Basileus777 said:Wow, you really have enough skill slots for all of that?
On my physical fighters, yes, but I guess I don't really have a full 12 person team that is consistent yet. I just got sick of my characters doing poor damage against all of those damn dragons that those skills felt more productive than many of the alternative skills. Maybe once I get the III and IV skills, things will change, but for now I really like them. My team is 22~20. My Octopi, Canopus, and Lord class are higher than that so I'm not using them at the moment except on boss fights (Poison Rain everything for the loots).
Phatcorns said:One of the things I REALLY like about this game over FF Tactics is that the leveling system is not dependent on the actions you take in battle. This means I can always have my healers sit in the back and be ready instead of constantly having to make sure they're doing something so that they get JP and exp like it was in FFT.
I also like that the effect equipment and skills have are very tangible and I know that if I equip for defense my characters will actually have very good defense.
Best RPG I think I've ever played. It's just so much more engaging than most press A to win rpg's, which honestly is what I think most non-strategy rpg's are.
As much as people rag on the FFTA games, things like the improved leveling mechanics and the overall balance have clearly been taken and developed from the developers' work on that sub-series.
duckroll said:Also, I'm not sure if I'm the only one who noticed this, but in the remake it feels even more obvious: The format of the "dungeons" in TO seem very much to be a prototype of how Matsuno would eventually go on to design Vagrant Story. It's much more apparent in the larger dungeons like Palace of the Dead and the Hanging Gardens, where there are multiple routes you can open within the maps which lead to different places.
It's not just in the basic design of such dungeons, but also how the interior of each map actually looks, the layout of a "room" area, the names of each map with a description, etc. It's very, very much what Vagrant Story's entire map layout and design was patterned after imo.
Yeah, I noticed that as well. FFXII is kind of the same with regard to nifty room names and multiple routes.
I've also really enjoyed how the dungeons play around with group and battle size. Some of the Palace of the Dead maps only allow 3 characters, some 12, and others with everything in-between.