Agreed. While most of the FFT games have kept the unit speed stat, I feel that this game's speed system is one of the best I've ever seen. It's incredibly effective, easy to manipulate, and simple to understand.
I'm not sure it's ideal, as the stat boosting does make it fairly easy to break the game. Three or Four Tailwinds get a character double turns, and from then on, the battle is basically over. Hit any unit with two or three Rend Speeds and they're crippled to nothing (these were how I got past the Progression Trap when I picked the game back up from my last save file, actually. And then I found a Degenerator trap and started delevelling).
But still, I really like the speed system in this game. It's so clear and precise. Really well done.
The charge system I like, but I like it the same way I like FFVIII's Junction system. It's a nifty idea, but I feel it falls short of its potential on execution. Tweaking charge times would help, but I still think there's some minor change needed to the system overall to make it ideal. I'll think about it as I play through and mention if anything strikes me.




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