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Runa216 said:
Player2 said:
Runa216 said:
I don't understand people saying Final Fantasy sucked after IX. X had some things it was missing (world map, mostly), and XII did things a little different, but both were fantastic games with tonnes of things to do, fantastic gameplay, and awesome characters. X has one of the best stories in the games, and when it comes to sheer volume of content, I'd say XII is the best in the series.

Don'tknow why people don't like them.

Because summons are only useful in combat to block status effects/big hits and the ocasional Anima's turbo attack. Three characters deal more damage than a summoned guy in the long run.

Not being able to cast buffs (except Hastega) and heal (unless you use items) properly.

Very easy (Free auto-life for the final boss, really?).

Random item drops for random characters with random slots and random abilities from bosses (since most abilities are bad and you can't remove them or add slots this means that you'll get crap 99% of the time).

Basic Attack is better than any offensive skill or magic (even with Doublecast).

Doublecast doesn't work with white magic (why, the game is too easy anyway, let me have some fun).

Lack of multitarget offensive magic.

Every enemy from random encounters is designed to be killed with a certain character using a certain attack (if you do it right, you'll kill them in one hit).

Three enemies per random battle at max except in the Calm Lands (and the 4th enemy can be killed in one hit stealing it).

The last two things I listed combined + some party management and regular enemies won't be able to touch you.

 

Time is running out so I'm missing stuff for sure.

Summons are immensely useful until you get to the endgame content.  Even then they're not useless. 

in which game?  I found buffs to be the most effective in 10 of all the games. 

Clearly you've never played Final Fantasy VII, where the final boss instantly gives you Omnislash.  Some battles are there for story reasons, not to be challenging.  Besides, you just fought Sin, Jecht, and the summons. 

It's a Loot-based system, nothing wrong with that.  it's not the end of the world, promise.  

Plain wrong. 

Again, wrong.  

that's called strategy, it means you have to switch through your party members frequently, and you have to know HOW to kill them.  

Also wrong. Lots of battles had more than 3 enemies in both X and XII. 

Again, Strategy.  

I think you just suck at the game, dude. 

I'm talking only about FF X.

Like I said, three characters get more turns that one (which usually is slower unless you have summoned Shiva) which leads to more damage. Summons are only needed to prevent your guys from getting killed or turbo attacks.

Can't cast multitarget healing spells (except for pray), Barrier or Magic Barrier.

I never said that Final Fantasy VII did that right.

But it kills the fun. Remember when in other games after the effort put in defeating a boss you get cool stuff? That is gone. And it gets inmensely annoying when trying to get Ribbon armors (just for borderline paranoid perfectionism) without crap abilities you can't remove like Fireproof or Iceproof. It takes forever to get enough items to create a decent ability in a weapon/armor, then you can't pass it to the new armor you bought later. Doing so before the post-game is a loss of time.

Attack/Quick Hit deals always 99999 damage and recovers faster than anything else. Of course you can do 99999x2 doublecasting Ultima to an enemy with 1 point in Magic Defense, but that enemy wasn't going to be hard anyway. Against enemies with higher MDef Ultimax2 deals less than Attack/Quick Hit.

Show me a video of somebody doublecasting Holy. Or Curaga.

Strategy? More like linearity. This is how you "play" this game right:

1) Put your three fastest characters as your active party members.

2) Enter a battle.

3) Since your characters are faster you'll get the first three turns before the IA.

4) Replace the active character with the appropiate one to kill the faster enemy in one hit. Repeat until all enemies are dead.

5) Enter menu to put the three fastest characters again.

The only time you can't do this is when you get ambushed (shit happens) or when the big enemy of each area appears. If a big enemy appears use limit breaks to kill it before he can attack as well.

If you do what I said enemies won't be able to touch you. Not bad for somebody that sucks at the game.

The game forces you to play this way so much that it gets ridiculous. A Dingo from Beasaid (first area of the game) have 120 MDef (and 1 PDef) to prevent you from killing him with magic. To put thigs in perspective Lulu will have around 70-80 MAtk... when you beat the game. Source.

There isn't much to think, most regular enemies are palette swaps with slightly improved stats and changed elemental affinities than a 5 year old would notice (yay, an ice flan in the ice area, I guess fire will hurt him badly).

After checking an enemy database to refresh my memory the only places that have random encounters with more than three enemies are Bevelle (you can enter that place once in the game), the Calm Lands I mentioned, two group of enemies in Zanarkand, one group inside Sin, and the enemies in the water part of MT Gagazet. Every other area in the game doesn't have a single battle against more than three enemies.

Travelling through the areas is a chore. After defeating a certain boss in Macalania Woods the game tells you to backtrack to the first area (with random encounters, of course) to get some orbs that give Auron his limit breaks. That would be... 40, 50 minutes maybe? Ridiculous. The same thing happens when you try to sign a guy for your blitzball team from the first areas that begin in a team.

More funny stuff: Luck is more important than Accuracy when trying to hit an enemy. It is also more important than Evade as well. And increasing Luck is a pain in the ass. It is also the reason attacks miss so much against the Dark Aeons.