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That extends to the games' item/ability systems as well. You want cool stuff like Death, Warp, etc. - but if those worked on everything, you'd make the game trivial. In fact, these abilities can only be as cool and powerful as they are BECAUSE they don't work on everything - if they did, they wouldn't feel special, they'd just feel like lame I-win buttons.
In addition, systems are generally kept at a lower level of complexity so as not to confuse new players. Many already feel overwhelmed by the game's various mechanics, adding further differentiation to intricate details of damage calculation etc. would only exacerbate that. That means things like shields work intuitively for the most part - you just block stuff, and how much you block depends on the evasion stat. Looks nice and simple, and works fine for 95% of the game. The problem is that the supposedly difficult 5% of the game need to stay difficult - if you allowed blocking against, say, superbosses, they'd very quickly be trivialized by stacking evasion as you'd become virtually become immune to physical attacks. But if the system was made more complicated to account for that (by whatever means, diminishing returns or damage-reduction-based evasion or whatever) then it'd confuse the people who don't actually care about superbosses and just want to understand quickly and easily how combat and stats work.
The only real solution is differentiating the game based on personal choice, i.e. the equivalent of difficulty modes. FF has long since resisted that (with only a few careful forays like "easy mode" in XIII-2 etc.) but now that it's establishing itself on the PC platform hopes are high that the community can work towards fixing that problem. Difficulty is a very intricate puzzle to solve, and the best way, really, is simply to have things tailor-made for niche audiences - something which, for obvious reasons, is not commercially viable on a large scale, but has been working well on an enthusiast level.
There's precedents. FFVII is my favorite example, because there is a truly excellent difficulty mod available for it: gjoerluv's Hardcore Mod. It's an uncompromising experience aimed at hardcore difficulty gamers, and is very comfortable with kicking the butt of anyone who doesn't know the ins and outs of the game. It's not intended for a casual audience, and as a result, it doesn't have to cater to anyone but those who know what they signed up for.
That, in my mind, is the only real solution to the conundrum. Everything else will be a patchwork fix that is more likely to frustrate than to actually solve things. I hope that in the years to come, modders will come up with amazing mods for this game as well - delivering to us the difficulty we deserve, and the challenge we desire.
I mean yeah, I understand the value of simplicity and accessibility- though I would argue having enemies that just plain ignore evasion suddenly at the end of the game is just as offputting as your evasion stat not always being calculated out of 100.
A decent quality rebalance mod would do wonders for this game- its something i quite hope to see.
You and me both. I'm holding out hope for a hardcore difficulty mod with sweeping balance changes, but it might take a while. That FFVII mod I mentioned didn't come out until years later. Many, many years.
Not every tool at your disposal needs to have a use at every point in the game, or for every scenario - keep in mind there's things like Weak Mode, too, and that's part of why e.g. Gil Toss is found so late in the game, as it'd make many early encounters trivial in NG-.
Plus there's also the fact that there's things you use on superbosses you probably wouldn't use in other parts of the game, like e.g. <6.25% HP combo or Reverse tanking.
While I understand your sentiment, it's hard to make things powerful but not gamebreaking, and useful both early and late at the game, versus normal enemies and versus bosses. If you try to balance it out too much you run the serious risk of gutting flavor a lot.
For example, since you seem to be concerned by the unusefullness of shields in late game,For the "EASY DIFFICULTY" just change the anti evade thing into a 50% chance to ignore evasion. It might not be the most well balanced thing to make, but you get the idea, right?
And you can do stuff like that for many many things until you think, well the game has been changed and balanced easily enough for the EASY DIFFICULTY.
The most difficult one would be the "hardcore/nightmare" difficulty to balance imo.
Agreed and thanks to the work of the talented folks in the modding thread (among others, I'm sure), we already have the ability to make some of the edits necessary to help smooth things out a bit - which I'm sure will only get easier as time goes on. I'm in the process of reworking the class boards, license/equipment allocations, and equipment stats to suit my own view of a more balanced and variety-friendly game and I expect someone's more community-oriented edit-package isn't too much to expect in the next few months.
It's difficult to make a sweeping set of changes that everyone would be happy with but simple things like scaling back weapon power, balancing the effectiveness and distribution of high-end magic, giving underperforming weapon classes a clearer purpose, giving shields other benefits beyond evasion ratings, and so on are already well within the realm of possibility.
If this is the rebalanced version then I don't wanna see the orignal.
But to be fair, that goes way back in games like Chrono Cross as well.
People make it out like this is a do-or-die bleeding edge scenario where two animation frames separate victory and defeat - but the reality is, you can put the worst characters in the worst jobs, and all that will happen is you'll take 50 minutes to kill one specific superboss instead of 45. Big whoop.
Thats like every video game ever because if not bosses would be weak as hell.
Yeah it was not such a big deal that I stopped using him.
https://www.youtube.com/watch?v=kmMhzaF7puM
With FF12 the most ♥♥♥♥♥♥♥♥ thing imop is that while you have a big variety of equipment, it is mostly a linear progression and outside a very few monsters you are best with just going for the strongest non-elemental weapon - no need to swap aroudn for every 3rd monster.
With how the game is it would be far better in my opinion if there was a way to customize the weapons - or get them like in borderlands. Like why the hell is an ice-arrow doing more damage than 2 arrows? Excalibur was a good weapon, but ups, Yiazmat absorbs that element.
Balancing can be hard, if you just try to randomly adjust parameters. but it isn't that hard.
The game has a lot of balancing issues, but most of them are sadly very common in most games.
Just recently i finished FF X again... where bosses in general are immune to most status alignments, specially the optional fights - and the already weak endboss where you have extra buffs can be turned into a zombie -.-