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Fixing Squire in Final Fantasy Tactics 

TitaniumLegman
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Squire being stuck as the JP Boost and Move +1 job is genuinely sad for it, and I want to give it a role.
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30 сен 2024

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Комментарии : 215   
@Glass_Olmund
@Glass_Olmund 13 дней назад
Rather than leaning into axes, I'd shift squire into a bit more of a support role -- maybe turn focus into "rally," a single ally buff that boosts physical attack & accuracy. Would give them another earlygame niche that would only really get replaced by late-unlocked classes. It would work with the "squire supports their knight" flavor.
@RatedB1
@RatedB1 13 дней назад
Or just make Axes good
@benedict6962
@benedict6962 13 дней назад
Accuracy I can agree with, but attack is meh.
@CobaltContrast
@CobaltContrast 11 дней назад
The combo move from TA would play well here. If the Squire got a hit in when their nearby knight made an attack.
@The_Gallowglass
@The_Gallowglass 13 дней назад
"Why is he talking about a 30 year old game" That's like someone getting mad talking about 1500 year old chess.
@TitaniumLegman
@TitaniumLegman 12 дней назад
And treating it like I'm some sort of content grifter or something. I never understand comments like that that just...imply it's unacceptable to talk about what you like? I don't get it.
@The_Gallowglass
@The_Gallowglass 12 дней назад
@@TitaniumLegman I think people just wanna fight. :D
@TitaniumLegman
@TitaniumLegman 11 дней назад
@@cheshire_skatkat9093 bro what the fuck are you talking about?
@TitaniumLegman
@TitaniumLegman 11 дней назад
@@cheshire_skatkat9093 Ah, your initial comment looked like you were mad at Gallowglass, so I was confused since he's expressing the same view as yourself. I get it now tho.
@cheshire_skatkat9093
@cheshire_skatkat9093 11 дней назад
@@TitaniumLegman well to be honest it was. I didn't see the quotation marks. I'ma delete it. Apologies for my misunderstanding. *Tips hat*
@DanielFalca0
@DanielFalca0 13 дней назад
How can anyone hate FFT? It's literally, objectively and without a doubt the best game ever made. My first turn based game when I was a kid and defined my taste in games till this day.
@The_Gallowglass
@The_Gallowglass 13 дней назад
I dunno about the best, but def in my top 10 of all time. Probably in my top 3 FF games.
@kamikaze82
@kamikaze82 12 дней назад
Literally the definition of subjective 😂
@randalthor2859
@randalthor2859 12 дней назад
That's... super subjective lol. I love FFT, one of the best FF titles ever made from a gameplay/story standpoint. One of though. Not just the top lol
@DanielFalca0
@DanielFalca0 12 дней назад
@@randalthor2859 No, it's not, and if you disagree you are wrong. /s
@Galanthos
@Galanthos 12 дней назад
I'm ... not a huge fan of FFT. Limited to 5 units deployed. Classes kinda fall into either "This is useless" or "This is busted as hell." Lots of JP grinding required to get abilities you actually want, and even more to master classes. Tedious side-quests with lackluster rewards. (Oh look, a new character joined. At the end of the game. With no JP and at level 1. And their skill-set is already made obsolete by Orlandu and whatever busted setups I've had my generics working on since day 1.) The story is okay, and character building can be fun in its own right, but I usually walk away bored sometime in Chapter 2. I think the Tactics Ogre remakes are better games, with more tactical depth, and with an arguably better story. There are lots of Tactical RPGs that I just find more fun to actually play, and that most of FFT's fun comes from theory-crafting class and ability combos.
@tsukasamike1234
@tsukasamike1234 13 дней назад
I like the idea of removing jp boost from squire, I think they should make a master system where when you master a job you gain permanent skills and jp boost should be the mastery skill given after mastering squire or the special characters starting class. Would make staying in classes worthwhile to master and they don’t need to be game breaking boosts.
@trymv1578
@trymv1578 13 дней назад
Just kinda makes Squire a farm requirement then, as he noted that boosting Move +1 JP cost just becomes 'forces you to grind longer' for the same reason. They'd need to rework JP to just not be a 'sit on one map and yell for 4 hours to break the system' lol.
@1ButtonDash
@1ButtonDash 12 дней назад
if FFT is truely being remastered (most likely remade from the ground up) then this most definitely will be removed from the game
@DaciaWagner
@DaciaWagner 10 дней назад
I don't think they were trying to copy everything about fire emblem
@Null_Experis
@Null_Experis 10 дней назад
JP Boost is a solution to the problem of ridiculous JP totals for all jobs. 6000+ JP required to master White Mage is ridiculous. 5100+ for chemist, a STARTER CLASS is just terrible. 2500+ for squire is also bad. Cut the JP costs of things by between 20-50% depending on how useful they are and the JP boost ability can just be removed, no need for giving it as a passive for every job. Equip Axes for squire should cost like 120 JP. Accumulate, no matter how useful, is a little expensive at 300. Lower it to 250. Heal is so situational and replaced by other abilities that it should only be 90. Move+1 is useful enough that 200 feels fair. You can apply this logic to every job.
@Lastjustice
@Lastjustice 10 дней назад
Agree there's no reason every job so stupidly overcosted. The game isn't long enough to justify these insane costs.
@stonedsaske
@stonedsaske 13 дней назад
I always rated squire higher than most. Move +1 and jp up are 2 abilities that I’m gonna put on every character for every play through as their first 2 abilities. And use them both skills for like 50% of the game. To be it’s a B at least just for those.
@ayoubp7689
@ayoubp7689 13 дней назад
You pretty much proved the point. That's the only reason you pick square for bit. Just to get those abilities, and that's it. You will never use square throughout the game, you will swap him the second you get those abilities
@hardgay7537
@hardgay7537 13 дней назад
I agree, but my runs also tend to stick around for Throw Stone and Dash because they make good, low-power grinding skills. Great for moving a goblin or cat into position on Mandalia Plains, then surrounding them and doing minimal damage for an hour just grinding up points for the next level. Or at least, I used to. Now that I'm playing ROMhacks I tend to use the PS1 version that didn't make the game grindier, and some of them have innate JP up. Game was great and aged shockingly well, but it's not literally perfect in every aspect. If it was, Disgaea wouldn't exist.
@The_Gallowglass
@The_Gallowglass 13 дней назад
@@ayoubp7689 Which is the point, because a Squire is an entry level class into Knighthood. It is a stepping stone. You're not supposed to be a squire for life like Podrick from GoT lol
@ForgingMindset
@ForgingMindset 12 дней назад
@@The_Gallowglass hey stupid you don’t need to say the same thing under every comment.
@sr71silver
@sr71silver 13 дней назад
One thing I'd add is make the knock back effect of rush more reliable. FFT has a severe lack of repositioning skills in my opinion so having an early, reliable, ability to move the enemy (or your units) would be very welcome.
@The_Gallowglass
@The_Gallowglass 13 дней назад
That's part of the game though. Not everything you do will succeed. You have to have that "oh shit" moment when something doesn't work the way you wanted it.
@sr71silver
@sr71silver 13 дней назад
@@The_Gallowglass You do realize that the whole point of this video is talking about things we'd like to CHANGE from the current game, right?
@The_Gallowglass
@The_Gallowglass 13 дней назад
@@sr71silver Yeah, and I'm saying it doesn't need to be changed. It isn't supposed to be super reliable.
@ForgingMindset
@ForgingMindset 12 дней назад
@@sr71silver bro this clown is just wasting free time talking about nothing. We’re all here to discuss changes to vanilla. Idk why he doesn’t get that.
@TitaniumLegman
@TitaniumLegman 12 дней назад
That's actually a good point as well, and another direction I could have gone with this. Lean into the unskilled but enthusiastic young soldier who throws all their weight into their attacks and make them a repositioning specialist as a result. You can even flavor it like the soldier not realizing that their lack of experience is being utilized to its fullest by a skilled commander haha.
@artus_coherent_noise
@artus_coherent_noise 13 дней назад
Maybe you could replace Move +1 with Critical: Move +1. If you give Move +1 to a different class, then you would equip a character with the Critical: Move +1 early on and transition later.
@davidbass255
@davidbass255 13 дней назад
All classes should have one "passive" ability that cannot be learned but is active. The squire's passive ability should be powerful relative to it's learned abilities (which should be weak). My preference for the squire passive would be something like an extra 150% JP spillover rewards from other classes. So to clarify, in the game, whenever a character earsn JP, a small portion of that JP is spread out amongst the other characters you control. This is called spillover (I think). A squire, who is supposed to be "learning" how to do other warrior abilities, should get a massive boost to spillover, essentially meaning that any character who is currently a squire is going to learn what is happening around him at a much faster rate. This could be a way to speed up a character that you are trying very hard to level up (much like JP boost does). So while a normal character might get 1-2 JP spillover from a Samurai doing his thing, the squire would get an additional "free" 3-4 JP on top of the 1-2 just earned. It would make sense thematically, and would provide a way for characters who join late in the game a way to get up to speed quicker.
@carlostejeda4341
@carlostejeda4341 13 дней назад
On the contrary, they should give you in high mastery levels of the job a weaker but universal version of the passive, this passive should be able to be stacked with the inherent class passive to make it even stronger using in conjuntion with their job, like upgrading your passive + a weaker version of it for other jobs.
@ArkThePieKing
@ArkThePieKing 13 дней назад
I'd give them one single new ability: Patch wound. It would have a short but noticeable charge period, range 1, and give the target regen. Hardly a replacement for a real healer like a chemist or white mage, but definitely something nice to have. Edit: I also like the idea of them having crossbows since the whole point of crossbows historically was that they were easy to use.
@KnownAsKenji
@KnownAsKenji 12 дней назад
More small but easy heals would be handy, for sure. Far too often you overheal and waste some actions/turns 'just to be sure' in this game.
@beamstalk6475
@beamstalk6475 13 дней назад
JP Boost being required is part of why I do mods on FFT that auto add things like that
@RecoveringNihilist
@RecoveringNihilist 13 дней назад
All the unique characters replace squire with their unique jobs, so it's like the game thinks of it as the non-job job. I think I'd like to see them lean into that. To me, that would mean the squire position is where you would train the unique and fundamental abilities of a character that can always be used without using an ability slot. Kind of like racial abilities in DnD. Then you could randomize it for standard characters, so different characters can unlock different abilities. And, you could give characters a way to learn such abilities through combat events, like how you get the ultima skill.
@carlostejeda4341
@carlostejeda4341 13 дней назад
It's almost the tactics version of the freelancer.
@The_Gallowglass
@The_Gallowglass 13 дней назад
That's literally why it's squire. A squire is not an experienced person.
@TitaniumLegman
@TitaniumLegman 12 дней назад
@@RecoveringNihilist That could be a really cool system, absolutely. Would give extra incentive to potentially bring generics over the uniques as well, if you could get fun combinations of abilities through randomly rolled generics and their squire class.
@KnownAsKenji
@KnownAsKenji 12 дней назад
JP Boost reminds me of the Double Sword problem in FFTA. Double Sword's already broken for multiple reasons, but it also essentially doubles your AP gain for any ability that's on a weapon. It's hard to resist the temptation of using it based on power alone, and that makes it even harder from a minmax standpoint. I always felt like Double Sword should half AP gain on weapons, and JP boost just shouldn't exist or at least be a smaller increase.
@virtualbunksie5117
@virtualbunksie5117 11 дней назад
I almost always start with every champion getting jp boost and move +1 Then I go to tavern, grab a few champs, level them uo and see if focus or tailwind is available. Then once I get luso, the whole team becomes auto chicken and luso goes berserker.
@Endarire
@Endarire 11 дней назад
I'd rather abilities be buffed, not nerfed. What other move options exist for other classes and how to fix them? I would *greatly* like remakes to have individual adjustable GP, EXP, and JP growth rates like 4x, 10x, 20x, and more. I've already put a *lot* of time into the Playstation version of this game and I want to avoid further grinding. Thankee!
@knightky975
@knightky975 13 дней назад
Axes really do need a change. The wild damage they do is just never an option compared to more reliable damage from other weapons. I guess a “leap into danger” kind of ability to take a hit for someone else could be Brave activated or something.
@trymv1578
@trymv1578 13 дней назад
Axes are useful for Throw Weapon (which does full WP) and are better on equipment Break-focused Knights (as it adds WP). Slapping the weakest Axe in chapter 1 gives higher boost to equipment break than the strongest Sword in chapter 1. Issue is that FFT breaks down VERY rapidly into 'do more damage' and dunks on the utility side of the game.
@TitaniumLegman
@TitaniumLegman 12 дней назад
@@trymv1578 oh my lord I never knew that about break skills. That's really interesting.
@trymv1578
@trymv1578 12 дней назад
@@TitaniumLegman Yeah axe-equipped Squire with Break and Two-Hand is going to ruin a Knight's day. But as said, issue is normally just damage becoming king of FFT. Theyre super fun in low-powered/themed runs though.
@ruecianbeoulve7770
@ruecianbeoulve7770 13 дней назад
TL;DR Focus is GOAT, Squire's current form makes flavor sense and also acts as starter for Chemists, Stat detriments for something you already have to unlock is un-fun, Axe Masters sounds really great especially since Axes aren't available right away. I only sometimes bother with Move +1 due to potential to just pick up something else sooner, but what I ALWAYS get with Squire next to Gained JP up is Focus. Focus is the best grinding skill in the game, (except Tailwind of course) and it remains useful for a long time utility wise. I just spam Focus until the enemies come to me and then annihilate them after getting to grind exp and JP with an always successful move that doesn't require moving so you get turns faster too. The last time I started a new team I had them master Focus before JP up so they could get more actions in and clear monsters better, if I have extra JP for Move +1 after Focus and JP up I definitely grab it next, but Focus is so underrated. Child me also used the throwing stones at eachother technique I hear about a lot, but Focus is so good it makes special character feel bad. Just remember if you power level a white mage this way keep them weaponless for finishing the enemy/s. I ruined a grind session with solo Ramza cause I put a staff on him and thought focusing all those times would let me one shot. Also the role of the Squire job in FFT and IRL is a springboard to a higher job. AKA Gained JP Up and Focus are perfect for it flavorfully. The idea of counter-acting the strength of skills you have to earn and unlock with stat detriments sounds wild to me. Game is for fun, grinding for something in-effective or sideways effective is not fun. Effort means stronger characters, stronger characters means weaker enemies are weaker, and stronger enemies are possible. Reminds me of the ridiculous notion a lot of people have about scaling everything all the time (Looking at you Tactics Ogre Reborn) and how people just don't seem to realize just how boring and lame that feels in execution. If I spend a bunch of time beating difficult battles and leveling up, gearing up, and acquiring new skills and strategies and I don't FEEL any more powerful it's just awful progression, or no progression at all more accurately. If it's not PVP it doesn't need balance. I love your Axe Master idea, i'd just let them negate the lower half of the damage potential otherwise they're still just better off with a sword, but it does give Squires something to shine in AND makes rolling a new character as a Squire later game feel less bad because at least now that you have access to Axes they are better, while still staying where there power is for early game, which is to say they leave enough to be desired to entice you to actually want to unlock other jobs.
@HealingSwordsman
@HealingSwordsman 10 дней назад
The squire that Ramza could become seemed to have better balanced stats.
@RafaelKeveluk
@RafaelKeveluk 11 дней назад
Your ideas are excellent! Some of them (beastmaster working for all beasts, JP Boost being universal) have already been implemented in mods, which just adds to how good those ideas are. While watching your video I thought about something a bit more extreme, but that could be done in a new engine or in a remake: Squires evolve after chapter 1/2. Does it make sense that Ramza Beoulve, the guy that frequently fights alongside/against holy knights, fell knights, Lucavi, etc, is still recruiting Squires to his cause? My idea is after a certain point all squires in the game become "warriors", axe specialists. Dash becomes a skill that, if you are equipping an axe, deals half of the normal damage and pushes the enemy 1 or 2 panels away. Throw stone becomes Throw axe, dealing half the axe's damage at range. Salve becomes first aid, it heals some HP on top of removing status effects. Focus could stay the same, or it could also give you 5 bravery as well.
@Lastjustice
@Lastjustice 10 дней назад
I agree Ramza should have his own unique class title for his job, as it being called Squire for the whole game is kinda insulting to him. I would have his job change title with each chapter and outfit change, and add some bonus perk like Mercenary is his Chapter 2 job. You earn more gil per a fight. You unlock new skills as the story progresses, so it would be a cue for the player this happened.
@luisgusta
@luisgusta 11 дней назад
Way back in 2008, I made a romhack of the original PSX version of FFT that was fairly popular here in Brazil. People knows it as "patch do Luis". In my version, I buffed the random damage formula of axes to go from 50% to 150% of its power and made it so they always had around 50% more power than swords of similar rank (to make up for the fact they are 2handed weapons). I also gave flails the same damage formula as the gun, with fixed damage and 100% acc. Those two changes alone made squires a lot better. I also gave squires shields and crossbows, made JP Boost innate for everyone and removed it from the game, so you don't need to learn/equip it. Gave squire innate Beastmaster and move Parry from Knight to them. I also slightly improved their base stars and growths, they got a little more attack power and speed, but they still had less attack than Knights and less Speed than Archers (renamed Ranger in that hack). I made tons of other changes to classes and monsters and gear and skills (I gave Orator's Provoke to the Squire too, and nerfed Focus) and the game was pretty balanced. In my hack, the Squire was this weak kind of mix of everything that would come after them. They were weaker than knights, but faster and more versatile, they were slower than archers and thieves, but bulkier, they could use a variety of weapons and overall a very usable job up to the end of the game. The fact monsters were also a lot better helped too, because you had more use for your innate Beastmaster.
@taciolothar3794
@taciolothar3794 11 дней назад
Maneiro, vou procurar seu patch se ainda existir na internet.
@Uryvichk
@Uryvichk 13 дней назад
The general problem with "trade a skill/ability/talent/tree pick for more resource generation or growth" things in RPGs is that they're almost universally either so good they're worth never using anything else, or they're completely useless. So one way or another they render something useless and uninteresting, and if unbalanced in the positive direction, they can destroy difficulty. I don't think JP Boost is so imbalanced it destroys game difficulty, but it is definitely not great that it is so centralizing in its slot.
@KnownAsKenji
@KnownAsKenji 12 дней назад
It's the 'ramp' principle, similar deal in trading card games when it comes to cards that get you more Mana. If you can put it in your deck and it's worth it, you pay a small fee early on and it makes anything you do later better, so any archetype runs it. If it's not worth it, yeah, nobody runs it, because it's universally not worth it. Another example is some of the Fallout games including the earliest ones, anything that has a perk that boosts a stat on level up, you feel immensely pressured to pick that ASAP because your character is going to be strictly worse if you don't, it takes any other decision you might like to make early on completely off the table.
@komradeklutch6215
@komradeklutch6215 13 дней назад
I think another problem with squire as a class in general, is that it feels like a class that is shoehorned into the story to give us the perception of ramza and delita being young and inexperienced. Part of me thinks that we should throw that concept away and let the story tell that as it is and rename the class to just warrior or mercenary or man at arms or something like that. Especially considering the point you made about chemist sort of not being a novice magic user and being very versatile throughout the entire game.
@SwagTips
@SwagTips 9 дней назад
JP Up gives a 1.5 multiplier to gains. JP gains already scale with job level by default. I think JP Up as a skill should stay, as it makes perfect sense for a starter skill, but I agree that the JP grind is unacceptable (even with JP boost).
@joshuaklein8429
@joshuaklein8429 11 дней назад
Whenever I mod FFT or play another mod, the JP Boost changes you suggested are one of the first things I do. Just, every job gets innate JP Boost and it gets removed from the Squire. I would much rather not get FOMO every action I take when I could have been getting JP quicker. I do also sometimes scale down the job level JP requirements to speed up unlocking without completely bypassing the system.
@cheshire_skatkat9093
@cheshire_skatkat9093 11 дней назад
Mod? Is this on PC somewhere? I just got into PC gaming.
@liquidaria4454
@liquidaria4454 12 дней назад
Goodness do you honestly get haters talking about FFT? It's the quintessential SRPG and most aspire to achieve a fraction of the love it has and even the green Greatest Hits broken jewel case version I have holds up to this day as a spectacular playthrough. I guess it's not everyone's cup of tea but I can't imagine where the genre would be without it. Play whatever you feel like talking about my man, real fans of the genre will be here to support you.
@trymv1578
@trymv1578 12 дней назад
Game is great but usually gets some flak because it rapidly devolves into dual-wield one shot sprees after farming two maps for 5 hours lol. Niche builds only exist if you force yourself into them and even then they dont have the staying power of Tactics Ogre niche builds.
@TitaniumLegman
@TitaniumLegman 12 дней назад
@@liquidaria4454 I know, it amazes me whenever it happens. But there's just people on the internet who exist to be miserable it seems. I appreciate the support from y'all who are just chill and want to enjoy the stuff they love alongside me. 🫡
@CoffeePotato
@CoffeePotato 13 дней назад
Throwing this out (pun intended) early just in case I forget by the time the video ends, but I often keep Throw Stone around just because of what seems like higher knock back odds. Not too many of those, but it seems to be like the Monster Boulder in TO in that regard. I'd argue for Move+1, it would make sense to have Jump-1 instead. The rookie deciding to sprint or watch their feet sounds fun. I recall axes having some sort of niche for better for equip breaks or something....some sort of physical check saw some bonus from them somewhere.
@trymv1578
@trymv1578 13 дней назад
Hot take for Move+1 in FFT: the game almost needed LESS movement. Bard and Dancer being map wide almost feel bad when an end-game Ninja can run across the entire field in one turn anyway. I kinda always groan when the romhacks add +1 movement to classes baseline because of this. Equally, Archers in FFT are seen as bad and its debatably because they cant always keep the gaps on melee units in the small maps.
@CoffeePotato
@CoffeePotato 13 дней назад
@@trymv1578 That's why Jump matters. It doubles as awkward angle traversal. Changing it is why TO PSP and TO Reborn movement went from claustrophobic to delightful. The Move/Jump trade has been tested with the Dash type legs on Front Mission. It was a cool trade-off.
@trymv1578
@trymv1578 12 дней назад
@@CoffeePotato Yeah having it be a trade-off (I thought you said make it Jump+1 instead lol OOPS) would be functional, but equally Jump outside of Ignore Height needs baby love honestly too. Why is Jump+3 a thing so deep when Ignore Height exists at all lol.
@CoffeePotato
@CoffeePotato 12 дней назад
@@trymv1578 I'd like to think it's just routing stuff. No one had a guide back in the day, and if it's good enough, it's good enough.
@cmackay76
@cmackay76 День назад
AXE option suggestion for squire.... have them be able to use them but with no real bonuses, sort of like i can use this but not really well.....then axe mastery gives you bonus dmg, hit and crit %/dmg ....
@kylethomas9130
@kylethomas9130 8 дней назад
I'd say Move +1 is already double edged for a beginner at the game. It creates an issue if you put it on 1 or 2 characters, and you make the mistake of overextending. Separated from the rest of your deployed characters, they can get ganged up on. Now you have enemies blocking a Chemist from throwing them an item, and you probably don't have a Priest built up well enough, or fully comprehend the Faith mechanic. While I agree compared to other options, its hard to top for Move Abilities in the early game, but new players may just as easily get their character killed of they use it recklessly. It's a simple teaching tool given early on so a player can be wary once they get better unlocks.
@DS342
@DS342 11 дней назад
I'll stop talking about the 30 year old game when someone finally makes a better alternative. World's had 30 years for someone to craft a strategy game with FF5 cross-classing and the grim tone and narrative that was so painfully lacking in FFTA and A2 and so far the world has failed to deliver. Plenty of strategy games with political narratives,but godspeed trying to find FFT's breadth of build freedom anywhere among them outside of Tactics Ogre. Until then,I have WOTL Tweaks. Y'know how long it takes Ramza and an army of dragons and wyverns with 97 bravery to topple the church? Not very as it turns out. Maybe it's time to try that again with chocobos.
@Lastjustice
@Lastjustice 10 дней назад
I have a tweaks I'd make to your suggested changes.... I'd have it to where when you master squire Move +1, Jp up, and equip Axe all are passive skills your characters has as all classes. Mastering classes does basically nothing for most part. I think some passive traits should be enabled by mastering a class. Or make to when you have the classes ability equipped, then you get the mastery bonus. with Move +1 passively on (which doubling up does nothing just to remove this let's make early move 2 out of this.) this allows players to pick movement abilities that do other things besides go futher. As far as potentially removing Jp up, can see a case being made for that as well. In general I think so many skills are grossly overcost. (why does any ability cost 15-- jp?) While I'm sure most of grind our brains out , if you were play straight thru the story battles, you'd be lucky master 3-4 jobs by the end of the game. The game Jp cost just isn't scaled for the content in it. I feel like all skills should be cover with in the jp to reach lvl 8 as the job. I might take that a step further just make skills unlock as you lvl up the class automatically, till you master it at lvl 8. Sure you can just grab the 3 skills you want and bail, but if you can master the entire class in a reasonable timeline, that works better in the long haul over cherry picking skills. Does it really make sense a chaarcter can learn fire 4 without having learned by 1,2 or 3 first? Overall I don't think it benefits the game making it so grind heavy. There's more than enough classes to play , that you will be busy enough unlocking stuff. (I've played with gameshark, where you could just buy all the skills you have enough jp for, it still takes awhile unlock some classes.) I agree putting a beast master class in the game would make more sense for to carry certain skills, like beast talk too. It should do all the beast stuff, and replace any jobs that have it with something else. I'd add some other squire job skills. I'd make them on theme with the notion the squire in the grunt who does the b***h work for the army. Like Chop the wood, is an axe attack to make them have some axe special ability. (It can do bonus damage to treants/treefolk hehe.) Make polish armor a one time reflect skill for allies. Shine your shoes, as a movement buff/remove slow/immoblize effects(or make this movement ability to replace move 1. You get one movement bonus at the start of the fight, then have normal movement after that.) Protect the weak- Cover any allies in range with low hps. Overall there's tons of potentially good directions to go here. I would love to see another tactics game.
@rabbyd542
@rabbyd542 10 дней назад
I'm really against perks that do something positive and negative simultaneously. My advice for Squire is to just make it identical to Ramza's class for everyone and make a new Chapter 4 Class for Ramza. They should have the most diverse pool of equipable items in the game. And boost their MA growth to be on par with Geomancer.
@vsolyomi
@vsolyomi 10 дней назад
There's so much one could do... Transferable class bonuses to weapon types: Thief to get innate crit+ on knives and a support ability to transfer it to other classes. Now you have an assassin chemist! Axes having chance to stun on hit. No cumulative buffs please, like at all, you don't want your merry bunch just standing in the corner passing tailwinds for minutes. No farming boosts, just rebalance gain, yes! Status effects on ranger shots so it doesn't suck as much (silence arrow those pesky mages). No unique classes, if you can make anyone an arithmetician you should be able to make everybody Agrias or Orlandeau because there's no balance anyways.
@zacgenius
@zacgenius 11 дней назад
In my personal mod for FFT I made Squires a Pseudo Onion Knight. I gave them the support equip crossbow, armor, shield skills and weapon guard reaction. Removed everything else. I also played around with giving them default access to Rods & Staves and changed Rods to have a 3 Range MA atk while Staves have a 3 Range MA Healing.
@supersaiyaneevee1573
@supersaiyaneevee1573 13 дней назад
Change "Squire" to "Warrior" and have it wield crossbows, knives, swords, axes, and maces. Give it more limited, but useful, support abilities, decent arsenal and attack, decent movement. Really leaning in to the "jack of all, master of none" role but with all the versatility, it may be a reliable option late game. Honestly, the Squire should have Items too with innate Throw item Rework the Chemist in "Acolyte" or Mage or something to represent a beginner magic user with a wide array or beginner magic. While the higher classes have the purer forms of each. For example, Acolyte can have Fire1, Thunder1, Ice1, Heal1, Esuna, and Harmony/Dispel Magic (low cost, low charge, low damage spells) while something like Black mage would have Fire 2, 3, and 4 (also reworked so that fire 1 and 2 have the same charge time, range, and AOE, but fire 2 just costs more mp). I personally believe the Geomancy should be the expert Axe wielder. But pretty much all the weapons that deal random damage should be reworked to be more consistent. Axes should have Attack and Brave in their damage calculation. Lol ok... im ranting... cant wait for more content like this! I love seeing people's ideas on fft!
@franimal86
@franimal86 13 дней назад
I liked all your ideas except I’d put “move +1” on another class like, say, ninja instead of giving it a negative. That way it just comes later in the game and you get to try out other stuff. I love the idea of the support ability “axe master” although I’d give that ability “deal 100% damage” so that axes can become predictable (which, as you said, is important!!)… In FFT, the number that shows up when attacking with an axe/flail/bag is actually the max non-crit attack. And it’s RNG that multiplies by your character’s attack all the way down to one, so that also makes axes feel worse - they almost never do the damage they say they’ll do unless you get lucky and also get a crit.
@pedropimenta896
@pedropimenta896 13 дней назад
The Squire is perfect. Average all across the board, they are very well rounded. Except when it comes to magick, of course. They can heal and recover allies from statuses, and they have not one, not two - they have THREE ways to dislodge enemies. It comes in the form of Tackle, Counter-Tackle and Stone (ranged, at that). Dislodging may cause enemies to take fall damage, activate traps and even get hit by spells they otherwise wouldnt. If I were to make them stronger, I'd fiz the Axe damage spread, and make Flails have increased chance to dislodge on hit. And then I would make dislodging cancel any charge the enemy may be charging (so it's a new, soft form of crowd control). Consider Squires with equip gun or crossbow.
@MrDeliworker
@MrDeliworker 11 дней назад
I would probably give Move+1 to Thief or something and instead give Squire a skill that's like "not impeded by terrain penalty" or something so it has an interesting niche in chapter 1 with all those swamp maps. If you combine this with someone elses suggestion in the comments to make Rush guaranteed to pushback enemies then squires early and mid game are actually really useful for arranging and repositioning units as a somewhat beefy semi-support job that can line up perfect shots for your black mages and holy sword skills. Also really agree that I think every job should have like one innate skill that's a great idea
@TheGreatGario
@TheGreatGario 13 дней назад
Honestly, yeah, 100% agree with removing JP Up and making that the base JP gain rate; you just don't have the option to put anything else there if you're at all into optimizing your game. Remove that and you'll have much better variety in your support options. EXP Up would also have to be removed as well for a similar reason, though it ain't as big an issue as JP Up. As far as options for the character, I'd say take a page from other job based Square RPGs and make the class similar to the Freelancer class, act as an all rounder support class. Access to more weapons and armor would give them some niche equipment combinations, access to a minor heal other ability (like cheer) and possibly even a miniscule (say, 10%) MP heal other ability would give them a role supporting more powerful characters. I'd even go as far as to say make their "Accumulate" ability instead increase the strength of other party members. Make them a marginal physical class that helps other classes be more capable around them, that'll give them an interesting niche while not making them too powerful, themselves.
@adammalloy
@adammalloy 10 дней назад
Like you, I really hope they remove JP Boost in a remake and just boost JP received across the game. I would also want them to increase the knock back chance on Rush and Stone to have an interesting niche. Beastmaster having a range of the whole map should also be done. Everything else I think is probably fine.
@doomswell
@doomswell 9 дней назад
Ive learned that most remakes are just remasters; and most remasters never change anything. That said, once upon a time I was addicted to modding FFT and the one thing I still believe in is getting rid of JP Up and just reducing JP costs across the board; it helps enemies learn abilities too since they can't use JP Up.
@planescaped
@planescaped 9 дней назад
I say remove the mime class, just get rid of it and preferably replace it with something cooler like a pikeman or something that also focuses on spears, because polearms are awesome and I can always use more than just the lancer. Anyways, get rid of mime and give most of its niche to squire, as a squire's role is to follow someone else and assist them/learn from them, let the squire mimic other team members and maybe get extra jp for doing it. And having mime abilities from the start might make the role more useful, or at least more accessible.
@hossman3000
@hossman3000 12 дней назад
Axe damage should be -35% to +15%. Axe master skill will grant +20% static damage. JP unlock not inert. Normal axe damage is 10% weaker on average Master damage is 10% stronger on average
@gatwizard
@gatwizard 12 дней назад
lower base att for axes and flails give axes higher crit% and flails higher knockback % give axes a damage boost based on user's remaining hp give flails a damage boost based on # of target's armor pieces give squire throw axe ability (non-negotiable) give squire self-buff react that procs when there are critical/KO'd party members give squire a passive or conditional ability that boosts any knight class's stats leave move+1 alone, come up with more appealing alternatives rather than hike the cost of the good ability all i got rn
@trymv1578
@trymv1578 13 дней назад
Squire is just a prime example of tweaking the game overall and not just JP costs. TO:Re tried the important task of making niche uses still worth packing around, something FFT fails at miserably. Game devolves into 'who hits harder' instead of all the utility options way too quickly by comparison.
@Whosaneca
@Whosaneca 13 дней назад
Having played the original and the most popular FFT mod FFT 1.3 and watched various other mods be either showcased or played through, I can say FFT community is still alive and well. They have done various things to try and add more flavor. You have some solid arguments for changes. A lot of it boils down to what kind of changes would you like to see? Balance changes mostly which try and keep things as close to the original as possible while removing some huge outliers or things that simply didn't work (like JP Boost and random damage weapons being poor choices like you mentioned) Or do you want to see more change then that like a potential remake, where they keep the spirit of the classes, but rework the entire game. If you want to spend a bunch of time on this and boil it down to a final list of things you'd like to see, maybe you could even get a modder on board and they could implement it, wouldn't that be cool! As far as seeing an actual remake, I would be extremely surprised if it happened, considering it got the war of the lions update on PSP and even had a mobile port, I doubt they see much potential in a remaster, so it would probably need to be an actual remake. That's a big gamble because the FFT community has been around so long and the games mechanics so beloved it would be a monumentally difficult task to please that crowd with a remake. I think the audience is there though, look at the sheer volume Baldur's Gate 3 sold. It just needs to be good!
@tcwartenbe2637
@tcwartenbe2637 11 дней назад
Would I be alone in wanting a job specific piece of gear like they did for hitting Job Level 99 in FF 3 DS? You would need to send a mastered job on a certain bar quest to be able to find that item, so it would require actually mastering the job with 9999 points to be able to unlock it. Yeah?
@EvilWeiRamirez
@EvilWeiRamirez 13 дней назад
You should try playing the remixed mod. They took jp boost out. I think squire should be able to re equip others. I kinda like your idea with movement, but I think you should actually get +1 movement from more things. I wish axes and flails had a shield evasion thing instead of the rng. It's just bad. Like shields are just less effective against them. I would also like a distract or teamwork support ability - An enemy has 10% reduced evasion if they are facing a squire. It would have limited usefulness, but I can imagine using it early. I kinda wish squire had a flee on critical reaction. I like your idea of taking hits for another person, but I think that should actually be a knight. I also could go with a pocket sand thing, like a blinding dust. I am ok with the squire being a base class though. I just also think thief should be one. Thief is just bad but interesting. I wish it was squire, chemist, thief instead of needing so many levels to finally get thief which sucks. But then they all need to be worthless in the end. Chemist should get a next level chemist, maybe an alchemist.
@BluePolitoed2
@BluePolitoed2 10 дней назад
This is (G)Old, one of my favorite game of all times, a really good art and Characters designs. Watching someone analyzing a topic that "no one cares" it's my drill now! Really good content
@yuan813j
@yuan813j 9 дней назад
I do agreed removing the JP boost in the game some of fft mod had remove the JP boost for better gameplay experience. Like soul of destiny or the lion war mod (not too sure abt JP boost but easy to get to dark knight class as I had not played this mod yet.)
@axel8406
@axel8406 12 дней назад
Jp boost is fine. It's a skill that has the tradeoff of not using anything else. Move plus one is easily replaced in chapter 1 by move plus 2 from the thief. Beastmaster is the skill i would change. Maybe add more skills that add to the theme of a squire. Like giving all chocobos more movement because the squire takes care of his or her lords mount.
@VcassCsoto
@VcassCsoto 12 дней назад
I want the squire to have chocobo knight skills. Hear me out…squires always took care of the knights mount. So maybe lean into the monster skill ability and give them the ability to do things with chocobos. Like while riding chocobo u can walk through enemies and damage them. Chocobo can take an attack while riding. Etc. lol
@kurtsavage7511
@kurtsavage7511 13 дней назад
Having to grind for the two abilities you use for 1/2 of tge game kinda does suck unless you you rushing a certain team... I agree having to have jp up sucks but having it is a stepping stone. Same could ve said for auto potion tho...
@tsbulmer
@tsbulmer 13 дней назад
Somewhat off-topic, but this video made me wonder about making the squire more like pawns in chess, and now I want a +3 Move/Jump for the first three turns as a movement skill.
@itstheweirdguy
@itstheweirdguy 9 дней назад
All I can think about is how FFT for the original Playstation had the original names for the items and abilities, and is the only FFT I want to think about.
@Pbeastcollins693
@Pbeastcollins693 12 дней назад
Cover doesn’t really feel like a Squire ability. That kind of tanking always feels like a heavy armor class ability. So either a Knight or Paladin style class.
@DuskGames-sy1ui
@DuskGames-sy1ui 13 дней назад
I would replace move+1 with something else, I don't think it suits the class on top of it being "OP". I would give move+1 to thief or something.
@beebs_magoo
@beebs_magoo 11 дней назад
If squires were on the same level of Ramza squire, I would love to use one. Always liked learning those extra skills like Cheer and Ultima.
@tomb2077
@tomb2077 9 дней назад
Not hypothetical, Jason Schreier confirmed a remake is coming! Look it up on the Games subreddit.
@Shiver_Bane
@Shiver_Bane 13 дней назад
I'd would modify axes to allow damage to scale with the character's level rather than just Brave and strength stats. Brave and strength would instead narrow the damage range the higher they are.
@David-pq2ry
@David-pq2ry 13 дней назад
I believe for every move plus one you should get a minus one to jump. If you were that nimble on your feet and able to carry heavy weight you should not be able to jump higher
@thrillhouse4151
@thrillhouse4151 9 дней назад
It would’ve been cool if squires could’ve had a free “change equip” ability they could use on others.
@lonerboy18
@lonerboy18 11 дней назад
I would lijw squire if they had more utility and slightly better stat gains, also why does the squire learn Ultima? Lol
@Kynick-2501
@Kynick-2501 11 дней назад
I vote for just take all JP requirements down to whatever the boost does, half or whatever. Same effect I think
@randym5824
@randym5824 13 дней назад
Could swap move +1 with charge-- that gives +1 move only in the direction you started the turn facing
@deronwood4710
@deronwood4710 12 дней назад
You should play WOTL 2.0 it has alot of the things uve mentioned including the jp boost
@zaythleon5847
@zaythleon5847 7 дней назад
I was going to say 100% of your jobs will most likely use squire for even just jp boost
@henrymapleton
@henrymapleton 11 дней назад
Squire is about the same as the minotaur, leave them alone too long after all the buffing and they'll KO with their normal attack.
@rikaclawfal4835
@rikaclawfal4835 9 дней назад
Change Squire -> Soldier. Start there and everything else will fall into place.
@revivalfromruins
@revivalfromruins 12 дней назад
Come play FFT EZ-8 and see its take on the Squire!
@ebox147
@ebox147 11 дней назад
I have finished this game before, but i'm only now learning that axes deal random damage
@trymv1578
@trymv1578 12 дней назад
Rename Squire to Cadet and it frees up a lot of insinuation about Squire-theme assumptions lol.
@AlDesentis
@AlDesentis 13 дней назад
I enjoy your content Tom! Just dropping that here. Be well!
@randym5824
@randym5824 13 дней назад
Equip skills should give a damage boost to classes that can already use them
@rune9055
@rune9055 11 дней назад
On my latest play, I ignored the JP boost almost entirely, allowing for much fun gameplay because I was able to use other skills in that slot through the entire game that otherwise I wouldn't have. It felt refreshing and fun.
@TitaniumLegman
@TitaniumLegman 11 дней назад
How did it feel acquiring new skills and jobs that way?
@dustincompton992
@dustincompton992 13 дней назад
While the argument could be made that JP growth needs to be higher in general, I’m fine with Squires having JP Boost as an ability, as I feel it’s appropriate for the starter class. The Squire is someone still learning the ins and outs of combat, and it is often said that one of the most valuable things one can learn is HOW to learn. JP Boost could be argued to be just that, a young recruit putting in the effort to get that fundamental skill down.
@Lastjustice
@Lastjustice 10 дней назад
Or the cost of skills needs be brought down. If you advance straight thru the game, you would probably only master 3-4 jobs by the time you complete the game. The game just too grind heavy as most jobs takes way too much jp to get the kit rolling properly. The jp just isn't skilled for the amount of content in the game. Most of us fight hundreds of extra battles rather than advance forward. I feel like all skills should be cover with in the jp to reach lvl 8 as the job. I might take that a step further just make skills unlock as you lvl up the class automatically, till you master it at lvl 8. Sure you can just grab the 3 skills you want and bail, but if you can master the entire class in a reasonable timeline, that works better in the long haul over cherry picking skills. Does it really make sense a chaarcter can learn fire 4 without having learned by 1,2 or 3 first? Overall I don't think it benefits the game making it so grind heavy. There's more than enough classes to play , that you will be busy enough unlocking stuff. (I've played with gameshark, where you could just buy all the skills you have enough jp for, it still takes awhile unlock some classes.) I'd have it to where when you master squire Move +1, Jp up, and equip Axe all are passive skills your characters has as all classes. Mastering classes does basically nothing for most part. I think some passive traits should be enabled by mastering a class. Or make to when you have the classes ability equipped, then you get the mastery bonus. with Move +1 passively on (which doubling up does nothing just to remove this let's make early move 2 out of this.) this allows players to pick movement abilities that do other things besides go futher. There could more interesting options then for movement than simply jumping and moving further then.
@paddyotterness
@paddyotterness 12 дней назад
I'd like to see classes have a diversity (maybe 2-3) of options for weapon types and not be specialized into any one particular type, but that might be the FF11 player in me speaking. The Warrior in that game also fulfilled a generalist role with weapon types (1H Sword, 2H Sword, 1H Axe, 2H Axe, Scythe, Shield, you name it, they could use it) and allowed you to skill up proficiency in a wide manner. FFT doesn't have a skill proficiency system like Tactics Ogre PSP/Reborn, but what if it did?
@TitaniumLegman
@TitaniumLegman 12 дней назад
It could certainly be interesting! I personally like the idea of giving one particular weapon that's otherwise underutilized a bit of a boost, while still providing the option for things like swords and knives for utility and versatility. But making a weapon proficiency system that could maybe even be tied to a character rather than their jobs could be an interesting route to take. And it would be beneficial to job selection, as maybe you choose to stick with swords jobs as you change to keep building your sword prof.
@procyonia3654
@procyonia3654 8 дней назад
V1.3 difficulty mod did squires pretty well
@randym5824
@randym5824 13 дней назад
Defend could give adjacent allies a defensive boost as well.
@borjankosarac3645
@borjankosarac3645 12 дней назад
Thematically this seems a reflection of why TG Cid was so busted; Ramza is the ultimate example of an Almighty Janitor as he never rose above the Squire class and yet… And yet, his virtues - his will to act as his conscience dictates, his compassion for his fellow people, his honour as a leader who his friends would follow, and his love as a brother who would suffer the worst eternal sufferings to save his sister - saw him fight a shadow war to dismantle the otherworldly powers that were taking advantage of human sins and vices in an attempt to subvert the world order and enslave all sentient life. They drove him to be beyond what would be possible, allwhile still ultimately being a baseline and non-extraordinary person… Even so, I agree that from a gameplay design perspective, making the class *viable but not better than almost everything* would absolutely be the right choice. If Matsuno is willing to take suggestions like this and board, we’ll definitely have a game that could surpass all for realises… as if FFT wasn’t already pretty much that! Oh, and my itsy bitsy request to rebuild the maps and battles in the map to balance parties of 7-8 instead of 4-5 - which might even be why we’re stuck waiting *huff-puff, huff-puff* - then we’re more than golden… We’d be platinum.
@trymv1578
@trymv1578 12 дней назад
Honestly Cid is just busted because Knight Sword + Crush Punch more than anything. You easily nerf him by just making the Holy Knight abilities not 3-range, multi-target, boosted damage weapon strikes. Ramza still plays by the actual rules of FFT with some slight upgrades on his Squire, but the Holy Knights just break all the rules without a 2nd thought. Make Cid a standard Knight with 1 range, single target Crush Punch and he comes crashing down from his throne.
@alejandromagnobarrasa9244
@alejandromagnobarrasa9244 13 дней назад
It is time to move! ability that lets you use your action to move again. Accumulate reveals hidden power of squire up to 1000 jp to learn and this shouldnt give you plus 1 strength that is cheap it should give next action special properties it would make dash do twice damage always knock back defend sunken state equip change twice time to move lets you keep 20 ct. Make throw stone interrupt charge and knock back Axe always do damage indicated Knife gets concentrate and no counter Sword gets concentrate 50% crit rate Flail gets don't move status added to attack Pole arm pushes back enemy Harp doesnt lose ct from attacking Cloth deals minus 20 ct to enemy or minus 10 Spear gets don't act added to attack wears off after one turn Rods drain mp Staves drain hp Knight Sword Always crit Gun magic three spell Gun regular poison Bow further range concentrate Crossbow double shot Ninja edge always special like adding effect or spell for koga iga Katanas double attack Fist don't move to attack Stronger monk revive 100% Earth slash darkness Spin fist extra tile Secret fist 100% death sentence on allies Bard effects up Katana never break It makes steal 20% more effective Reduces charge for charge jump Mp for some spells charge for others For Ramza accumulate would make scream able to be given to others not plus one speed gives ct instead 20 Cheer up heal and brave Yell haste and speed plus 40ct Wish revives also And in last chapter accumumlate is not greyed out He can give it to others. Heal becomes a remedy cures all ailments like stigma magic And accumulate is greyed out For Ramza until chapter4 it would until max level mastered ultima becomes altimas big one Cloud instant limits Mustadio 100% chance snipe ignores resistance seal evil monsters not just undead or new zombie shot then seal evil on monsters Balthier 100% snipe steal crit You get the idea
@alejandromagnobarrasa9244
@alejandromagnobarrasa9244 13 дней назад
All this stuff is balanced by support ability always growing focus is greyed out unless your a squire, but if you want to use it in other classes you have to have this new support ability Ramza is automatically always growing no matter what class and his support ability is blank until you master all classes or beat a super boss Ramza gets hero support ability that makes him auto focused in battle
@powervision7855
@powervision7855 13 дней назад
Equip Axe - should incorporate flails, this would be handy for abilities like the knights Battle skill which cares about the weapon damage but not the weapon variance. Monster Skill - should affect all allied monster on the field > agreed! Defend - Same evasion percentages on back/sides as the front Gained JP UP - I only use this for my calculator, everyone else uses fun abilities, like a Thief with equip axe. No changes needed for me :P Fun video, I enjoyed it. :)
@trymv1578
@trymv1578 12 дней назад
Give Defend Defense/Magic Defense up on use as well, or something. Make it actually good for tanking.
@beamstalk6475
@beamstalk6475 13 дней назад
throw stone is amazing for early game jp and xp farming
@virtualbunksie5117
@virtualbunksie5117 11 дней назад
If anyone wants another game very similair to this. Vandal hearts 2. The story was better than tactics to me. I only played it because I couldn't get another copy of tactics which was chipped and copied for my Pal ps1 An absolutely amazing game, holds hands in my heart with FFT
@Lastjustice
@Lastjustice 10 дней назад
The moving at the same time thing is a bit to take in for Vandal hearts 2(compared to first game where all allies and enemies had a full turn cycle.), but once you realize how the ai works, you can start abusing it. I would always move my last character into range of the enemy that had already moved. This means on the next cycle of turns, this character will go first to attack you. If you turned your back to them, they will always go to the space directly behind you. You then can move to the space directly behind that to back attack them instead. I would make someone extra heavy, and as they were my pusher. I would have them move next and take the spot behind that person, and bump the enemy off their back to prevent their attack to my rear. You might push them a different direction than you guessed, but they won't get to attack you. Once you understand how make your characters bait for the AI, you can control their every move. Try divide them up so there is only one or 2 in range, so you can easily know which one will attack what. Lastly bosses were super easy to beat. I'd sent a single flyer ahead, and let them be in range of the boss at the end of the turn. In the next turn cycle, the boss will try hit that character with their special attacks. I would move my flyer right away to a spot that was definitely not in the range of their attack. The boss will exhaust all their MP in a couple turns while the rest of your team is mopping up their troops. By time your team is ready for them, they will have no mp left, and be easily taken down. This tactic can be used to burn up the mp of any boss or spell caster that doesn't start right on top your troops. Between all the crazy skills and gear you can unlock, there's just so many secrets and abilities to discover. the game really takes whole tactics game in a cool different direction from FFT.
@ragnarok923
@ragnarok923 13 дней назад
multiple mods old and new tried to “fix” squire (generic squire specifically). usually it involved changing its skillset to more of a support one (single digit revive, regen with or without healing, better status treatment etc). Some mods made more unique abilities like defy pain that restores half hp in critical condition, or free mp restore. in my opinion support skillset of free abilities is the only squire’s saving grace. in any case squire by design is a class you want to get out of, so i don’t understand why are trying to fix the class itself, and not try to make skillset (which consists of useless trash abilities) better, so it could be a viable option on other classes. as for axes, there’s a very simple fix: instead of literally having damage range of 1 to max damage, it should have 50% to 150% damage.
@TitaniumLegman
@TitaniumLegman 13 дней назад
A big part of the video was the idea that Squire can be, and I feel SHOULD be, something that has viability in its own right, like Warrior in Tactics Ogre. My proposed changes would help it with that.
@StrikerZero6
@StrikerZero6 11 дней назад
Alot of rom hacks actually remove JP boost (FFT 1.3, Ramza has Blade of ruin, ect...)
@TitaniumLegman
@TitaniumLegman 11 дней назад
I believe it. While I get why it existed at the time, I do think it's a prime example of things to remove due to the audience as a whole being far more experienced than we used to be.
@BlueArremer
@BlueArremer 11 дней назад
Do people really call you a grifter for talking about FFT? That's wild. Don't listen to them lol.
@TitaniumLegman
@TitaniumLegman 11 дней назад
Not often, but it does happen. People really seem to take offense to class discussion and tier lists sometimes.
@komradeklutch6215
@komradeklutch6215 13 дней назад
It's interesting to hear you say this about JP up... I've often thought that it was broken myself to the point where a lot of times when I would replay the game, I would not allow myself to use JP up but I would use a gameshark to make it so that my earned JP never goes down. Essentially taking longer to get access to all of my abilities, but getting all of them faster. And another thing to mention of course is how chemist doesn't even start with it so you always end up having to turn your chemist into a squire and just grinding the squire just to get JP up so you can level up your insane JP cost mages.
@KnownAsKenji
@KnownAsKenji 12 дней назад
The 'starting Chemist' is definitely an underrated ordeal. If you don't work to adjust or replace them with just the right pace, you can get nuked in a certain couple of early missions due to lack of healing.
@komradeklutch6215
@komradeklutch6215 10 дней назад
@@KnownAsKenji well that's why you don't advance to DTC before having it figured out and putting the chemist back haha
@videogamesspaoldschool
@videogamesspaoldschool 13 дней назад
Yes, charges are very challenging.
@crystalchaos462
@crystalchaos462 13 дней назад
What I hated about Squire is that Ramza was a "Squire" through the entire game but his version was clearly different. Maybe that was to discourage you from keeping him as one all the time like other characters with Exclusive jobs. Learning Ultima later doesn't really seem that intuative or even fit the job/role. Maybe this is a discussion for a different video though.
@DanielMWJ
@DanielMWJ 13 дней назад
Mine got ninja, monk, and samurai training ASAP and became a monk blender. 😂
@trymv1578
@trymv1578 12 дней назад
Well it visually changes to Mercenary and Heretic, etc. as the game progresses.
@Rob_Thorsman
@Rob_Thorsman 12 дней назад
Ramza should unlock a Balbanes-like class (say Heavenly Knight) in chapter 4 similar to T.G. Cid.
@PunkFiddler
@PunkFiddler 13 дней назад
Accumulate, alone, is more than enough.
@The_Gallowglass
@The_Gallowglass 13 дней назад
People always want more. lol Squire is not meant to be good. It's meant to be entry level---unless you're Ramza.
@benedict6962
@benedict6962 13 дней назад
Accumulate is the best skill in Squire's kit, justifying the entire Fundaments set on any physical job. What I would do instead is.... Squire+ - All Squire skills get +20% knockback - Move+1 is renamed and increases chance of self to be knocked back by +30% - JP Boost is reworked to have no effect on regular JP gain, but increases the trickle JP to all other units - New Passive Practiced Swings, increasing damage reliability. Less bang for buck than other passives for non-axes, but possibly affecting spells. - Equip Weapon has an innate +10% damage for basic attacks - Equip Armor has an innate +10% hp when wearing that piece - Remove Beastmaster, gain Beast Whisper, an active skill that allows a monster to use their hidden skill for X turns. Beastmaster will go to the actual monster specialist. - New Active: Mana Burst. Use up all MP to deal half that amount in True Damage to self and melee target.
@trymv1578
@trymv1578 12 дней назад
The Equip skills do that in one of the mods, it gives you the ability to equip AND boosts their damage as a passive (so as it still warrants use on classes that already can equip the weapon). Though that mod gives Archers 'Equip: Bow' as well and man all characters having a boosted bow early on is actually a tad potent lol. The JP Overflow getting a boost is a cute idea but its 25% base as is so 30% only ups it to like 32.5%. Would probably be better just flatly doubling it so you can keep characters in single classes easier while still picking up some options elsewhere.
@benedict6962
@benedict6962 12 дней назад
@@trymv1578 The 30% was for knockback, not JP boost.
@trymv1578
@trymv1578 12 дней назад
@@benedict6962 Ah, oops lol.
@DanielMWJ
@DanielMWJ 13 дней назад
I would say to treat squire like an "adventurer" job. 5/5 PA and HP growth. 3/5 MP and MA growth. 4/5 PA, 5/5 HP, 4/5 MA, MP, and 7/10 Sp. Give ALL human jobs +1 to move. So, 4-5 move instead of 3-4 move. Remove Move+1 from squire. Remove Gained JP Up from squire. Remove Beast Master from squire. Add Jump+1 to squire. Add Equip Shield to squire. Add Equip Crossbow to squire. Add Weapon Guard to squire. Add Distract to squire, which deals attack damage and nullifies a target's evasion until your next turn starts (based on attacker/target brave). Add Bandage to squire, which has 4 ctr and adds renew. Only targets others, range 1v1. Interrupts on damage. Add Counter to knight. Add Jump+2 to archer. Add Move+1 to thief. Add Move+2 to ninja. Add Equip Bow to archer. Remove Weapon Guard from knight. Remove Equip Shield from knight. (Support, not innate) Remove Jump+1 from archer. Remove Equip Crossbow from archer. Remove Jump+2 from thief. Remove Counter from monk. Remove Move+3 from Bard. Remove Jump+3 from Dancer. Give every job "basic" active abilities that cost 0 jp and start learned. Dash and Throw Stone for Squire. Make "random" damage weapons 50% to 150% damage. This all allows squires to dip their toes in many weapon things, while supporting allies.
@kurtsavage7511
@kurtsavage7511 13 дней назад
Hey you leave my move 3 alone that the only reason to even look at Bard.
@DanielMWJ
@DanielMWJ 13 дней назад
@@kurtsavage7511 move+2 and +1 movement takes care of it. Lol. Really, bard should just have better actives.
@trymv1578
@trymv1578 12 дней назад
Please no to all classes getting base +1 Move. The maps are too small for high movement in FFT as is, everything dashing across them in two turns is already problematic. Generic ranged units fall off so hard because melee gap close too hard (or god forbid Cid/Agrias with ranged weapon attacks). Also Ive played a mod with 'Equip: Bow' and honestly it makes Archer even more useless lol; Crossbows were the pick for a reason.
@DanielMWJ
@DanielMWJ 12 дней назад
@@trymv1578 I would assume that any new game would be much less constrained by hardware limitations, and have some larger maps. And it's not so much of an increase, since everyone was getting move+1, move+2, and those who grind, move+3, anyway. By just giving everyone a +1 to move, it makes getting that second or third less attractive compared to getting a different move ability too, paradoxically *reducing* movement, especially in the midgame. And that's a matter of not making archers crap to begin with. But, that's for another video.
@sirknightdude2587
@sirknightdude2587 12 дней назад
Rad is a mad lad.
@axel8406
@axel8406 13 дней назад
1st comment nice
@GameDadVII
@GameDadVII 13 дней назад
I love it dude!!
@leegoldberg2668
@leegoldberg2668 12 дней назад
More fft!
@djemollient2594
@djemollient2594 13 дней назад
I made some huge changes to this class in my editor that not only acted as a job buff, but made it scale throughout the game as well: Increased speed and scaling to above average to compensate for their niche abilities Gave PA, MA and Jump buff to be competitive with other classes, but still lower than specialist jobs making them a jack-of-all-trades Accumulate: 10 mana cost, 20CT, 2 cast range in a 3 range area Throw Stone < Mud Sling: Throw 3 stones within 4 range that give 3 separate status chance of blind/oil/poison Dash < Grapple: 2 range dash attack that deals 20% Health damage to enemy, and Heals self for the same amount. Guaranteed knockback, and countertackle also uses this. (Range also works on countertackle) Heal < Battle Drug: No longer cures statuses, inflicts Poison, Haste and Shell on 2 range area around caster. Will probably add basic fire spell or new ability to ensure Mud Sling's oil is proccable
@djemollient2594
@djemollient2594 13 дней назад
You're absolutely right though. The 2 worst parts of this game are the ubiquity of JP up, but a lesser discussed part of JP being how sparse abilities are on all randomized enemies. Not only just useable abilities but reaction, support and move as well. Lowering JP cost allows all generated characters a much more fleshed out list and varied gameplay experience, with significantly increased difficulty.
@DanielMWJ
@DanielMWJ 13 дней назад
​@@djemollient2594IMO every job should come with a set of basic abilities already learned.
@djemollient2594
@djemollient2594 13 дней назад
@DanielMWJ As in every job has access to the Squire 4 abilities? I'd like that, maybe add Potion/Hi-Potion access to every job as well. Make X-Potion Chemist exclusive
@DanielMWJ
@DanielMWJ 13 дней назад
@@djemollient2594 I was thinking more, "hey, I have this job, but oops! I have no active abilities!" Like, every wizard should just start with fire, ice, and bolt. 0 jp cost. So, Squire would just *already have* Dash and Throw Stone. Same with NPCs. No randomly not having anything.
@djemollient2594
@djemollient2594 12 дней назад
@DanielMWJ iirc setting an ability to 0 JP cost means it's close to a guaranteed purchase(if not guaranteed) so that should work. I found out the job typically attempts to spend all JP and throughout a job based on the generated job level for the character, so I made one patch where JP boost was removed and all abilities cost 1/10 of their normal price. Early game knights with equip crossbow, thieves with counter, white mages with equip sword, saw tons of interesting combinations and the difficulty was tougher but more nuanced.
@ValeVin
@ValeVin 13 дней назад
This is way out there, but I'd love to see things like JP Boost and Beast Master moved to a system like Knight of Lodis has. There, emblems are required for class changes and provide permanent boosts. So using recruit on dragons unlocks dragon tamer as a class while also giving you a permanent boost to any dragons within a few squares of that character. I'd love to see hitting lv 8 or mastering squire do something similar, just provide a permanent boost to JP on that character that doesn't require losing a passive slot.
@TitaniumLegman
@TitaniumLegman 12 дней назад
@@ValeVin Yeah, there's a ton that could be done with the acquisition of innate abilities, and this is a solid solution. If you're gonna make it a bit of a grind still to get JP Boost, at least make it so it's permanent without eating slots.
@ForgingMindset
@ForgingMindset 13 дней назад
I feel like Squire has potential. I imagine them carrying all the gear to the other classes. Like a real squire would. Thus maybe they can equip alot of different items. Granted they wont be the best with anything. Also giving Base Squire Unique abilities like tailwind and wish is fun. on one of my playthru's I made a skill called "Pummel Blade" using repeating fist animation for a weaker crush punch without instant death. 2 range WP+1 bonus dmg and gave it to base knight class
@The_Gallowglass
@The_Gallowglass 13 дней назад
Squires have potential, because they're gaining experience to become something else. That's why they're called squires.
@ForgingMindset
@ForgingMindset 12 дней назад
@@The_Gallowglass did you even read what I said? Sound like a robot
@TitaniumLegman
@TitaniumLegman 12 дней назад
In a literal sense, you are correct. That's why it's odd to me that the main point of the Squire class is to take that trait you'd think would be unique to them, and passing it on to the other jobs
@The_Gallowglass
@The_Gallowglass 12 дней назад
@@ForgingMindset Did it ever occur to you that I was agreeing with you outloud.
@The_Gallowglass
@The_Gallowglass 12 дней назад
@@TitaniumLegman You're passing it on to other jobs, because you're moving on. You learned something that makes learning easier and now are using it to learn more jobs quicker.
@Ubernewb111
@Ubernewb111 13 дней назад
Squire doesn't need to fixed. It's the very first class and only exists to give you some basic skills. You all so thirsty for content that you spend time and effort making a video about stupid stuff
@TitaniumLegman
@TitaniumLegman 12 дней назад
Consider if it did that, but also had more viable long term potential
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