Fyonn
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Notes On My Experiences Revisiting Final Fantasy Tactics
OR...
Why Burst Damage And Playing By The Rules Is Bad
OR...
Fuck Holy Sword Skills, Like What The Actual Fuck, Game
For context, I am playing Final Fantasy Tactics with a varied squad of about ten units that fill different combat niches. Other than a brief bit where I did some grinding to get Agrias Equip Sword and get my Ninja out of the "stuck as a Thief" part of her career, I have only fought random battles when they happen to occur. This might seem like a no-grinding challenge run to some. To me, it seems like "the way you play RPGs, especially RPGs where a single battle can be a ten-twenty minute investment of time." Consequently, I have spent many battles with characters in less than optimal Jobs, but by around Lionel Castle Oratory I had a pinch-hitter squad capable of each pumping out an average of a hundred-fifty damage per turn. Eva the Black Mage definitely accounts for the majority of the damage for a while, then later Ramza started hitting for like 200 damage per swing, with a honorable mention going to Agrias's "low" but reliable 80 damage ranged instants.
Guys. I hate to break this to you. But Final Fantasy Tactics is a bad game. I know what you're thinking: I loved Final Fantasy Tactics! Final Fantasy Tactics can't be bad!
And maybe that's unfair. In truth, Final Fantasy Tactics is an incredible set of mechanics with some of the worst campaign design in video games. See, unlike most tactical RPGs (I'm counting Fire Emblem, for the record), Final Fantasy Tactics was clearly designed expecting you to grind. Several encounters, from the very beginning of the game onward, are built for you to bring an unlikely amount of force or build a boutique party composition to disarm them.
I don't even really have to tell you which battles I'm talking about. You already know. But for posterity's sake, here they are: Dorter Slums, Ziekden Fortress, The Castled City of Zaland, Golgollada Gallows, Lionel Castle Gate, Lionel Castle Oratory, Riovanes Castle Gate, Riovanes Castle Keep, Riovanes Castle Roof. There might be more of these, I don't know, I haven't reached them yet. I spent hours formulating plans with the aid of an expert (waves at Mogri) just to get through Riovanes Castle Keep, and then Riovanes Castle Roof was a fight so bad that I had to go to sleep after completing it. I think all of these fights have the exact same problem: the action economy is heavily in the enemy's favor. I suspect the only reason a lot of us put up with them is because we played FFT a ton when we were teenagers with loads of free time.
And yes, I'm going to describe all of them.
Dorter Slums – you're outnumbered and your two Guest units will immediately waste a ton of time climbing a tower of trash to deal with one enemy.
Ziekden Fortress – you're outnumbered and your deployment zones are deliberately bad, isolating your party from one another.
The Castled City of Zaland – you have to protect a Guest who has no idea what they're doing. Thanks to high city walls and a troupe of archers and mages, you are effectively outnumbered until you can squeeze your units into the front gate.
Golgollada Gallows – hey look it's our old friend being outnumbered AND our old friend “your deployments are garbage for no reason.” This one has the extra sass to throw in two Time Mages because fighting eight enemies with five units, two of which will start in a kill zone where they die almost immediately, wasn't an uneven enough fight.
Lionel Castle Gate – a cinematic two-part battle, one part of which being a 1v1 duel between Ramza and a boss! Problem: if Ramza is not built in a physical Job with high HP, the boss can just one-shot Ramza and that's it, you lose.
Lionel Castle Oratory – a boss fight, the first real one, even! This enemy deals massive damage and can inflict Sleep on swathes of your party. If you didn't come prepared for that, guess it's up to luck whether you can try to win or not. Still, this is the least bad of the boss fights, probably because it's the first one and the game doesn't expect you to be a walking nuke yet.
Monastery Vaults First Level – there's a boss in this level with really powerful, instant, ranged AoE attacks with high enough speed and positioned as such that he can easily kill multiple characters before you get to issue your first order. Winning is a matter of hitting him a couple times before he (and his squad) hit each of your units one or two times.
Riovanes Castle Gate – what if perfectly-placed archers spent all day taking pot-shots at the Guest you have to protect? Even once you get the Guest out of there, you still have to deal with those archers, which can hit practically the entire battlefield and have the focused DPS to take out any unit they please.
Riovanes Castle Keep – stop me if you've heard this one before. The boss has a really high speed score, and really powerful instant ranged attacks that can easily two-shot a melee character. Oh, but this time, it's 1v1. You need to find a way to outlive / outheal the 140 damage you will take per turn. If Ramza isn't built melee combat, he might die immediately before you get to issue any commands. If he is built for melee, you had best hope you can heal 140 damage every turn and somehow also be able to fight back. The easiest way to do this is via AI exploits – if you're in range of the boss when they do their thing, they'll retreat. You can walk into their range every time they advance to effectively buy yourself two turns. You still need a source of instant healing (i.e. Chakra) and enough buffer HP that you can spend one of your two turns per round of this ridiculous dance attacking at range somehow. The real thing you should do is use Tailwind / Yell to stack your Speed into the stratosphere alongside Focus / Accumulate to stack your Physical Attack into the stratosphere because if you don't...
Riovanes Castle Keep ROUND 2 – will absolutely annihilate you. Three demon buddies and one demon boss. The boss has an AoE spell (thank god for once it's not an instant, small miracles) that will deal more damage in a massive spread than anyone other than fully kitted out Knights can survive. The three demons have single-target spells that also will kill a unit per attack. If you just barely made it through round 1, you're probably already screwed. I don't know how much HP the boss has, but I do know that after breaking round 1 out of sheer rage, I still had to have 99 PA, 50 Speed Ramza hit the boss for 999 damage TWICE. Hopefully it's just 1,000 HP, a nice even number. Anyway, deal like 1,000 HP of damage before any spells go off or you lose, sorry.
Riovanes Castle Roof – this one's like a greatest hits of bad design. First off, you're protecting a Guest who is positioned as such that she will lose half her HP before you can do anything every single time. Second, there are two characters in this battle who have both a 100% chance ranged instant Stop and a 100% chance melee instant Death. The boss you have to kill, of course, has high damage output and high speed. To make things worse, your deployment is garbage – your party intentionally start facing the wrong direction and has to double time it to even get into the fight. If they do – remember that 100% instant ranged Stop that the enemy can do twice every “round” of combat? And god forbid if you actually try to fight those characters – because of the 100% chance instant melee Death. They also both have dual wield so honestly they don't even need the instant death move. Can't remember if the boss has dual wield, but he definitely has First Strike so even trying to attack him means sometimes your unit just fucking dies instead. Much like every humanoid boss in the game so far, it's a matter of hitting the boss twice before the boss hits you. Which is just... the most ridiculous thing I've ever seen in a strategy game. The difference between victory and defeat was literally which characters the assassins decided to Stop on round 1.
I think the problem is that Final Fantasy Tactics is a really powerful engine for making characters with ridiculously high burst damage. So every fight has been balanced with the idea that you can just tear through enemies like butter. But if you don't already know which Jobs are broken in such a way to pump out hundreds of damage per turn, you're going to spend time with Jobs that deal like 40 damage a turn. The balance is so wildly swingy and so easy to tip that the developers had no choice but to balance fights assuming every member of the player's party is built to deal 350 damage in one melee attack.
It's essentially the D&D encounter problem – when everyone is playing by roughly the same rules and players get access to a bunch of tools that can let them apply absurd amounts of damage to a single target, the action economy becomes everything. Getting more actions than your opponent means you win. And when you apply that to boss fights, the bosses have to get a free opening move on you, have to hit like a truck to put you on the defensive immediately, and have to abuse the action economy in some way. It's the only way to make a fight like that “fair” - both sides need to be equal in the amount of unfair power they can bring to the table.
I've got an alternate solution to this dilemma though: stop making bosses play by the rules for no dang reason! Give bosses multiple actions per round or wide AoEs that deal less damage than the players do, introduce status moves that players don't have access to so you can do things like a very short-term version of Stop, and give bosses just an absolute ton of HP. This way, instead of every fight being a race to attack twice, boss fights become endurance matches that give your entire party a chance to shine – it might take two or three hits from a boss to kill a character, but it'll take four or five rounds of focusing damage to take the boss down.
Now. You might be thinking, “hold on isn't that how, like, every boss fight in a JRPG works ever?”
And you would be correct.
And if you've ever wondered why, well, this post is why. Boss fights against equal opponents are really awful when both sides have huge burst damage!
also stop giving the enemy like four extra guys, it's already sad enough that you only get to use five units at most
also no one is allowed to say Vagrant Story is hard anymore, Riovanes Castle is the greatest single stretch of absolute bullshit I've ever witnessed in a video game
same goes for Dark Souls
look Final Fantasy Tactics is such a raging jerk for those three fights that the entire concept of difficulty has to be graded on a curve now
OR...
Why Burst Damage And Playing By The Rules Is Bad
OR...
Fuck Holy Sword Skills, Like What The Actual Fuck, Game
For context, I am playing Final Fantasy Tactics with a varied squad of about ten units that fill different combat niches. Other than a brief bit where I did some grinding to get Agrias Equip Sword and get my Ninja out of the "stuck as a Thief" part of her career, I have only fought random battles when they happen to occur. This might seem like a no-grinding challenge run to some. To me, it seems like "the way you play RPGs, especially RPGs where a single battle can be a ten-twenty minute investment of time." Consequently, I have spent many battles with characters in less than optimal Jobs, but by around Lionel Castle Oratory I had a pinch-hitter squad capable of each pumping out an average of a hundred-fifty damage per turn. Eva the Black Mage definitely accounts for the majority of the damage for a while, then later Ramza started hitting for like 200 damage per swing, with a honorable mention going to Agrias's "low" but reliable 80 damage ranged instants.
Guys. I hate to break this to you. But Final Fantasy Tactics is a bad game. I know what you're thinking: I loved Final Fantasy Tactics! Final Fantasy Tactics can't be bad!
And maybe that's unfair. In truth, Final Fantasy Tactics is an incredible set of mechanics with some of the worst campaign design in video games. See, unlike most tactical RPGs (I'm counting Fire Emblem, for the record), Final Fantasy Tactics was clearly designed expecting you to grind. Several encounters, from the very beginning of the game onward, are built for you to bring an unlikely amount of force or build a boutique party composition to disarm them.
I don't even really have to tell you which battles I'm talking about. You already know. But for posterity's sake, here they are: Dorter Slums, Ziekden Fortress, The Castled City of Zaland, Golgollada Gallows, Lionel Castle Gate, Lionel Castle Oratory, Riovanes Castle Gate, Riovanes Castle Keep, Riovanes Castle Roof. There might be more of these, I don't know, I haven't reached them yet. I spent hours formulating plans with the aid of an expert (waves at Mogri) just to get through Riovanes Castle Keep, and then Riovanes Castle Roof was a fight so bad that I had to go to sleep after completing it. I think all of these fights have the exact same problem: the action economy is heavily in the enemy's favor. I suspect the only reason a lot of us put up with them is because we played FFT a ton when we were teenagers with loads of free time.
And yes, I'm going to describe all of them.
Dorter Slums – you're outnumbered and your two Guest units will immediately waste a ton of time climbing a tower of trash to deal with one enemy.
Ziekden Fortress – you're outnumbered and your deployment zones are deliberately bad, isolating your party from one another.
The Castled City of Zaland – you have to protect a Guest who has no idea what they're doing. Thanks to high city walls and a troupe of archers and mages, you are effectively outnumbered until you can squeeze your units into the front gate.
Golgollada Gallows – hey look it's our old friend being outnumbered AND our old friend “your deployments are garbage for no reason.” This one has the extra sass to throw in two Time Mages because fighting eight enemies with five units, two of which will start in a kill zone where they die almost immediately, wasn't an uneven enough fight.
Lionel Castle Gate – a cinematic two-part battle, one part of which being a 1v1 duel between Ramza and a boss! Problem: if Ramza is not built in a physical Job with high HP, the boss can just one-shot Ramza and that's it, you lose.
Lionel Castle Oratory – a boss fight, the first real one, even! This enemy deals massive damage and can inflict Sleep on swathes of your party. If you didn't come prepared for that, guess it's up to luck whether you can try to win or not. Still, this is the least bad of the boss fights, probably because it's the first one and the game doesn't expect you to be a walking nuke yet.
Monastery Vaults First Level – there's a boss in this level with really powerful, instant, ranged AoE attacks with high enough speed and positioned as such that he can easily kill multiple characters before you get to issue your first order. Winning is a matter of hitting him a couple times before he (and his squad) hit each of your units one or two times.
Riovanes Castle Gate – what if perfectly-placed archers spent all day taking pot-shots at the Guest you have to protect? Even once you get the Guest out of there, you still have to deal with those archers, which can hit practically the entire battlefield and have the focused DPS to take out any unit they please.
Riovanes Castle Keep – stop me if you've heard this one before. The boss has a really high speed score, and really powerful instant ranged attacks that can easily two-shot a melee character. Oh, but this time, it's 1v1. You need to find a way to outlive / outheal the 140 damage you will take per turn. If Ramza isn't built melee combat, he might die immediately before you get to issue any commands. If he is built for melee, you had best hope you can heal 140 damage every turn and somehow also be able to fight back. The easiest way to do this is via AI exploits – if you're in range of the boss when they do their thing, they'll retreat. You can walk into their range every time they advance to effectively buy yourself two turns. You still need a source of instant healing (i.e. Chakra) and enough buffer HP that you can spend one of your two turns per round of this ridiculous dance attacking at range somehow. The real thing you should do is use Tailwind / Yell to stack your Speed into the stratosphere alongside Focus / Accumulate to stack your Physical Attack into the stratosphere because if you don't...
Riovanes Castle Keep ROUND 2 – will absolutely annihilate you. Three demon buddies and one demon boss. The boss has an AoE spell (thank god for once it's not an instant, small miracles) that will deal more damage in a massive spread than anyone other than fully kitted out Knights can survive. The three demons have single-target spells that also will kill a unit per attack. If you just barely made it through round 1, you're probably already screwed. I don't know how much HP the boss has, but I do know that after breaking round 1 out of sheer rage, I still had to have 99 PA, 50 Speed Ramza hit the boss for 999 damage TWICE. Hopefully it's just 1,000 HP, a nice even number. Anyway, deal like 1,000 HP of damage before any spells go off or you lose, sorry.
Riovanes Castle Roof – this one's like a greatest hits of bad design. First off, you're protecting a Guest who is positioned as such that she will lose half her HP before you can do anything every single time. Second, there are two characters in this battle who have both a 100% chance ranged instant Stop and a 100% chance melee instant Death. The boss you have to kill, of course, has high damage output and high speed. To make things worse, your deployment is garbage – your party intentionally start facing the wrong direction and has to double time it to even get into the fight. If they do – remember that 100% instant ranged Stop that the enemy can do twice every “round” of combat? And god forbid if you actually try to fight those characters – because of the 100% chance instant melee Death. They also both have dual wield so honestly they don't even need the instant death move. Can't remember if the boss has dual wield, but he definitely has First Strike so even trying to attack him means sometimes your unit just fucking dies instead. Much like every humanoid boss in the game so far, it's a matter of hitting the boss twice before the boss hits you. Which is just... the most ridiculous thing I've ever seen in a strategy game. The difference between victory and defeat was literally which characters the assassins decided to Stop on round 1.
I think the problem is that Final Fantasy Tactics is a really powerful engine for making characters with ridiculously high burst damage. So every fight has been balanced with the idea that you can just tear through enemies like butter. But if you don't already know which Jobs are broken in such a way to pump out hundreds of damage per turn, you're going to spend time with Jobs that deal like 40 damage a turn. The balance is so wildly swingy and so easy to tip that the developers had no choice but to balance fights assuming every member of the player's party is built to deal 350 damage in one melee attack.
It's essentially the D&D encounter problem – when everyone is playing by roughly the same rules and players get access to a bunch of tools that can let them apply absurd amounts of damage to a single target, the action economy becomes everything. Getting more actions than your opponent means you win. And when you apply that to boss fights, the bosses have to get a free opening move on you, have to hit like a truck to put you on the defensive immediately, and have to abuse the action economy in some way. It's the only way to make a fight like that “fair” - both sides need to be equal in the amount of unfair power they can bring to the table.
I've got an alternate solution to this dilemma though: stop making bosses play by the rules for no dang reason! Give bosses multiple actions per round or wide AoEs that deal less damage than the players do, introduce status moves that players don't have access to so you can do things like a very short-term version of Stop, and give bosses just an absolute ton of HP. This way, instead of every fight being a race to attack twice, boss fights become endurance matches that give your entire party a chance to shine – it might take two or three hits from a boss to kill a character, but it'll take four or five rounds of focusing damage to take the boss down.
Now. You might be thinking, “hold on isn't that how, like, every boss fight in a JRPG works ever?”
And you would be correct.
And if you've ever wondered why, well, this post is why. Boss fights against equal opponents are really awful when both sides have huge burst damage!
also stop giving the enemy like four extra guys, it's already sad enough that you only get to use five units at most
also no one is allowed to say Vagrant Story is hard anymore, Riovanes Castle is the greatest single stretch of absolute bullshit I've ever witnessed in a video game
same goes for Dark Souls
look Final Fantasy Tactics is such a raging jerk for those three fights that the entire concept of difficulty has to be graded on a curve now