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I agree with some of the things JDHski mentioned. Autosaves removed any feeling of danger. The speed modes made grinding much easier so it's more probable that you will be overpowered throughout most of the game. But I also believe that the stat growth is a bit too large in this version. It feels like you have way more HP when fighting the story bosses than in vanilla. You also have better weapons and better overall stats. I just finished a playthrough of the PS4 version for the first time and my strategy consisted of simply using the Attack command throughout 90% of the story. Sure, I had an overpowered Deathbringer right after the Tomb of Raithwall, but it still feels way easier than vanilla.
I don't see how a newbie would have trouble with the story battles, but I can see how they would have trouble with some of the optional battles if they weren't using a guide. Aside from making the enemies vulnerable to Wither, the difficulty shouldn't have changed much. Instead of making the breaks permanent, they should have made them timed. That would keep the technicks useful, while also adding some strategic value.
This is true, but it's also true that you can't go and just unlock three quickening licenses early to quadruple your MP pool like you could in the old version. TZA also makes you strategize much more about equipment choices rather than just giving any random three party members your best heavy armor, your strongest weapons, and Curaja gambits. The end result is more powerful characters in TZA, but only if you spend the time finding optimal equipment and all the spells / abilities for them.
NG- also removes that advantage and requires you to add several dimensions to your strategy, Although it's not really all that challenging for someone that's very familiar with the game.
quickenings are useless really and espers are dismissed if the summoner dies, which makes them not very helpful in a hard fight.
While the separation of Mist Charges from MP makes your initial chain stronger and easier to perform, it also doesn't allow you to perform a second one after a couple uses of Charge. I think these things even out in terms of difficulty.
A relatively easy game can have hard side content. I was talking about overall difficulty of the base game. Couple challenging end game superbosses doesn't mean the game is hard. But yeah Optional part of the Great Crystal is a challenging mess if you don't use a map.
It's nothing like Nocturne where the regular game is unforgiving and you actually need to have some strategy for base game bosses.
yeah, but it shouldn't stack that high lol. even fighting omega 34 levels below it still allowed the odd wither to stick. 2 or 3 casts and its attacks were only averaging 1000 damage.
The only option to offer challenge in this scenario is with unavoidable statuses / deaths, that don't really provide a challenge but just an annoyance. Anything besides this would be puzzle fights, like the Reflect boss in FFX, which after you figure out stops being a challenge. By design classic jrpg fights CANNOT be challenging. All you saying "boo hoo back in my day" know nothing.
well i beg to differ. the last boss in the last remnant still holds his own even after all the optional content has been completed. pretty much the only jrpg i've played where I can say that even 9 years on.