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>ruins the game
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>>12311201
filtered
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Huh? All I know of the most used combo tech I used in Chrono trigger was antipode bomb from marle and lucca and it was great
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>>12311201
>impressive graphical effects
>does damage to all enemies
what's wrong with it OP if you don't like it you don't need to use it
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>>12311201
Shit like this is proof that jarpigs were never the "intellectual" game genre. The smallwits always fidget in their chairs like excited children over these games nuking what little sense of strategy and creativity they had by just dropping "The Best Spell/Summon(tm)" in each title that obviates any other option
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Early game tried to emphasise character and enemy position through various techs. Then the later parts disregards all of that and gives everyone nukes and multi-target spells.
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>>12311272
You hate fun dude
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>>12311319
>advance in the game
>get better attacks
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animation takes too long for me. not worth.
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>>12311410
>add an interesting mechanic
>immediately drop it
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>>12311319
>Early game tried to emphasise character and enemy position
not very well, it's a token presence
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>>12311435
>interesting mechanic
>can't control your dudes position
>can't control the position of enemies
You le serius nigga?
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>>12311435
It's an interesting IDEA, but in practice it's not handled well at all so I don't mind it falling by the wayside. I'd be more upset about it if the positioning elements actually mattered in the first place, but they really don't.
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>>12311515
>have to adapt to situations instead of choosing them yourself
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>>12311620
>me legs, dey don't work
>zee monsters, they wobble around
truly a mechanic
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>>12311201
Both games are easy as shit with or without the nuke spells. At least Ultima you can pretty much opt not to get, though it's arguably not even the best spell (Merton with everyone equipped with Fire Shields is basically Ultima + Cure 3 on the whole party), and FF6 can be trivialized in so many other ways. Ultima is just the most braindead way to do so.
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this is going to confuse jrpgtards, but having nukes isn't the problem, it's having mp pools
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>>12311661
muh vancian system
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>>12311661
There is definitely something to be said for something akin to the spell charges system in the early FFs. That way you can't just nuke your way through a dungeon - you gotta save that shit up either as a desperation move against an unexpectedly strong encounter, or of course against bosses. Even having the spells take a gorillion MP doesn't solve it because these games also shower you with ways to recover MP.
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>>12311201
Hey, cool animation, mind if I steal it?
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>>12311620
Hmm, good point. You actually have to figure out what's the best attack for the current situation. Early in the game it doesn't matter much since everything is so easy, but imagine if they would have stuck with this toward endgame and your attack choices were actually life or death.
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>>12311272
>Shit like this is proof that jarpigs were never the "intellectual" game genre.
did anyone ever think that? you use the fire spell against the ice creatures
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If you used magic in any of these, you didn't beat the game.
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>>12311410
"Game becomes more boring as you go on" isn't a very good game design strategy.
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>>12311626
He's right, and you're increasingly digging yourself in deep. CT's early mechanics are interesting, even if--or rather, BECAUSE--you don't have total control. Limitations create unique interesting experiences. This is one of the most sacred tenets of retro gaming, after all. Removing elements of creativity like this for just spamming the same "hit everything on the screen" move over and over is just terribly disappointing.
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>>12311661
You're right. FF1 got it right inheriting from DND. Successive game was far less interesting when magic just became a commonplace every-turn spam. JRPGs went so wrong when they chnaged from requiring you to think about your next move into just giving more and more redundant stuff to use.



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