Posted June 29, 2018
paladin181: Well, that's why we all have opinions. Obviously you like things I don't and vice versa. You love FFV, I think i's merely ok. I love FFVI. It's all cool though. You don't have to like the things I do for us to continue getting along. :)
Becaue I feel like it, a couple issues I have with Final Fantasy 6/9: * During attack animations, time doesn't stop, but new attacks can't be made. This leads to the action queue getting backed up, which makes it take a while between entering a command and actually executing it. It's bad enough that I have found myself (with battle mode set to Wait) opening a submenu and simply waiting for the queue to empty; I shouldn't have to do this. It gets even more ridiculous when a strategy is to use attacks with long animations (like 9's summons) to give certain effects a chance to expire, or in FF9's case, for Auto-Regen to fully restore your party, which just seems silly. (Note that FF6 regen doesn't heal you during animations, but it can queue up a heal to occur as soon as the animation finishes.)
* The way stat bonuses at level up work. Basically, to boost your stats, you need to have certain things equipped at the time of level up; this makes it overly necessary to pay attention to the precise amount of XP needed to level. It also encourages intentional XP avoidance, which means you need to avoid much of the gameplay if you want to optimize your characters. It's, in particular, a case of the issue I call (and have seen called) "missable stats"; unless you play through a large portion of the game without leveling up, your stats won't be as good in the long run. I actually think these games would be better if stats did not increase at level up at all.
(Yes, these issues apply to both games, and not the two in-between. FF8 solves the missable stats problem by providing a couple other ways to permanently boost stats (seed-like items and an ability from the final Guarding Force), though of course the game has other flaws.)