The Final Fantasy Thread

He was a fucking bitch despite my entire party being disgustingly overleveled. I've got every job but Dark Knight unlocked for Ramza and two generics, and I still had to play the battle with Ramza as a black mage and my generics as monks. They could two-hit his cronies with Aurablast, but I still needed to give everyone Items + Throw Items in order to spam Phoenix Downs due to Belias' fucking one-hitter magic.

Also, interestingly:

yet Holy doesn't do any extra damage to him, and that's gay
He was probably the last boss that gave people trouble, everything after him has been pushovers imo.
New trailer looks bad ass.

People crying about "this is not ff".

For me what truly makes FF is that each game is totally unique and a new universe to explore, even better for me that this one seems to have a more toned down and medieval setting with massive fucking monsters.

I'm excited. Combat looks good, I understand the worry about "not turned based" but if they make it the somewhat hybrid of action AND turnbased like FF7-R I think this is going to be great.

If all else fails and it's a shitter, at least we will get a great sound track from Soken.
For better or worse, the series was about trying something mildly different.
I haven't played Final Fantasy in years, but one thing I always liked, especially in the 2D games, was how there's zero context for most random encounter enemies. The weirdness & mystery adds to the setting IMO.

Like in FF6's floating continent, there's zero explanation for why you're suddenly fighting these giant floating heads, or how they came to be, or why the game considers them "undead"
View attachment 3348512

I also liked how random the enemy names were. You'd see foreign words ("Pas de seul", "Dechirer" "Strapparer"), occult words ("Baalzephon" "Devoahan" "Belphegor")
scientific names ("Aepyornis" "Rajiformes"), mythological or historical places & figures ("Zephyrus" "Clymenus" "Halicarnassus"), etc.
It would not surprise me if the devs have some lore for them that many people have never seen. Those head things are in XIV and their lore is some kind of clay golem gone rogue. I too want to know what's their deal.
 
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Reminded a bit of the materia system in 7 where you could find these really busted combinations that broke the game open, like linking 4 cut and counter materia so you counter four times.
Holy shit I want that shit in FFVIIR. I mean, not that Cloud isn't already a brake-less rape-train with Hardedge, Punisher Mode, and Parry, but uh...
 
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brake-less rape-train
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Ain't no gettin' off dis train... <smacks lips>
 
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Ain't no gettin' off dis train... <smacks lips>
I could never figure out how to use Barrett properly. Aeris is easy since you just drop down that double-cast ward and spam magic and with Tifa you slap on some Luck boosts and go for crits, but I've always struggled with a proper thing for him.
 
Like in FF6's floating continent, there's zero explanation for why you're suddenly fighting these giant floating heads, or how they came to be, or why the game considers them "undead"
You're on an island (floating in the sky) that holds the 3 Goddess statues, a.k.a. the source of all magic. Encountering strange floating heads is kind of tame when you stop and think about it.

I could never figure out how to use Barrett properly. Aeris is easy since you just drop down that double-cast ward and spam magic and with Tifa you slap on some Luck boosts and go for crits, but I've always struggled with a proper thing for him.
In OG FF7? Tank with some decent offense, pretty good limits and healer.

Remake FF7? Tank with healing.
 
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I'm still undecided on how I feel about XVIs combat, but I trust Yoshida and his crew will make a fucking banger of a game.
This is where you fucked up.

Yoshida went Blizzard Studio's, shadowed them for a couple months, went back to Japan and said "I want WoW. But with Weeb shit." There's nothing original or unique about XIV ARR+. At least on 1.0 they had a unique vision. Tanaka gets a bad wrap, but he never wanted to emulate another design or company. He wanted to do things differently. If you talk to 1.0 players, most of them will say that 1.23b was in a good spot. It felt okay. It was different, but felt familiar. Which, was under Tanaka's roadmap. Yoshida was the one that wanted to go full western MMO. And now we XIV ARR+.

It gets worse and worse every expansion. Jobs are gutted, "streamlined", all support removed or dumbed the fuck down. The whole concept of the MMO is being pulled out of the game. There's not even accuracy in the game anymore. What the fuck is the point of materia when it does nothing? There's no customization. You have red/blue job, red/green job, red job. Healers don't even have to heal anymore.

I don't trust Yoshida with fucking anything. He's incompetent and surrounds himself with sycophants. They could have had something pretty awesome, but they constantly pull it back for the same generic bullshit. Every single time. I'm not saying shit should be like XI, but Christ, give the game some depth.

XVI seriously looks like a retarded hybrid of XV and XIV. The story also looks like utter fucking shit.
 
This is where you fucked up.

Yoshida went Blizzard Studio's, shadowed them for a couple months, went back to Japan and said "I want WoW. But with Weeb shit." There's nothing original or unique about XIV ARR+. At least on 1.0 they had a unique vision. Tanaka gets a bad wrap, but he never wanted to emulate another design or company. He wanted to do things differently. If you talk to 1.0 players, most of them will say that 1.23b was in a good spot. It felt okay. It was different, but felt familiar. Which, was under Tanaka's roadmap. Yoshida was the one that wanted to go full western MMO. And now we XIV ARR+.

It gets worse and worse every expansion. Jobs are gutted, "streamlined", all support removed or dumbed the fuck down. The whole concept of the MMO is being pulled out of the game. There's not even accuracy in the game anymore. What the fuck is the point of materia when it does nothing? There's no customization. You have red/blue job, red/green job, red job. Healers don't even have to heal anymore.

I don't trust Yoshida with fucking anything. He's incompetent and surrounds himself with sycophants. They could have had something pretty awesome, but they constantly pull it back for the same generic bullshit. Every single time. I'm not saying shit should be like XI, but Christ, give the game some depth.

XVI seriously looks like a retarded hybrid of XV and XIV. The story also looks like utter fucking shit.
I think this may be the single worst take I've ever seen on FF14.

"There is no accuracy" Like nigga the fights are based around resource management, how you use your mana, your OGCD's all that jazz please take the time to explain to me why adding a 1% chance to just not hit an attack and waste mana/an OGCD timer would improve anything.

"No Support." Nigga, Bard, Dancer, Red Mage are DPS that focus on supporting the team with buffs or other useful skills hell Astro, Sage and Scholar are fucking healers based around support with only white mage being a pure healer focusing on Big numbers both heal and damage wise.

"Healers don't have to heal anymore." Have you played the game? At any point? This is just objectively wrong.
 
I haven't played Final Fantasy in years, but one thing I always liked, especially in the 2D games, was how there's zero context for most random encounter enemies. The weirdness & mystery adds to the setting IMO.

Like in FF6's floating continent, there's zero explanation for why you're suddenly fighting these giant floating heads, or how they came to be, or why the game considers them "undead"
View attachment 3348512

I also liked how random the enemy names were. You'd see foreign words ("Pas de seul", "Dechirer" "Strapparer"), occult words ("Baalzephon" "Devoahan" "Belphegor")
scientific names ("Aepyornis" "Rajiformes"), mythological or historical places & figures ("Zephyrus" "Clymenus" "Halicarnassus"), etc.
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There are just a bunch of these robot heads hanging around in the middle of FF4's moon, that spam a really weak Holy a lot, and are really obnoxious. Why are they there? What are they for? Who knows?

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and then they return in the sequel with their upper torso as a separate enemy

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which they stitched together to have a big ol' robot enemy

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but then I guess couldn't get the entire enemy in frame in the 3D remake, so they just kinda placed them next to one another and it looks really goofy
 
Finished FF7 remake Yuffie chapter. Gameplay wise it is a big improvement on the "first chapter". Combat flows a lot faster, Yuffie is far more versatile and Deadmeat (the companion) actually does is job in support and reducing aggro. It is very easy and kinda repetitive though since Yuffie is 100% better kiting the enemy to death then engaging in honourable close combat. Traversing the world is also a lot nicer with the game not fucking screeching to a halt to make you walk, and interacting in the environment not taking fucking ages. The game itself has some alright areas, but by the end it's basically tons of battles against mooks to pad the runtime.
The plot is still boring though. You know exactly how it's going to end since, let's face it, SE won't add a new character, especially not a male one to the series. The whole nut gag was bizarre and I don't get how it's funny or heartwarming. Zack getting resurrected and time traveling really is canon so unless he dies saving Aerith then Aerith-bros BTFO'd. Returning the plot and characters of Dirge of Cerberus is fucking horrible, with their insane designs and... just everything.

I also prefered Yuffie with the Shawl than the original design, that just feels off with the more mundane/nomura-ized design of the other cast. Overall not a bad use of four hours.
 
I think this may be the single worst take I've ever seen on FF14.

"There is no accuracy" Like nigga the fights are based around resource management, how you use your mana, your OGCD's all that jazz please take the time to explain to me why adding a 1% chance to just not hit an attack and waste mana/an OGCD timer would improve anything.

"No Support." Nigga, Bard, Dancer, Red Mage are DPS that focus on supporting the team with buffs or other useful skills hell Astro, Sage and Scholar are fucking healers based around support with only white mage being a pure healer focusing on Big numbers both heal and damage wise.

"Healers don't have to heal anymore." Have you played the game? At any point? This is just objectively wrong.
There used to be accuracy. They removed it for what reason? To "streamline". There used to be main stat materia. There used to be different materia load outs you could use.

What resource management? You can't run out of MP as a healer. You just can't. You barely dip below 6k and that's if you're spamming raises. If you're having to raise constantly, you have a weak link. There's not even TP in the game anymore. So you just spam 1-2-3 until things die. You don't even have to watch for resource management 99% of the time unless you're spam raising. Which, again, if you have to spam raise, that's a player/skill problem.

Yeah, those 2-3% buffs are noticeable. Totally. Remember when AST used to have defense/skill speed/spell speed/refresh/TP regain cards? Remember when BRD used to have Ballad that actually refreshed or rain of arrows caused an evasion down status effect? Remember when SCH used to have Eye for an Eye? Remember when SMN could virus? Remember when SCH could silence with Selene? Remember when NIN had Sneak Attack and Trick Attack? Those are all gone. They're now tied in with the main rotation. For a paltry 2% buff physical or magic buff. Remember when SMN could summon Titan and emergency tank in a pinch to get a tank up?

Let's talk about AST. AST used to be the closest thing XIV had to a support job. Then what happened? cards changed. They stripped away it's ability to actually buff. Now you pull cards to gain MP back and give a paltry damage buff that can barely be noticed. What about when AST had two sects? They took that away because shields would clash with SGE (I guess?) and now you have a generic regen healer. Just like WHM. They get rid of card buffs but they keep Synastry. A skill next to no one uses.

SCH used to be required for T5 due to Eye for an Eye as Twintania could and would one shot tanks with Death Sentence. You'd need to Virus Twintania and Eye for an Eye the tank. In T2 you needed Selene for aoe Silence. You would have to sleep/repose mobs or you'd be overwhelmed. You know, tactics. Like keeping DoT's up as a SMN and using your aetherflow charges to spread the DoT's to adds. When you had to burst MP usage when jobs weren't just given 10k MP at level 1 for all jobs.

If you can't see the homogenization of jobs, I don't know what to tell you.

Yeah, healers don't really have to heal. If you look at any parse, you'll notice that 85% of the time, healers are spamming one of two attack spells. Over and over. The only time you have to heal check is unavoidable AOE damage. And you can mitigate a lot of that with second wind/bloodlust.

What makes WHM different from AST? Using a 2% damage up card? That's support? That's what causes them to stand apart? What's the difference between RPR or DRG? What's the difference between GNB and DRK?

I've played XIV since 1.0. I played when it was 1.23b, ARR when the servers imploded, when the content drought happened for Heavensward, the braindead Omega fights in Stormsblood, the weak ass story of Shadowbringers, and now the generic bullshit that's Endwalker. I've always "mained" a healer in raids/ultimate. They have been systematically stripping out anything that makes jobs unique because "balancing is hard". They have been pushing this generic DPS angle on everything. The dev team members for balance don't even play healers. They all play DPS. So it's small wonder. They get lazier and lazier with creativity and originality with every single expansion. They nerf the fuck out of jobs which they said they'd never do. They fucked SAM last patch to the point there's no reason to even have a senki charges. Just make hissatsu have a static 5 charge.

It's retarded that they take away any and all customization that people could actually achieve. Materia is next to useless outside of DoL/DoH because they hard cap stats and they took away 80% of battle materia. They took away secondary skills you could set so now jobs just get the same fucking generic set. There is no horizontal gear progression. At all. I'm not saying it needs to be like FFXI where you need 30 pieces of gear and swap them out with macros to be effective, but vertical gearing isn't a good design philosophy. Whatever has a higher ilvl is better and you just go with that.

EDIT: Remember when Elemental mitigation materia was in the game and you could boost your elemental defense? Remember when there was the elemental wheel in the game as a whole? Remember when WHM had access to water spells? BLM was slated to be given Earth spells? Remember when tanks actually felt different to play? WAR would be higher damage, but took higher damage and was designed to be an offtank? Or when DRK was risk vs reward? When a tank actually had to work to keep hate on mobs instead of spamming 2 AOE's and calling it good? When there were real positionals you had to hit as a MNK or your shit would be fucked? When Trick Attack had to have a broken line of sight between the NIN and mob? When Sneak Attack had to be used behind the mob and you could stack the two for greater damage? Remember when NIN could coat their weapons? So many things have been gutted and any kind of interesting or unique things that made jobs stand apart are gone. That, to me, is bad. I understand their desire to make all jobs viable with the lowest amount of setup and skill ceiling, but then there's no point in having different jobs or leveling different jobs. It's a travesty that most modern MMO's have completely cut out support/buff and debuff jobs completely. Having strong support/debuff forces a specific party composition, sure, but that's what we have now with 2 tanks/2 healers/4 DPS.

XIV is trying so hard to not be XI that they actively harm themselves by not taking the good aspects of XI and the depth it had/has. It's a Japanese MMO. They need to embrace that shit more and stop catering to WoW faggots. Who the fuck wants to play FFXIV for the generic western MMO experience?
 
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As I can't reply to you I'm just going to point out that a lot of what you're saying is still objectively wrong, shit they JUST had to buff White Mages MP recovery spells beacuse they ran out.

While there is some homogenization I agree I don't think "All classes feel the same" ontop of that the buffs are far from 2% Shit you're going on with DRK V Warrior ignoring the fact those two classes have completely different roles, The Warrior is the tank that's best for self sustain allowing your healers to do more damage and the Dark has weak self sustain but the best damage and support options making it the best OFF tank.

"Materia is useless outside of DoH/L" So why is penta-melding such a big thing.

I disagree with you on the story aspects but hey that's just an opinion based thing.
Honestly most the complaints seem like you're kinda just bad at the game, you're complaints pretty much come down to you ether ignoring mechanics or wanting fights to be based less on personal skill than on if you have "Teh bestest gear" for calling people WoW faggots you sure want the game designed like on.
 
@Sneedlerino

"There used to be accuracy. They removed it for what reason? To "streamline". There used to be main stat materia. There used to be different materia load outs you could use."

Accuracy was removed because it cucked healers for no good reason pretty much, I loved doing MSQ or anything solo and missing my stones 4 times in a row because healers need to meld accuracy to ever hit anything and it made SCH a nightmare where your energy drain can just randomly miss and you can't do fuck about it even with Rain of Death's old debuff. Main stat materia was cucked because STR tanking created this problem where if you were a STR tank you were just better because killing the boss faster is better then having a 3k more hp, it made aggro easier which also made your life easier as aggro sort of mattered back then, and it was also seen as a more high skill player thing except many STR tanks were fucking monkies like "off healer" Scholars. The only other time main stat materia mattered was melding vit for hp checks in Coil. Otherwise slamming damage was always the best solution, and most jobs weren't like tanks where their accessories contradicted the stat they actually wanted.

Sometimes Vit was used for really early progression, but the majority of players don't give a shit about this and it was unneeded beyond that usage.

"Remember when tanks actually felt different to play? WAR would be higher damage, but took higher damage and was designed to be an offtank? Or when DRK was risk vs reward?"

This is how I know you only know things on the most surface level. Warrior was the best tank in general after 2.1 till 4.0 gutted them to buff Paladin, except that 2.1-2.55 Pld could out damage Warrior if they sat in Sword Oath forever because 2 minute Vengeance is better then 3 minute Sentinel solely due to uptime and how nicely it fit within tank buster windows. Warrior was the best tank to not die as if you sat in Defiance forever because Inner Beast was broken if you don't care about damage, and even in pure Deliverance Vengeance being a 2 minute CD and holmgang being a 3 minute "I ignore every tank buster" button made Warrior the best tank while also having the best damage. Warrior also had the most risk vs reward because triple fell cleave under berserk required you to spend your defensives to build wrath stacks and 3 FCs under Berserker was far more powerful then the two you'd usually get. This is also back when only Drk had a gap closer, so Warrior had to be better at positioning to keep uptime.

Drk's biggest thing was it had to manage mana to deal more damage and sometimes to augment its one defensive CD which in some fights literally did nothing, Dark Dance evasion was a meme. While Drk had its risk reward elements as dropping Darkside sucked, knowing how and when you could go for triple cleave in HW was a sign you knew the fight as Warrior because you had to spend everything to get enough stacks for it on HW Warrior.

Also off tank is a meme role created by retarded pugs and stupid youtubers trying to explain shit to bigger retards, all good tank duos tried to share the boss equally for the sake of CD efficiency especially in optimized kills.

"Let's talk about AST. AST used to be the closest thing XIV had to a support job. Then what happened? cards changed. They stripped away it's ability to actually buff."

Spear was useless because of how the game works with CD alignment, except sometimes buffing yourself to get mana CDs faster, Arrow actively could punish melee due to how TP and off gcd weaving worked against haste buffs (See Arrowing the Monk) so only BLM ever liked arrow, Spire/Ewer were just resource cards you rarely needed because Brd/Mch existed (many times at the same time), Bole didn't matter enough and was too rng to be consistent, and Balance when buffed was crazy because FFXIV favors damage especially in HW era where bursting hard enough let you skip entire phases like in A11S. Ast is no more the same practical buffer now then it was then, what it did lose was the need to play with bad rng which to some is fun but in terms of application beyond all the flash Ast is the same buffer it always was. Arrow was in many times either a neutral gain or a loss due to how haste interacts with FFXIV's mechanics for jobs not made for it (like Dragoon)

"When there were real positionals you had to hit as a MNK or your shit would be fucked?"

This is ironically more a old Dragoon thing, as Dragoon was more punishing then Monk for failure as your combo could just break if you failed a positional, so your dots likely just fell off, and it was just a big mess you had to fix this is while Drg had shit as Mdef that they died to raid wide aoes. Missing Impulse drive was a very relevant problem for DRG back in ARR era, more then Monk because Monk only lost damage but their combo/forms continued fine which was more of a damage save then Dragoon just flat out needing to reuse Impulse Drive or Heavy thrust because they missed the positional. This isn't even going into how punishing old Blood of the Dragon was which was actually more strict then old Greased Lightning if you wanted to use Gierskogul properly because without BotD HW Dragoon sucked.

"When Trick Attack had to have a broken line of sight between the NIN and mob? When Sneak Attack had to be used behind the mob and you could stack the two for greater damage? Remember when NIN could coat their weapons"

All of this is either wrong or you forgot how useless this mechanic was.

Trick and Sneak attack were mutually exclusive, you could never use both as you needed Hide or Suiton to use them and they shared CDs (aka it was literally impossible to do both back to back). This had nothing to do with line of sight, you had to be in stealth or have the Suiton effect. Sneak Attack was useless after you got Trick Attack, it was also a front positional not a rear one.

Coating your weapons was fucking worthless. All it really did beyond give you a tiny damage buff was make Jugulate either a silence or a stun (which rarely mattered and 90% of the time you used this for damage only) or it made Mug heal you for a little bit or increase drop rates for trash mob drops. Ninja's rotation was the same regardless of what poison they coated their weapons with.

The rest of your post, because I can't be fucked to quote literally everything I either disagree with because elemental materia was worthless since forever or its just an opinion. I'm more tackling the things that from my experience also being in this game since 2.0 is just wrong (Especially your Ninja comments are just flat out incorrect). If you legitimately think Warrior was ever anything less then the best tank in general (besides that weird era with Str Sword Oath Pld out damaged them) after 2.1 especially after 3.0, you were bad. Because 2 minute Vengeance and 3 minute Holmgang were game changers within the tank scene once people realized what you could do with these compared to 3 minute Sentinel or 7 minute Hallowed Ground.

D+ post due to effort and you made me remember Sneak Attack even existed.
 
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@Zeke Von Genbu
I'll still autsitically say that PLD was *always* better than Warrior as a pure 'fuck your mechanics' tank, but that's, in large part, due to those "good ol days" when you could actually argue one had a clear victory over the other, plus a healthy dose of tribalistic retardation. Like, sure, Warrior could heal itself more than PLD, but PLD didn't fucking *need* to heal, it had such fucking insane mit.

Still, medals for both you and Bookmark for actually reading that half-page of piss without slitting your own throats. Stronger men than me.
 
@Zeke Von Genbu
I'll still autsitically say that PLD was *always* better than Warrior as a pure 'fuck your mechanics' tank, but that's, in large part, due to those "good ol days" when you could actually argue one had a clear victory over the other, plus a healthy dose of tribalistic retardation. Like, sure, Warrior could heal itself more than PLD, but PLD didn't fucking *need* to heal, it had such fucking insane mit.

Still, medals for both you and Bookmark for actually reading that half-page of piss without slitting your own throats. Stronger men than me.
Here is what most people ignore when they try to say HW Pld was so tanky.

Vengeance could be used every single tank buster if you force a tank swap with your co tank, which was both easy and quite common even by the fight's intended design. That 30% + IB 20% if you really want to use it, beats Paladin's block rng, having Rampart (Which War had Thrill to match that) and Sentinel being 10% stronger (which isn't that big of a deal especially if you block or use rampart due to multiplicative scaling and if you had Warrior anyway you had 10% for Storms Path always up, and likely you had other debuffs).

Hallowed Ground only really worked on one tank buster per fight, you could get effective 2-3 Holmgangs for the maybe 1-2 Hallowed Grounds Paladin had, and most the time Holmgang and Hallowed Ground did the same thing. This is while Warrior did more damage, had Equilibrium, Inner Beast, and 2 minute Vengeance.

Paladin was actually worse to tank most fights because its CDs sucked and block didn't work on magic in HW, the rare exception was some EXs like Thordan or a7s where traited Awareness actually mattered and it was a physical based boss so Rage of Halone was actually not a shitty debuff.

In dungeons HW Drk spamming dark arts Abyssal drain on 7+ mobs for 20 seconds was better then whatever Paladin was doing.

Paladin sucked ass in HW for basically the entirety of the expansion and is one of the biggest job design failures FFXIV 2.0+ had, which is why Paladin got giga buffed in Stormblood and became the best tank replacing HW Warrior. SB tank discussion boiled down to "Who is Paladin's sidekick?" while HW tank discussion was "Who is Warrior's sidekick?". It took until ShB for this to stop happening due to at least 2 out of 4 tanks to be roughly equally solid.
 
It does look a bit more rough compared to the first trailer, but the combat director of DMC5 is working on this, so I have hopes.
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People keep saying this but he was one of 17 people and not even the lead, his name isnt worth that much weight
Left Alive had a lot more senior talent on it with some senior fromsoft staff coming over as a group and it didn't exactly turn out amazing
 
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I fully admit you're probably right, which is why I prefaced it by saying it was retardation. I just can't help but be a tribalist asshole, ignore the facts, and sit behind my little shield and scream 'I BEST!'

I was still powering through MSQ in early HW, and being a fresh bitch-made tank in SB raiding content. Call it PTSD from getting called out for playing PLD in an era where Warrior was great.
 
I want a turn based FF game again, and it pisses me off they're never going to make one.

I'm sick of crappy action rpgs that you can win by spam pressing one button.

FF15 was an abortion of a game and I have zero faith in 16.
The last real turn based one was what X? I'd just be happy if they got rid of the ATB having a timer on your moves doesn't add anything and is just extra stress
 
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I would say 13 was the last real turned based one. As much shit as that game gets, the battle system was actually fun.
It was okay, I barely remember it but I know it was serviceable. I know it's not a mainline entry but FFX-2 had great combat. If we ever get FFX-3 maybe we'll get another turn-based FF. I doubt any other FF has a shot aside from an FFT sequel.
 
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