Yeah, my guess is that in the development cycle of FF4 the plan was for Fusoya and Golbez to be in your party, and they needed to get Rosa and Rydia out because of the 5 person party limit, but then something happened along the way and they either couldn't get Golbez done in time, or they ran into an issue of the two being much weaker than Rosa and Rydia. The in game mechanical reason for them being gone was removed, but they decided to keep the scene and just have the two stow away aboard the Lunar Whale.Second, they designed an actual full combat sprite for Golbez, which makes me suspect that it really was intended for him to join the party at some point.
It's time to get grinding.
I don't remember FF4 having a difficulty drop at any point. Maybe I could argue post-Mt. Ordeals counts, but other than that, I'm coming up with nothing."Tightly balanced" my foot, FF4 has the difficulty curve of an EKG monitor.
It's been two months since I beat the game myself so I can't provide you an annotated list of every wild change in difficulty but I can sure tell you from memory that it would spike sporadically with seemingly little rhyme or reason before just as suddenly flattening out to being quite easy. These spikes in difficulty normally coincided with any time the game added a caster who wasn't Rydia to the team and normally levelled out whenever Cecil wasn't the only competent physical attacker on the team ('what about edge?' what about edge) but there were others too. I remarked more than once that the jumps were so random and temporary that I had no way of knowing if it was me doing something wrong or the game being unreasonable, especially since I was shooting for 100% bestiary completion so I did extra grinding and was further along the power curve than I would be if I was just beelining.I don't remember FF4 having a difficulty drop at any point. Maybe I could argue post-Mt. Ordeals counts, but other than that, I'm coming up with nothing.
Well... yeah. Why would the big evil guy only be a few levels above his generals? Maybe Rubicante would stay loyal, but do you believe for one second that the other fiends wouldn't betray him in a second, to steal his position, if they thought they stood any chance against him?And yeah, one recurring problem that I've seen in FF games is that the final boss represents a huge difficulty spike
Oof, yeah, I don't remember when I picked the routine (FFIX, probably, which was my second FF) but I always try to make sure in these games to stock up in healing items because if the game wants you to use them, you will use them and end up missing them when at the worst time. Once past the 10 hour mark of gameplay, never leave home without at least thirty phoenix downs and fifty potions, that's the baseline.
Those are probably Gen X'ers.(Unsurprisingly as I found while googling to confirm the accelerated levelling there are psychopathic boomers out there who believed the Pixel Remaster ruined the game by making it at all sane for normal people to play so the CASUALS could get through it, shitting and pissing with rage because they unlocked Holy naturally before the final boss rather than having to stop and grind for it as GOD INTENDED.)
As I edited into my previous post, the new XP system was nerfed by the time Omi and I played the game; you only gain 40% more xp than usual, and the encounter rate is halved compared to the SNES version (noticeable because the Patented FF2 Monster Closets aren't guaranteed to get you before you can return to the door). It's smoother but it's actually not an instant win button and it's still the game's fault whenever it abruptly turned around and started throwing haymakers out of the blue.That seems more like a byproduct of the newer XP system rocketing you ahead, to be honest, because that doesn't describe what I played at all.
Unless of course you get Kain the spear that casts Tornado on the enemy, get a proc on the first hit, then two shot the dragon boss.Speaking of Zeromus, the other major remake of FFIV, the GBA/PSP one, has a Zeromus EG superboss, as well as a different, harder dragon superboss, in a postgame dungeon on the moon called the Lunar Ruins. So if you're having trouble with Zeromus, just remember this is the easy version.
Now that I can at least get behind, but I also think the only character who's terrible to the point where you're worse off for having them is Edge because he's a glass cannon with no cannon unless you chuck rare items and sometimes he doesn't even live long enough to do that.Also, again, I would like to reiterate my problems mostly came from the game saddling me with bad party members (such as any caster not named Rosa and Rydia, or guys named Edge) whom the ATB system and restrictive row system make babysitting a pain in the ass.
In reality though that doesn't really matter - it's all 9,999 damage, which, hm, actually gives me some thoughts.
FFIV is the game with the Biggest Numbers so far. That is to say, as someone who didn't try to actively grind to get my character above the level I needed to beat the game, numbers in general have been increasing over the course of the series, but there's been a massive jump. FF1 ended with characters dealing around 1k to 2k damage with their most powerful attacks. FF3 had characters in the lv ~30 range, and they could, under special circumstances like with the Ninjas' most powerful throws or an optimized Dragoon hitting a flying enemy with Jump, hit within the 8k-9k range, which even in the final battle only happened once or twice.
Meanwhile, when I reached the Moon in FFIV, my characters were around lv 45. Unbuffed basic attacks hit for 2k to 3k damage, and anything else goes up. I can routinely hit 9,999 damage when Rydia uses Flare of Behemoth, and Edge's Throw can hit for 4k to 5k damage with Fuma Shurikens. The level numbers are bigger, the damage numbers are bigger, and as a result, for the first time, the maximum range kind of… loses its margin? It's hard to make further improvements impressive when we're running into Max Damage either way. For instance, as mentioned by Zerban earlier, at lv 60 Rydia unlocks Meteor; however, this is less impressive than it should, because Meteor has a long cast time and can only deal 9,999 damage, whereas both Flare has a shorter cast time, Bahamut… might have, I genuinely don't know, and both of them deal within the same 9k upper range of damage, so I'm never going to actually use Meteor.
I wonder if that's going to be an issue going forward, because I know that the games are going to keep the 9,999 damage as the maximum possible damage dealt by a single attack for a long while.
FFVI suffers from this quite a bit if you're optimizing. I recently finished my Pixel Remaster playthrough of it, and by the end Relm/Celes in the low 50's had their magic stats juiced enough that they'd cap the damage meter with second tier spells if they hit a weakness. Terra could do it with second tier spells without a weakness if she was tranced. And I was just doing the 'normal' optimizing of trying to make sure they got the +2 stat every level up. There's that whole next level of optimizing where you try not to gain levels until you have the right espers. Nothing like killing god in traditional JRPG fashion with spells you got 35% of the way through.
It's sort of self-defeating that I also had the urge to make all the 'magic-y' characters grind to learn all the spells when they barely matter once dualcast-quick-ultimaX4 becomes an option. I've heard FFVI described as an 'easy' game, but I think that's mostly because the cast has absurd power levels by the endgame if you've done everything. The first... 80% of the game (?) has a pretty reasonable curve.
FFVI was pretty broken, particularly the SNES version. It really pushed the boundaries of what a SNES can do, which is why it's considered "the best" SNES FF game in the West, but it also had a lot of coding oversights that ended up making a joke of the system and were easily abuseable. Magic Evasion was useless, since it was all status effects were accidentally coded against Evasion instead, so any item that enhanced Evasion automatically made spell status effects a lot easier to avoid, several characters were glitched out the ass (Cyan and I think Gau) so killing and reviving them would send them on a rampage that would kill everything on screen before anyone else could get a turn in, and then there's Relm's Sketch, which I never used because I read it would crash or destroy the game entirely.
I think it's actually the reverse. Magic evade was king in the SNES version. The joke was that "The goggles do nothing" since the Blind status didn't work.
The Relm sketch bug happened to me though, and captain SNES had its own gag for it.