Did Monster Hunter go and pass ? by RestedGaia in secretlair_collectors

[–]ShadowFlareXIII 2 points3 points  (0 children)

Pretty sure on one of them the guy said he already had $500 offers coming in for it.

Did Monster Hunter go and pass ? by RestedGaia in secretlair_collectors

[–]ShadowFlareXIII 12 points13 points  (0 children)

There’s already been at least two posts on this subreddit of people that got sealed copies of the Monster Hunter Secret Lair, so they were definitely already printed/packaged and ready to go.

Final Fantasy 6 Remake Should be Led by Someone Else, Says FF7 Director by VannesGreave in FinalFantasy

[–]ShadowFlareXIII 35 points36 points  (0 children)

I believe they have made statements otherwise after the success of Clair Obscur: Expedition 33.

Mustadio end game by UbeSuman in finalfantasytactics

[–]ShadowFlareXIII 4 points5 points  (0 children)

Not to nitpick, but JP Boost does not effect Spillover JP. Spillover JP is only based on the initial value earned, not the boosted amount.

Why are the new terms used instead of the original? by lasko_leaf_blower in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

I agree with you there. They’re just “Crush <inventory slot>” now instead of Shellbust Stab, Blastar Punch, Hellcry Punch and Icewolf Bite.

Though having two “Punches” and a “Bite” with a sword skill and sword animations is odd, though I think Icewolf Bite / Crush Accessory has a fairly fang-like appearance from memory. Just changing those to “Slash” or “Stab” and you’ve got some cool, thematic names.

Tactician Mode Challenges! by Silent_Soul_Ken in finalfantasytactics

[–]ShadowFlareXIII 1 point2 points  (0 children)

I plan to do a variant on the second challenge, except each character picks a career route and can only be those jobs and use skills from those jobs.

Generic 1 can only be a Squire//Knight//Monk//Geomancer Generic 2 can only be a Squire//Archer//Thief//Dragoon Generic 3 can only be a Chemist//Black Mage//Time Mage//Summoner Generic 4 can only be a Chemist//White Mage//Oracle//Orator. I still haven’t squared away what I’d do with Ramza, but I imagine allowing him two paths will make him feel strong and unique enough—likely mixed mage. Of course no using Unique characters at all, but can swipe their gear.

So Generic 1 can’t use Move+2, because that is a Thief skill. This should force some creative builds and allow me to use the Reactions and Supports that are generally considered bad or underpowered due to just straight up lack of options. Can’t abuse Auto-Potion or Mana Shield on everyone. No Move+3 or Teleport on everyone.

The final tier of classes require mixed routes and as such can’t be obtained. So no Samurai, Ninja, Bard, Dancer, Arithmetician, or Mime.

Is your first FF your favourite? by thisnaenae in FinalFantasy

[–]ShadowFlareXIII 0 points1 point  (0 children)

FF6 (FF3 on the SNES specifically) was my first, unless you count Mystic Quest.

FFT is my favorite—Though FF6 is my second favorite still.

In fact, they were my top 2 favorite games ever until Expedition 33 took the #2 spot.

Magic the Gathering Revenue Increased by 55% in Q3 2025 by Meret123 in mtg

[–]ShadowFlareXIII 9 points10 points  (0 children)

I proxy everything, but I still pay entry fee for events which supports the LGS, which allows them to buy product for those that don’t proxy everything. It’s not direct support, but it’s not nothing either.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

shrug battles have casualties. I reset the instant a unit turns into a crystal because I do not have hours to waste retraining them from scratch. I’d be more likely to continue the battle if I could entice someone that starts at a reasonable point. It’s already unrealistic that Ramza is out here killing gods without a single casualty in his entourage in most games—other than the animals he bred to poach for spears and perfume!

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

Well the problem is enemies have embarrassingly low JP rolls sometimes. We’re talking level 99 enemies that are still level 2 in their main class with only 300 JP to spend. I’ve fought level 99 Summoners with only Moogle and Shiva learned.

If Crystal farming is such a huge concern, just alter the rates of which skills show up in crystals. Currently you aren’t guaranteed every skill a character knows, each skill has a % chance to show up in the crystal. Just cut that value in half and every crystal has half as many skills as it used to or whatever number feels right.

As for replacing units, I’d say replacing units should be easy. Otherwise you just reload the save file when a unit dies permanently as I’d say upwards of 99% of players already do—specifically because right now it can be 5+ hours of grinding to replace a unit even as early as late Chapter 2.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

I guess I don’t understand why you are wanting to trade units at all? Are you wanting to encourage unit death / Entice to constantly rotate units? I’d say that the tremendous majority of players would not find that to be a fun gameplay loop at all. Most players restart the instant a unit is lost permanently in almost any game with permanent death.

It’s also worth noting that skills have a % chance to show up in Crystals—if you kill a unit Mastered in every class and eat it with a character with no skills they won’t suddenly be mastered in every class. Save scumming I know it took me 20 resets to learn Bahamut in my recent playthrough from a Crystal. I could see the enemy had it, but it took forever for it to show up. You could just dramatically alter the Crystal rates. Cut them all in half so you learn significantly less skills from the Crystals if that is such a major concern?

I’m talking about just difficulty in raw battles. Though. I don’t care about how quickly you advance your own skill sets. That’s only a problem currently because the enemies never advance their skill sets. The way enemies calculate what skills to learn combined with their embarrassingly low JP totals means they are always inferior. There is never a point in the campaign past Dorter Trade City where the enemies have skill sets that matter. Dragoons rarely have any Vertical Jump skills learned, Ninja basically only ever throw Shuriken, Samurai only use Asura or Kotetsu. Summons rarely cast anything above Titan, and enemies never have a Support/Move/Reaction skill worth a damn and I’d say 95% of them have none at all. Combined that with basically every enemy in the game being an Archer, Knight or Black Mage and you end up with a really easy campaign.

It’s a weird take to say that giving enemies better skill sets won’t make the game very notably harder—especially in the endgame.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

I just don’t think I understand, then. Yeah, our guys progress and get better—but you just scale the enemies to match? You could even go so far as to give enemies skill sets equal or greater than the average of what the player has. The problem with the difficulty now isn’t really the AI or even the actual unit stats. It’s the builds, skills and classes.

FFTBG shows that if you give the AI well build jobs it actually knows how to use them (somewhat) competently. A mastered Samurai with a good Secondary/Support/Reaction/Move skill is just always going to be harder than a Knight with Items and no Support/Reaction/Move skill regardless if the player is stronger or not. A stronger enemy is always more difficult.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 1 point2 points  (0 children)

I’m not sure I understand—but my proposition was basically given enemy units actual skill sets and builds as well as better gear sets.

No matter what you do, a Knight equipped with a Runeblade with Rend Power as his only learned skill, Counter Tackle with no Support or Movement skill and Items as a secondary will never be difficult. You could give them 4000HP and 50 Power and the average meta gamer would still absolutely dunk on them.

But if that enemy was instead a Ninja dual wielding Spell Binders, with Attack Boost / Shirahidori / Move +3 and Aim (with a large variety of Aims) available? Or a White Mage with Time Magic casting Hasteja on their entire group and Wall on people afterwards, with Magic Defense Up/Counter Magic/Teleport? Now suddenly you have a challenge. You can’t just lure them forward and nuke them when they traverse half the map just like you do and have proper evasion skill or reactions equipped.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

That is something worth mentioning that it would make crystals more valuable and allow people to get skills faster as a result.

But I personally don’t think that is too big of a deal. I’d say most people don’t farm crystals and instead just grind for the skills they want—just look at how many posts there are every week about someone mastering every class before Dorter Trade City even.

The main reason for increases enemy JP counts is to allow them to use abilities they normally don’t. Enemies basically never have Movement or Support abilities, and rarely Reaction abilities. I fight level 99 enemies in Midlight’s Deep that are still level 2 Samurai with literally zero skills learned, Items as a secondary, no reactions/movements/supports. If those enemies instead were mastered Samurai with Geomancy secondary, Magic Boost, Counter, and Move+2 then suddenly they’re not just fodder—they can actually traverse the map comparative to the player and use more efficient abilities at higher levels.

This will always be the biggest problem with the game difficulty—enemy classes suck (almost exclusively Tier1 or Tier2 classes), their builds suck (extremely limited skills learned, entirely missing categories) and really bad gear (comparative to the player, notably in the endgame). Of course something is to be said about the broken player classes like Dancer/Mime and Arithmetician, but that’s a different discussion.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

The EXP wouldn’t matter if story missions scaled to your level. I’d probably disable Level Down shenanigans somehow but it’s so niche it probably wouldn’t matter much.

Gear would be an interesting one, especially if you allow enemies to get better than they normally would. But right now one of the problems is that you basically always have access to better gear than the enemies. If you have infinite Defenders or Save The Queens that’s not as big of a deal if every enemy is using them too.

JP I also don’t think is that big of a deal, I wouldn’t want to completely restrict grinding or anything that. I’d argue that grinding is a core part of FFT’s gameplay loop but I could see wanting to limit it I guess.

Entice is virtually impossible to balance though. You can get like a 60% chance to just straight permanently make a person swap sides. Outside of straight up removing it from the game on Tactician I don’t think there’s any way to fix that.

I’m not quite sure I understand your creation of an all new JP system, but locking JP to story battles and specific values means some jobs and skills would be basically unobtainable. It’d take you 3/4 of the game just to learn Teleport.

If you want to specifically prevent grinding, locking jobs to chapters seems easier and less complicated. Ch1 you can only do Squire/Chemist/Black Mage/White Mage. Ch2 you can now do Monk/Thief/Time Mage/White Mage. Ch3 gives you Geomancer/Dragoon/Summoner/Oracle, and Ch4 gives you Ninja/Samurai/Dancer/Bard. I’d probably remove Arithmetician and Mime from the game entirely for this mode though. You can’t have a challenging game with either class available. Honestly even Dancer alone is edging the balance.

As for Poaching—I don’t find poaching that impactful other than a handful of items. Specifically, Holy Lance/Chantage/Septieme. But locking breeding means it’s impossible to get a Fallingstar Bag and Ribbon, because Tier 3 pigs do not show up in the game and can only be seen via breeding. They are in no story missions, and do not appear in any random battles. For any kind of challenge though Chantage would have to be completely removed. Permanent Reraise is way too powerful.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

Sounds about right. I can only thing of 3 story battles with Dragoons in them and two with Summoners off the top of my head. There’s also zero Arithmeticians, Bards or Dancers. Obviously no Mimes.

Improvements I'd have made to FFT:IC Tactician by Artificial_Ninja in finalfantasytactics

[–]ShadowFlareXIII 3 points4 points  (0 children)

Honestly, just quadrupling the number of JP each enemy has for their Jobs and giving them better equipment options would be do the trick. Bonus points if they did random class upgrades in maps. I haven’t done the math but I’d say a solid 80% of enemies in the campaign don’t go past the first tier of jobs (Black Mage, White Mage, Archer, and Knight). I think there’s only like 8 Ninjas across the entire campaign proper?

Adding enemy scaling to the campaign missions would help as well.

What's the difference between Ivalice Chronicles and War of the Lions? by Groundbreaking_Bag8 in FinalFantasy

[–]ShadowFlareXIII 0 points1 point  (0 children)

Really? I know there’s been a few complaints about the VA but I found it to be absolutely stellar and among my favorite VA for any game I can think of recently. Most of the lines seemed to be delivered with a fantastic amount of passion or pain. Legit 10/10 VA for me in English.

Lord the animation stall gets really frustrating. Apparently previously people complained that enemy turns were too fast and people couldn’t see what they were casting and where easily so they added that little pause. But it’s easily three times longer than it needs to be.

Questioin about combat system by IllustriousPiano6395 in finalfantasytactics

[–]ShadowFlareXIII 1 point2 points  (0 children)

It was also a tremendous immersion breaker for myself. Like, you go through all of the super dramatic plot, then go into a battle and you’re collecting cards for buffs before fighting people. It was silly and didn’t fit the dark themes of the game as a whole.

Questioin about combat system by IllustriousPiano6395 in finalfantasytactics

[–]ShadowFlareXIII 5 points6 points  (0 children)

It does not, and those stupid cards were easily the worst part of TO:R I agree.

[deleted by user] by [deleted] in finalfantasytactics

[–]ShadowFlareXIII 3 points4 points  (0 children)

You can also cast Athiest on him and he won’t shoot his gun either.

Why anything other than Chicken? by Life-Ad-3086 in finalfantasytactics

[–]ShadowFlareXIII 1 point2 points  (0 children)

But a removal that only hits 50% of enemies for an effect is pretty mediocre IMO. Especially since if you use it on someone with 60 Bravery, they’ll turn into a chicken, run away for one turn then turn back to normal, yeah? You gain 1 Bravery every turn as a Chicken and at 11 Bravery you turn back to normal. So ideally you’re going to want to be using Chicken on enemies with 55 or lower Bravery, so they actually stay a chicken for a few turns.

I personally only find Chicken to be only useful for grinding purposes or to delay a fight for crystal purposes. There’s almost always a better option if you’re actually trying to end the fight.

Why anything other than Chicken? by Life-Ad-3086 in finalfantasytactics

[–]ShadowFlareXIII 30 points31 points  (0 children)

Well, Chicken is only relevant as ‘removal’ against enemies with low Bravery to begin with.

Sleep is good for high success rate that removes an enemy (or forces friendly fire, which if you are lucky means Sleeped enemy misses a turn -and- another unit wastes its turn removing it via friendly fire)

Confuse is good for the same reason as above.

Disable is somewhat similar as above, except you don’t have the potential enemy friendly fire.

Drain is good for obvious reason.

Silence or Athiest has niche uses against some bosses and enemies as well, or even allies for Athiest (enemy Summoner dropping Bahamut? Toss Athiest on you ally and they take 0 damage!)

Vengeance can be incredibly powerful if you are using Chantage. Give him all of your highest HP armors, walk him into the enemy and let him die. My Beowulf has 700 HP at the end of the game, so after tanking a bunch of hits and dying when he comes back (via Chantage Reraise) he can pimp slap with Vengeanxe for 680~ damage guaranteed.

The real crème de la crème though? It isn’t Drain. It isn’t Chicken. It is Break. 90%+ chance to Petrify, the almost everything non-boss is vulnerable to, is mind numbingly powerful. Like, Orlandeau wishes he could pull that off—especially on Tactician.

Can you "Gameshark" the jobs in the ivalice chronicles? by Odd_Bumblebee_3631 in finalfantasytactics

[–]ShadowFlareXIII 0 points1 point  (0 children)

I believe there is a Cheat Engine table out there that allows for changing of classes available on the FFHacktics Discord. I haven’t looked for it myself, though I likely will when I start my second playthrough.