brave/Faith, right?
Just keep having your Mediator use the Brave/Faith ++ Talk Skill.
Every time you used it, I think it's a permanent +1 to Brave/Faith.
I think it was every +4 points you permanently got +1 point. hence the max cap of 97
Wasn't there a summon spell called Zodiac you could only get in a similar way to Ramza getting Ultima?
Yes. The boss at the bottom of the Deep Dungeon can cast it on your summoner. It's pretty much a gauranteed kill, so the only way to get it is to equip or enchant your summoner to revive automatically after dying.
MP Switch...
The only problems I really have with the game are Charge speeds being completely separate from character speed, making spells kick ridiculous ass in the beginning, and gradually suck more and more over time. It's easily workable (and a bit beneficial) for summons, and flare and holy are good enough to stay usable, but it really hurts some of the other stronger magic spells, and charge attacks that don't trace the target (Cloud, Archers...).
Then I wish they would've done something to spice up the boring skill lists of Lancers and Archers. Chemists and Ninja too, to a certain extent. And a damn random map where I can use the rooftop elemental skill...
And I need to be able to ride chocobos without wasting a character space...
Their charge speeds were based on faith and their birth sign. There's a quick tutorial about it that you can try.
I would go and spam recruit untill I got a male with 100 brave. Make him knight with dual wield knight swords and excaliber 2. Also has blade grasp, move +3, and I forgot what secondary skill. He just wasted things.
Really, really good idea.
You realize anyone can get up to like 95~ Brave/Faith, right?
Just keep having your Mediator use the Brave/Faith ++ Talk Skill.
Every time you used it, I think it's a permanent +1 to Brave/Faith.
I think it was every +4 points you permanently got +1 point. hence the max cap of 97
I didn't know the bonus was permanant, but it doesn't matter cause my guy rocked. And as much of a Cloud fanboy I was back then, he was a pain in the ass to make strong. I had to give him that one move where his spells are instant or very fast. The biggest pain was him being forced to have that weak ass 'Limit Sword' or whatever.
Man it's been a long time since I played that game. Too bad there is no way to download it onto my computer or PsP.
Mild Confusion on
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
Their charge speeds were based on faith and their birth sign. There's a quick tutorial about it that you can try.
That's damage and hit percentages. The only increase in activation speed comes from Short Charge, which I believe works for Cloud, but doesn't, somewhat ironically, affect the Charge skill. Not sure what that tutorial says, but if it says anything otherwise, then it's wrong.
Frosteey on
0
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
That's damage and hit percentages. The only increase in activation speed comes from Short Charge, which I believe works for Cloud, but doesn't, somewhat ironically, affect the Charge skill. Not sure what that tutorial says, but if it says anything otherwise, then it's wrong.
Haha, I like the statement on your profile.
"Gafgarion! Damn! 700 was too cheap! *whistles*"
But yeah, you're right. I was mistaking damage/hit percentage for charge time. Which seems random enough. Is it based on class skill?
urahonky on
0
EshTending bar. FFXIV. Motorcycles.Portland, ORRegistered Userregular
edited July 2007
Can decide whether to buy an old slimline PS1 and plug it into my computer monitor (which may look like shit since it's a 21" HD widescreen and I know plugging my PS2 (when I had one) looked like garbage) or just waiting for the PSP remake and buying a new PSP with the video out. Thoughts?
Wasn't there a summon spell called Zodiac you could only get in a similar way to Ramza getting Ultima?
Yes. The boss at the bottom of the Deep Dungeon can cast it on your summoner. It's pretty much a gauranteed kill, so the only way to get it is to equip or enchant your summoner to revive automatically after dying.
MP Switch...
The only problems I really have with the game are Charge speeds being completely separate from character speed, making spells kick ridiculous ass in the beginning, and gradually suck more and more over time. It's easily workable (and a bit beneficial) for summons, and flare and holy are good enough to stay usable, but it really hurts some of the other stronger magic spells, and charge attacks that don't trace the target (Cloud, Archers...).
Then I wish they would've done something to spice up the boring skill lists of Lancers and Archers. Chemists and Ninja too, to a certain extent. And a damn random map where I can use the rooftop elemental skill...
And I need to be able to ride chocobos without wasting a character space...
Achers, definitely. They are the only useless class in the game, I'd say. I say only, because of Ramza's ubersquire.
But Lancers were rape incarnate. Yes, their skill list was a little limited, since it was just Jump and its power ups, but Jump really gives meaning to the term "death from above". It's a tragedy how much that move was nerfed in FFTA.
Also, Chemists were more useful healers than Priests, in my experience. With throw item, no charge time and the abundance of gil you could poor into potions and phoenix downs, there's no real reason to use White Magic.
Achers, definitely. They are the only useless class in the game, I'd say. I say only, because of Ramza's ubersquire.
But Lancers were rape incarnate. Yes, their skill list was a little limited, since it was just Jump and its power ups, but Jump really gives meaning to the term "death from above". It's a tragedy how much that move was nerfed in FFTA.
Also, Chemists were more useful healers than Priests, in my experience. With throw item, no charge time and the abundance of gil you could poor into potions and phoenix downs, there's no real reason to use White Magic.
Plus, guns.
Anyone who's used White Magic has experienced that moment where you frantically try to cast Life on a fallen party member again and again only to miss time after time, inevitably reaching the point where he or she becomes a crystal and you have to restart.
Achers, definitely. They are the only useless class in the game, I'd say. I say only, because of Ramza's ubersquire.
But Lancers were rape incarnate. Yes, their skill list was a little limited, since it was just Jump and its power ups, but Jump really gives meaning to the term "death from above". It's a tragedy how much that move was nerfed in FFTA.
Also, Chemists were more useful healers than Priests, in my experience. With throw item, no charge time and the abundance of gil you could poor into potions and phoenix downs, there's no real reason to use White Magic.
Plus, guns.
From a balance point, yeah, Jump is fine, and phoenix down alone validates Item. It's just that going through the skill lists is such a chore.
I'd say priests aren't completely outclassed by chemists. Although phoenix downs completely dominate in terms of making sure your dudes don't die, cure 1 and 2 are plenty viable for group healing for most of the game, and protect and shell mean they can prevent damage instead of just healing it. My problem's just the fact that outside of phoenix down and the potions, none of the items see any use. Once you've got that, you may as well change class. Auto-potion does dominate for quite a while though. I prefer Mediators for my gun usage, though. I just have a thing for Mimic Daravon.
I'd say Squires, even without Ramza, challenge Archers for usefulness. Archers basically have concentrate going for them. But gained JP up plus countless stones to the backs of Delita's and Algus's heads have played heavy roles in the training of my army since forever.
I always liked having a lancer around. With ignore height and maxed out jumping, they could attack literally anyone on the whole map (with under 50? 60CT? what was it...) and deal a whole lot of damage.
It is a very difficult game. I had to restart the first couple times I palyed it. First for the "execution" fight, the training was too hard and my buys were beyond help. And again when I went in unprepared against Velius.
DAMN HIM! DAMN HIM TO HELL! that is by far the hardest boss in the game (if you use Orlandu.)
If FFT taught me anything, it's that Red Chocobos can fuck right off.
I haven't played the game in awhile, but I remember there being a random super-hard battle you could fight on that hill, kinda east on the map. I can't remember much about it besides it completely taking me by surprise. Really needed my Math Skill Black Mage to bail me out of that one.
There is one battle where they purposely place you on the map with seven chocobos of different colors. My first time I thought it would be cake cause Ramza was all like, "Huh rain."
Mild Confusion on
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
I picked the game back up the other day. I read about the PSP getting the remake, and was really tempted to buy a PSP for it. But when I found the PSX disc, that temptation died.
EshTending bar. FFXIV. Motorcycles.Portland, ORRegistered Userregular
edited July 2007
Can someone tell me if since my only TV at the moment is a 21" Widescreen HD monitor if I'm better off waiting for the PSP version which does 16:9 or getting a slimline PS1 and the original? I have a feeling plugging the PS1 into my monitor is gonna make it all stretchy and awful looking. AM I RIGHT?
Wasn't there a summon spell called Zodiac you could only get in a similar way to Ramza getting Ultima?
Yes. The boss at the bottom of the Deep Dungeon can cast it on your summoner. It's pretty much a gauranteed kill, so the only way to get it is to equip or enchant your summoner to revive automatically after dying.
MP Switch...
The only problems I really have with the game are Charge speeds being completely separate from character speed, making spells kick ridiculous ass in the beginning, and gradually suck more and more over time. It's easily workable (and a bit beneficial) for summons, and flare and holy are good enough to stay usable, but it really hurts some of the other stronger magic spells, and charge attacks that don't trace the target (Cloud, Archers...).
Then I wish they would've done something to spice up the boring skill lists of Lancers and Archers. Chemists and Ninja too, to a certain extent. And a damn random map where I can use the rooftop elemental skill...
And I need to be able to ride chocobos without wasting a character space...
Achers, definitely. They are the only useless class in the game, I'd say. I say only, because of Ramza's ubersquire.
I dunno, I was always a fan of giving Archers the Knight subskill. Breaking shit from afar was always fun. Until I got Mustadio anyway, then my Archers were far less useful.
Reigner on
Exodus Server: Venstra Rei
FFBE: 838,975,107
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Posts
Honestly, I wonder how pissed the Catholic church would be if they ever realized there is a popular game that professes that man created God to control the people.
No Beowulf?
Shhh, they might hear you.
I didn't get him. Is it a sidequest to get him? Only Orlandu and some guy in green (can't remember his name) joined me near the end.
Ah. By the end I decided not to get sidequest characters because I was already at max capacity (16 guys). I already had to kick out one guy to bring in the green guy, and would feel pretty bummed to kick out another person I spent a lot of time building up.
chair to Creation and then suplex the Void.
I don't know why.
I just liked it.
I had a Monk/Geomancer mix. It was delightful.
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
He'd counter Archers and stuff with Geo-attacks. It was pretty sweet.
Then I learned that Blade Grasp brought pretty much EVERYTHING'S chance to hit down below, like, 25%.
Really, really good idea.
Counter-Geomancer skill was a little dangerous, because you'll end up hitting your partners or you sometimes.
MP Switch...
The only problems I really have with the game are Charge speeds being completely separate from character speed, making spells kick ridiculous ass in the beginning, and gradually suck more and more over time. It's easily workable (and a bit beneficial) for summons, and flare and holy are good enough to stay usable, but it really hurts some of the other stronger magic spells, and charge attacks that don't trace the target (Cloud, Archers...).
Then I wish they would've done something to spice up the boring skill lists of Lancers and Archers. Chemists and Ninja too, to a certain extent. And a damn random map where I can use the rooftop elemental skill...
And I need to be able to ride chocobos without wasting a character space...
Just keep having your Mediator use the Brave/Faith ++ Talk Skill.
Every time you used it, I think it's a permanent +1 to Brave/Faith.
Not as good as Ramza with 97 brave as a squire with two swords and blade grasp. but that's a moot point. hahhaa
I think it was every +4 points you permanently got +1 point. hence the max cap of 97
Their charge speeds were based on faith and their birth sign. There's a quick tutorial about it that you can try.
I didn't know the bonus was permanant, but it doesn't matter cause my guy rocked. And as much of a Cloud fanboy I was back then, he was a pain in the ass to make strong. I had to give him that one move where his spells are instant or very fast. The biggest pain was him being forced to have that weak ass 'Limit Sword' or whatever.
Man it's been a long time since I played that game. Too bad there is no way to download it onto my computer or PsP.
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
That's damage and hit percentages. The only increase in activation speed comes from Short Charge, which I believe works for Cloud, but doesn't, somewhat ironically, affect the Charge skill. Not sure what that tutorial says, but if it says anything otherwise, then it's wrong.
Just wait a little bit and you can get it for your PSP.
chair to Creation and then suplex the Void.
Haha, I like the statement on your profile.
"Gafgarion! Damn! 700 was too cheap! *whistles*"
But yeah, you're right. I was mistaking damage/hit percentage for charge time. Which seems random enough. Is it based on class skill?
But Lancers were rape incarnate. Yes, their skill list was a little limited, since it was just Jump and its power ups, but Jump really gives meaning to the term "death from above". It's a tragedy how much that move was nerfed in FFTA.
Also, Chemists were more useful healers than Priests, in my experience. With throw item, no charge time and the abundance of gil you could poor into potions and phoenix downs, there's no real reason to use White Magic.
Plus, guns.
If I can recall, the Calculator itself is actually a rather poor and slow class.
The MATH skill, however.. oh man. Just set Math as secondary on any of your other casters.
My geomancer SCC was glorious. So much fun.
After reading this thread I might dig up my time mage SCC and finally finish it.
Anyone who's used White Magic has experienced that moment where you frantically try to cast Life on a fallen party member again and again only to miss time after time, inevitably reaching the point where he or she becomes a crystal and you have to restart.
From a balance point, yeah, Jump is fine, and phoenix down alone validates Item. It's just that going through the skill lists is such a chore.
I'd say priests aren't completely outclassed by chemists. Although phoenix downs completely dominate in terms of making sure your dudes don't die, cure 1 and 2 are plenty viable for group healing for most of the game, and protect and shell mean they can prevent damage instead of just healing it. My problem's just the fact that outside of phoenix down and the potions, none of the items see any use. Once you've got that, you may as well change class. Auto-potion does dominate for quite a while though. I prefer Mediators for my gun usage, though. I just have a thing for Mimic Daravon.
I'd say Squires, even without Ramza, challenge Archers for usefulness. Archers basically have concentrate going for them. But gained JP up plus countless stones to the backs of Delita's and Algus's heads have played heavy roles in the training of my army since forever.
It is a very difficult game. I had to restart the first couple times I palyed it. First for the "execution" fight, the training was too hard and my buys were beyond help. And again when I went in unprepared against Velius.
DAMN HIM! DAMN HIM TO HELL! that is by far the hardest boss in the game (if you use Orlandu.)
I haven't played the game in awhile, but I remember there being a random super-hard battle you could fight on that hill, kinda east on the map. I can't remember much about it besides it completely taking me by surprise. Really needed my Math Skill Black Mage to bail me out of that one.
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
You're really gonna say no to this?
FFBE: 838,975,107
Dokkan: 1668363315