The RPG Thread

Noodleface

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What really chapped my ass was why did they change the class names from what they've been using for 25 years?
 

Rezz

Mr. Poopybutthole
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More militaristic world, less "fantasy", and the roles sort of encompass a few classes/jobs and cherry pick abilities from most. Saboteur, for example, takes debuff type spells from Dark Knights, Blue Mages, White Mages, Black Mages and who knows what else. For the way the combat works, they would need a huge list of side characters to jump in and change jobs constantly, switching in a character for one spell and then switching to another for another spell if they went with the old class system. The role system they chose for the combat fits the combat, whereas the previous class system designations would not.

I get the feeling that that type of homogenized "role" type gameplay is going to continue for a bit, and it definitely doesn't look like XV has traditional jobs/classes in it at all. My guess would be that the handheld/offshoot market will get the more traditional turn based/class based stuff akin to early releases while the main line will continue to evolve their system to match their intended gameplay as much as possible.

And really, FF has had a pretty decent split between games with a class system and games without. 2/6/7/8/12NA all released without any sort of class determinants, and 10 arguably loses their determinants once you max out a character's personal sphere grid section. The class system was always much more prominent in offshoot games, not the main line.
 

Pyros

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What really chapped my ass was why did they change the class names from what they've been using for 25 years?
Because they're not jobs really, mostly they don't change weapons, which tends to be an integral part of the job systems. Dragoons have lances, Whitemages have staves, Redmages have swords, Monks have fists etc. But in XIII, you're assigned roles that every character performs with their normal weapon in their own way. Lightning uses a sword for everything, regardless, black comedic character guy uses guns for everything and so on. The paradygms are also not really the same as the traditional FF jobs, they combine several aspects since there's not that many in comparison to jobs.

Not every FF had jobs either, in fact most don't, like X for example doesn't have jobs, it has the sphere grid. It has areas that are obviously inspired by traditional FF jobs like Thief and what not, but you're not restricted to them and you don't actually have to use a specific weapon and appearance to access the skills, everyone can be everything. XII didn't have jobs until they released the second version thing. Hell even VI didn't have jobs, and that's an old school one. So XIII not having them isn't too much of a big deal.
 

Falstaff

Ahn'Qiraj Raider
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Yeah I think it's like halfway through the game. Coincidentally once that happens you now have access to the most OP monster in the entire game
Cool thank you. Are there specific familiars I should be going for? Like 500 different varieties and I basically still use the first three I got even though I'm collecting them all.

This game has like no middle ground either. Monsters are either stupid easy to kill or they kick the shit out of me.
 

Rezz

Mr. Poopybutthole
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Well, a good rule of thumb is that you want to use familiars that your characters prefer. After the trials and you can move and recruit them, when you press square on the familars/equip screen, it'll show three little icons representing various genus of familiar to the right of each character's portrait. Having familiars from those genus on that character gives them a bit of a bonus (10% stats) which, while not a ton, helps.

There are certain types of familiars that are straight up better than others, and a few that are just broken. For example, the Purrloin or whatever the cat with the sword that appears south of Al Mamoon in the green hilly area is a really fast attacker that Ollie likes, and it tends to be pretty good (read: amazing) after it has metamoprh'd twice. It is pretty much one of the most beastly single target fighting familiars in the game, and you can make it absolutely insane with some specific equipment. But generally speaking, you want one melee type familiar on each person, and at least one "tanky" type familiar on each person. it helps if you keep a solid healer type on Ester as well. After that, mix and match till your heart's content. Now, for some spoiler territory:

Once you get your flying dragon, fly around the flat hills south of Al Mamoon until you see a grey monster deal. This is the dinoceros. The most broken familiar in the game. Getting two of those and putting them on Ollie (who also likes their genus) and getting them at least their first evolution will trivialize the entire rest of the game. They have an AE attack called Earshatter that hits everything for physical damage, which they have massive growths and starting points in. Basically every trash fight can be one/two shot with Earshatters, which you just rotate the two dinos you get on Ollie to get around their cooldown.

Another broken pet, at least for Ester, is the Lumberwood. This can be farmed as a static spawn (looks like a little tree dude) on the lower island to the east of Hamelin. It spawns in a little circle of trees on the southwestern side of the little island. This familiar has insane defensive (both types) stat growth and gets all the best heals in the game. If ester has this, she won't die, and you can teach it to ressurect people, meaning she has the highest survivability of everyone and can keep Ollie and his Dinos up forever.

Swaine will do super well if you get him a skeleton and then metamorph it twice into a bone baron, which will take awhile to level but it becomes beastly. While this is happening, put your Thumblemur thing you got in Ding Dong Dell on him, and then in the same area as the cats south of Al Mamoon get a Monolith. This guy also has insane defensive growth, which will help keep Swayne in the fights much longer and he won't be absorbing heals nearly as much. He'll rotate between the monolith and the monkey-cat-thing for tanking and dps, and when your skeleton gets strong enough he'll use him pretty much exclusively because it is strong against physical attacks and gets some pretty obscene stat growths later in the game.

Regardless, you can beat everything without these, but getting them means you are going to stomp the crap out of everything in the game. Just having 2 dinos, a lumber, and a monolith on Ollie/Ester/Swayne lets you kill the hardest extra content boss in the game if they are leveled high enough, because they are just that powerful and you don't need anything else. Anything else just speeds up and opens up options. Anyway, end spoiler!
 

Pyros

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I already hate this time of day stuff in 13-3.
Shit becomes irrelevant after a few hours into the game. It's a pretty dumb mechanic because of that though, and it's really annoying in the first town when you start out. Once you have the upgrades and shit you can just freeze time permanently by only farming some mobs every now and then. Need to fight the big mobs.

I really liked the combat and like the art/music, but the rest of the game was meh. Time stuff and the story were both pretty shitty.
 

Vorph

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Sounded like he was referring to the actual time of day affecting what you can/can't do, and not the 13 day clock.

The clock itself is an total non-issue after the first day or so anyway. You chronostasis at will, and then suddenly you realize you're at day 7-ish and have done everything and have to go to an inn to sleep for nearly a week to get to the endgame.
 

Vorph

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I bought them because I think XIII taken as a whole is the second best FF after XII IZJS. An extremely distant second, but still...

More importantly, why do you care?
 

Kriptini

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I bought them because I think XIII taken as a whole is the second best FF after XII IZJS. An extremely distant second, but still...

More importantly, why do you care?
Reasearch for my upcoming article, "Why People Torture Themselves by Buying Bad Games."
 

Droigan

Blackwing Lair Raider
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I already hate this time of day stuff in 13-3.
I hated that too, so stopped playing the Playstation version. However, on the PC

GameCopyWorld - LIGHTNING RETURNS: FINAL FANTASY XIII - NoCD No-CD No-DVD Trainers PC Trainer Game Fix

Only tried the +12 trainer (was the first one there, now there are others), but can confirm it works. Stop the timer at will. Not need to wait hours or chapters into the game to spam the stop time ability. Just press numkey 4, explore and press the 4 key again when you want the timer to continue.
 

Kriptini

Vyemm Raider
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Be sure to include a chapter about Undertale.
You're gonna have to try harder thanthat.

rrr_img_120141.jpg
 

Noodleface

A Mod Real Quick
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Why did so many of you guys buy the FF 13 titles? Do you hate yourselves?
13 was alright, then I was promised 13-2 would be better (hint: it wasn't), I had to buy 13-3 to finish the series - too bad I couldn't

I can't believe I just hard a man say that 13 is the second best part of the final fantasy saga

Today a piece of my soul died

I watched Undertale on twitch and it looked like hipster bullshit