
I mean, it’s just that the TA was too rigid.
JUDGEMENT Damage 50V Status Down Weapon Attack V8 Mont Blanc Moogle Knight Lv.10
I think it was good that the fixed value of 2 per battle was improved because adjusting wax while walking around was that.
Damage-type wax can become a very troublesome emotion.
>>2
Assassin’s demon is so strong! Let’s petrify or instantly kill anyone who defies us!
>>4
No petrification allowed.
The judge should immediately apply the law to those beasts.
I think it’s a good system to get a reward if you protect the wax of 2.
1 had no real benefits at all.
Well, it’s great that you improved properly.
It’s the Reiwa era where various nostalgic games are being remastered, but I wonder if FFTA will be done too…
Imitating is prohibited, how annoying…
〇〇 protection is so annoying…
I cleared the TA, but I ended up avoiding the hassle of things like damage being below a certain amount or some kind of protection by shifting the dates, right?
I couldn’t come up with a very good strategy.
Beep! Marsh, no attacking!
Red card! Go, prison go!
GAME OVER?
It’s somewhat possible to misuse it, you know, the wax of 1.
You can add from this side, so you can cleverly combine them to checkmate your opponent.
>>12
I feel like I occasionally used anti-wax for removal, but I never really added wax at all.
I always hope for a version 3 that eliminates species and gender disparities.
The scenario, music, and atmosphere are great, but the balance is… that’s how it is…
Since I received a yellow, it’s like the clan leader regularly goes to jail to clear their sins, and when they come back out, the clan members who accepted the quest come to report to them, making it feel like I’m dealing with a Yakuza boss or something.
Even with new members joining, I ultimately remember leveling up my beloved original team and pushing forward.
If the possession limit for quest items and low cards was about three times higher, I feel it would alleviate the cramped feeling.
So I will engage in lawless battles with Yakt.
Mont Blanc…? Is… is dead…
Rau was significantly nerfed by the time of the FFTA1 International version.
It might be saying that I should change jobs quickly, but the soldier isn’t really standing out, is he?
It’s got a big body and occupies one space, and it’s chirping loudly.
The enemy hardly breaks any rules, so it’s always us who gets blamed.
I remember that the techniques learned by Viera, such as instant death or petrification from stealth, were incredibly powerful.
>>21
When a character with high speed combines mental unification with petrification and instant death, it’s bound to be terrible, right?
It seems like the reverse potion was only useful in specific situations where it was strong… I have a vague memory of being helped by it.
I was using it for some reason, but I guess Moogle Knight was strong.
>>24
I think it was pretty good to use a gunner as a sub and continuously unleash Ultima from a distance.
I was playing and wondering when the round great sword that Marsh had would appear.
It’s great that I can bind from this side with wax, but the bosses ignore the wax, which is annoying.
>>28
Don’t the enemies have a red card?! I want to say that too.
Ultimately, they can just ignore and attack, can’t they?
They had turned into a group of murderers waiting for enemies in a Yakt to escape from Rou.
I remember that Nmo and Banga were embodiments of sadness.
>>30
I think the addition of Gunner and Master Monk Trickster jobs in the Banga was a relatively ideal improvement.
The scholars of N’Mou and the dark magicians…
I love both TA and TA2 and played through them many times…
I wonder if TA3 will be released someday…
I think the opening MP0 start for Monster 2 was even more of a headwind.
Being slow in a game focused on SPD is too tough.
I remember that I only relied on dual-wielding because I wasn’t very smart.
It would have been better if instead of punishment, rewards were given for keeping the rules.
The 1’s N-MO was barely able to survive because it has an MP turbo.
Died at 2.
I was vaguely thinking that Hunter might be the best job in Monster Hunter 2 because it can deal double damage from long range for no cost with the Sidewinder.
The enemies are almost all monsters.
An unlawful ability called “stealing abilities.”
It was the same during TA1 too.
The protagonist doesn’t just differ from a generic human soldier at all.
I really think it’s not good that it slightly falls short in versatility because it needs to level up a bit.
It’s not such a stiff game, but…
Ramza may have the name of an apprentice swordsman, but his abilities are quite impressive.
Most people have a bias that marshes are ninjas.
I mean, dual-wielding is really strong…
>>42
There was never a period when dual-wielding was weak in FF.
There were all sorts of interesting things like strange jobs, weird races, and sub-jobs in this series.
I think everyone will just shoot the Maduin twice and massacre the place where six Chocobos are grouped together.
I wish there were voice acting in the mobile game…
Judges who can’t notice a fraud happening right in front of them.
The music in this series has such high quality that I really want a remastered version that can be played in high sound quality.
Unless there is a strong justification that is highly convincing, imposing restrictions on playing is generally disliked.
In the second game, the monsters reached a naked status limit of 255, so it’s not that you can now defeat turtles and puddings with physical attacks… it was more like that.
Because of the ridiculous -20 damage from the wax, the optimal solution becomes to assassinate using Viera.
I hated the excessively tough turtle that swapped HP and MP.
Using Caroline was fun, so it was an enjoyable game after all.
Stop with the rules that are hard to understand at first glance, like banning mimicry.
Which one was it that I shouldn’t have broken, the upper limit or the lower limit for damage recovery…? I realized that after breaking the rule.
>>54
I wondered how far the prohibition of mobbing would go back then.
The Gorg Vigilante Group is still fresh in my memory.
Banga transformed all at once after getting the gambler, didn’t it?
>>56
I thought the additional jobs for Banga were really well-balanced because everyone was strong.
FFTA really doesn’t hit the attacks.
Even magic won’t hit.
You need mental concentration and MP Turbo; otherwise, the slots will be filled up.
But I liked putting the TA to sleep and stealing everything.
Not only can I steal equipment, but I can even steal abilities…
In version 2, the Nmo tribe is almost extinct due to specifications.
I dislike job-dependent growth traits when leveling up.
The job change system, which is supposed to be a nice feature, becomes almost fixed the further you progress in the game.
I think the initial battle of Nuts Clan and Teacher Mute, as well as the sequel, have a score of 120 points.
Since TA2 started from MP0, the high MP characteristic of Nmo is almost rendered useless, which is terrible.
What on earth did N’mo do?
It seems like a trivial matter that is being overlooked…
I’m a bit dissatisfied that because there are so many races, magic has been broken down into various types like dark magic and green magic.
It sucked that it didn’t apply to the boss.
I wonder if the remaster of FFTA will come out.