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Thread: Jobs in Jobless unemloyed broke games

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    the AJman's Avatar
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    Default Jobs in Jobless unemloyed broke games

    I personally have to apply jobs to every Final Fantasy I play even the ones that don't have them. I do it with VII, VIII, XII, all of them, I don't know why, may be it forces me to use other characters or I'm just an unusual fellow. So I was just wondering does any other Final Fantasy fans out there do that this as well. Also, for those who do whats some examples of the jobs you assign to your unemployed or jobless character.

  2. #2

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    I've tried to do this, but I always end up making them all more-or-less the same. I don't have willpower, I guess!

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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    • Former Cid's Knight

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    I gave up trying to do job classes in FFII, since FFVIII decided to make magic completely useless, I felt making job classes were rather pointless in that title. The point of XII's system was to build mock job classes. VII is the odd man out. I never tried for job classes outside of giving Aerith all magic and making sure Barret only got useless magic (with one exception) and stick to using physical, I only gave him magic to level it up but I hardly ever used it.

    The amusing thing I did for VII and to a certain extent FFII was build my party in a Chrono Trigger style set up. I blame it on CT being the last good RPG I played before VII and the fact that the demo for VII set your party up in this concept. Thus, Cloud always has Lightening, Aerith always has Ice, Barret and Red XIII use Fire, and Tifa gets Earth. Course by the end of the first disc, I have usually given up on this set-up but regardless, I always start VII with this set-up. Oh, and Aerith always gets Leviathan, same with Rinoa in VIII.

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    Bolivar's Avatar
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    In all FF games I take the time to open up the stats menu and assign jobs/resources/magic to maximize each characters' stregnths. Party-based RPGs like Final Fantasy clearly utilize this "comparative advantage" principle, as emblemized by the job system.

    For ex: Cloud I maximize either STR or MAG, Barret I maximize vitality & give him "cover" materia, Luck for Cait Sith, speed for Yuffie, ATK for Tifa.

    FFXII is tricky because there's just so much damn stuff on the license grid, you could argue it's even more partitioned than FFVIII. It's good to have a balanced party (2 Heavy Armor fighters, 2 Light Armor fighters, 2 Mages), but I usually let the equipment decide. The character development system I've found adds alot of replay value to FFXII.

  5. #5

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    I've really tried to do it in XII since the option is so obvious, but it's hard to find motivation to do so. The useful abilities like healing and buffs and +HP squares are all readily available and relatively easy to attain. I end up giving it to everybody just because there's no reason not to, save for a player forcing him or herself.

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    Bolivar's Avatar
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    Quote Originally Posted by Noctiluca View Post
    I've really tried to do it in XII since the option is so obvious, but it's hard to find motivation to do so. The useful abilities like healing and buffs and +HP squares are all readily available and relatively easy to attain. I end up giving it to everybody just because there's no reason not to, save for a player forcing him or herself.
    If you do the Mark Hunts at a decent rate while you're playing the game, then about halfway through it you'll have just about every augment for every character, all these powered up superheroes with huge HP that have massive amounts of MP and syphon it with every hit.

    I think it would have been interesting, in addition to limiting gambits, to limit augments, like you only have so many spaces for MP, HP, and other bonuses to use.

    That would have made for a great character development system but unfortunately we got this broad all-encompassing one. Still a great game though.

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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    • Former Cid's Knight

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    I always felt the best way to do it, while keeping the spirit of the system, is if they incorporated an ability equip system like IX's. Where your characters level determines how many Licenses they could equip (including augments) this would create better structure without frustrating the player cause they know they could only get a certain amount of augments or abilities. Say at Level 50, Basch could equip 255 points worth of License and thus each equipment and augment or spell cost a certain amount of points. I know it sounds confusing but it seemed like the best solution I could come up with to make the game accessible to both hardcore and casual fans.

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