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What would you have changed in FF 6?

I'd want it to be more fun to play. Completely scrap the combat, and implement a better twist on the ATB scheme. 7 did it, 8 did it, 5 did it, 9 did it, it's a shame one of the best FFs is possibly the one with the worst gameplay.
 
kevm3 said:
Edgar (or whoever your favorite swordsman is) + Atma Weapon + Illumina + Genji Glove + Offering = utter destruction
Don't forget the Strago with Gem Box + Economiser on support with Pearl Wind, Quick and Cure3. Gotta keep that Atma damage up.
 
Unique replies for all characters when attaining them in the WoR. It's a bit surreal when I manage to get Gau in my party to say coherently in non-Gau speak "These flowers are beautiful!" when on the Cyan retrieval quest.

A clearer re-emphasis on Celes character development. It's alright but I feel they either made her peak too fast regarding her relationship with Cid or not enough post getting Edgar. It's probably too difficult, in fact I think the only real emphasis on it is when you finish the game without Locke and you see Celes has some sort of personality rather than feeling like an NPC looking for your party members.

Finding out what the hell Seigfried stole from those chests!
 
Illumina? Ragnorok turns into an Illumina? * looks up Illumina *

Why did I not hear of this weapon before? Holy crap, even a +50% magic defense boost?
 
DarwinMayflower said:
Unique replies for all characters when attaining them in the WoR. It's a bit surreal when I manage to get Gau in my party to say coherently in non-Gau speak "These flowers are beautiful!" when on the Cyan retrieval quest.

A clearer re-emphasis on Celes character development. It's alright but I feel they either made her peak too fast regarding her relationship with Cid or not enough post getting Edgar. It's probably too difficult, in fact I think the only real emphasis on it is when you finish the game without Locke and you see Celes has some sort of personality rather than feeling like an NPC looking for your party members.

Finding out what the hell Seigfried stole from those chests!

Imp Robot.
 
^^^^^

Cast imp on one of your characters and have them equip all the imp armour. It makes them unbelievable tanks.

SlipperySlope said:
Illumina? Ragnorok turns into an Illumina? * looks up Illumina *

Why did I not hear of this weapon before? Holy crap, even a +50% magic defense boost?
I think you have to give up the Ultima magicite in order to get it, so most people go for the magic they can give to all their party members rather than get the ultimate sword.
 
viciouskillersquirrel said:
I think you have to give up the Ultima magicite in order to get it, so most people go for the magic they can give to all their party members rather than get the ultimate sword.

Well you could go the tedious route of teaching Ultima via paladin shields.
 
Aselith said:
Imp Robot.

My thirteen year old self was convinced that was another secret character I could get from the auction house.

I gave up only after making imp characters decked out in tortoise shields, titaniums, imp armor, and halberds.
 
Way to revive Gen. Leo, and most importantly - fix the game balance.. I was one of those people who spammed Ultima to get through the game, and I remember being extremely disappointed with the level of challenge back in the day. Also, perhaps a bit more direction in the WoR?
 
Y'know, if there was one thing I would add, it would extend the ending
to 1,000 years later. At least just to confirm whether or not my theory about Kefka is correct in a certain manner.

GT Vespene said:
mpsNd.gif

I honestly cannot tell what emotion he is supposed to be showing. Is he angry? Happy? Trolling? What?
 
Aselith said:
On another note, here's an interesting fact about FF6. I can never remember the clock time to set when I actually think about it but as soon as I get to the clock I remember it regardless of how long it's been since I set it.

^_^;;

I once finished another day at my night-shift job and was climbing the stairs out of the station and looked at my watch. The time was the exact Zozo clock time, to the second, though I couldn't remember at the time what it meant. It took five minutes to walk back to my apartment from there and all the way back I'm racking my brain. Finally, as I climb into bed, the answer arrives!
 
A easier way to use "desperation attacks". Waiting for -20% hp is dangerous with strong enemies.

Some kind of limit on Edgar tools. I barely used his normal weapons.

Some kind of limit on magics you can learn.

An easier way to use Terra's special power.
 
I'd want it to be more difficult.

Also, either limit which characters can use which magicite, have only some characters able to use magicite, or kill magicite all together. When it's used it doesn't feel like the characters have enough distinction -- even though they have more than characters in VII or XII.
 
Make the first half of the game a little less conducive to auto-pilot via Tools, Blitz, and Sword Techs. I appreciate being able to steamroll enemies when I know what I'm doing, but those just made it a little too easy.
 
All the posts of "how is Cyan useless?" makes me wonder how many people know how Sabin's blitzes work (they're magic ... well, Pummel and Suplex aren't but the rest are). Though, useless may be pushing it (more like "average" if anything). Cyan lacks anything special going for him besides Tempest; Dispatch is cute but it doesn't scale with weapons so it tapers off in usefulness. He's not a terrible physical attacker but just not as good as almost everyone else due to equipment (i.e., nothing comparable to Valiant Knife, Illumina, Dragoon setups, etc.). Him and Sabin are basically just end-game average, though Sabin at least brings Bum Rush.

That said, I'd love for a harder version of FFVI so any of the above actually matters. Also, maybe some more depth to the WoR could've been useful. I actually liked Tower of Fanatics/Fanatics Tower, though it's not that hard of a dungeon if you're prepped right (Wall Rings and Float basically trolls the place if I recall) and really would have liked for more places like that.
 
scy said:
All the posts of "how is Cyan useless?" makes me wonder how many people know how Sabin's blitzes work (they're magic ... well, Pummel and Suplex aren't but the rest are). Though, useless may be pushing it (more like "average" if anything). Cyan lacks anything special going for him besides Tempest; Dispatch is cute but it doesn't scale with weapons so it tapers off in usefulness. He's not a terrible physical attacker but just not as good as almost everyone else due to equipment (i.e., nothing comparable to Valiant Knife, Illumina, Dragoon setups, etc.). Him and Sabin are basically just end-game average, though Sabin at least brings Bum Rush.

That said, I'd love for a harder version of FFVI so any of the above actually matters. Also, maybe some more depth to the WoR could've been useful. I actually liked Tower of Fanatics/Fanatics Tower, though it's not that hard of a dungeon if you're prepped right (Wall Rings and Float basically trolls the place if I recall) and really would have liked for more places like that.
Cyan has Quadra Slice which does very good damage throughout the game after you get it. It also frees a slot to equip haste boots (or whatever) instead of offering and still do 4 attacks.

He's not the best but he's not nearly as bad as you guys say.
 
I wouldn't have made the World of Ruin non-linear and I would have given the characters their own unique lines for that portion of the game instead of there being generic lines for everyone.
 
Aselith said:
Cyan has Quadra Slice which does very good damage throughout the game after you get it. It also frees a slot to equip haste boots (or whatever) instead of offering and still do 4 attacks.

He's not the best but he's not nearly as bad as you guys say.

True but, honestly, it takes way too long to charge to really be worth it. That's really what Cyan's shortcoming comes to, though; he takes way too long to use his specials.

And, yeah, he's not "OH MY GOD WHY ARE YOU USING HIM?!" levels of bad but he's definitely not a powerhouse main-stay that most people think/remember him as. Average attacker and his useful attacks from his unique skill takes way too long to be truly effective. Though, there are ways around it (i.e., placing him in the same group as an Offering user, Sabin using Bum Rush, other long animation attacks) to make it not so bad.

Basically, him and Sabin are just "easy" buttons. They don't take much effort to be about as good as they can be, though they're not as good as most of the cast with some extra effort. Whether or not FFVI ever challenges you enough for this to matter is another issue entirely.

Also, us min/maxers ruin everything :x
 
I've found that playing through FF6 without ever equipping or learning magic from Espers makes the gameplay more interesting and keeps the characters unique.
 
Basileus777 said:
I've found that playing through FF6 without ever equipping or learning magic from Espers makes the gameplay more interesting and keeps the characters unique.
You might also do permanent fusing where you can only equip one Esper and then never unequip it. Would make the choice of Esper more meaningful and impactful.
 
I would make it more difficult.

The only remotely challenging parts were the Fanatics Tower and the parts where you had to split up the party. Contrary to OP, I really liked these parts as they forced you to split up your good characters and use characters you wouldn't normally use. Also, I guess something like that was really needed for the last dungeon to give you a gameplay incentive to go re-recruit your party members.
 
Professor Beef said:
Less party splitting. For the love of god, less party splitting.
you guys are all haters, all of you. :( what's the point of having a multitude of characters if we never get to use them all?
 
Flesh out some stories in the second half of the game. Setzer and Celes got the backstory they needed to be important. Leaving Shadows story a flashback only was a bad decision. Other characters needed more direction, or they felt desperate to have them do something.

Cyan's story in WoR was lacking and him not taking action seemed out of character with what we saw, then again his story really wrapped up in WoB.

The Gogo issue I wish they addressed that, Setzer's friend, and the rebel alliance guy with the healing powers and sweet beard.
 
Same thing I always say for every JRPG: Flesh out the story more. My main reason why I can never remember stories is that characters are rarely given a good back-story, and a lot of the dialog is very short and unrealistic. I loved the characters in this game, but I just wish I could find out just a little more about them. Sure, no one wants this with current Square writing the stories, but in my magic dreamland... everything would be just right.

EDIT:

StingX2 said:
Flesh out some stories in the second half of the game.

Looks like you had a similar idea at the same time as mine.
 
Can't believe people are saying party splitting is bad. That's what makes the game great. You actually have to level all the characters. Not to mention choosing which people end up in which group is fun.
 
I remember not liking how your stat upgrades when you leveled up were dependent on the Espers equipped.

I don't know...its been so long since I last played it that I hardly remember what I didn't like besides that.
 
Redo Cyan's Sword Tech system. I don't know what I'd do instead, but there's gotta be a better way than that time gauge.
 
Ultimoo said:
you guys are all haters, all of you. :( what's the point of having a multitude of characters if we never get to use them all?
ErasureAcer said:
Can't believe people are saying party splitting is bad. That's what makes the game great. You actually have to level all the characters. Not to mention choosing which people end up in which group is fun.
The problem lies less with the concept of party splitting, and more with the consequences. If EXP would've been shared with the others (like in FFVII, for example), it'd be less of a hassle. Same thing with equips and espers, too. But instead, I get punished during split-ups because I wasn't using a certain character (or characters) enough.
 
The Battle Theme was the worst song in the game and you had to constantly hear it. I never understood (even with FFXIII) why the Battle Theme doesn't change. A remix version depending on the setting would also appropriate.
 
IIRC the final level/dungeon was not linear and had way too many random encounters which killed any ambition I had to finish the game. Change either of those and I would have been good.
 
Nothing.

Seriously. Of all the FF, why VI? Why not bring up V, II or III or VIII (which I still liked) or X or X-2 or XI, XIII, XIV...
 
Basileus777 said:
Care to explain?

lol I was actually looking for that link to edit my post:

http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?p=4743#p4743

Pandora's Box is a hack that implements fixes for the aforementioned bugs as well as other gameplay tweaks (monster formations, AI/patterns, items, stats/xp curves etc) to make the game overall more challenging yet balanced. Among other things, it introduces a "Flawless Victory" mechanic (you get additional xp and items if you manage to win a battle without taking damage). A demo is available, I don't know how far you can go before it ends, I made it to the part with Locke after Sabin jumps off the raft.
 
I would change the fact that the game was releasef 3 console generations too early.

On a serious note though, Cyan's swordtech bar should load faster
 
I wish the second half of the game was more like the first half. The game did not feel like it was designed to be a non-linear adventure at all, this sudden change kinda drags the game down quite a bit.
 
I wasn't crazy on how Sabin's Blitz input worked. I get it wrong half the time; especially on the ds.

Edit~ I mean the gba version.
 
JeFfRey said:
The Battle Theme was the worst song in the game and you had to constantly hear it. I never understood (even with FFXIII) why the Battle Theme doesn't change. A remix version depending on the setting would also appropriate.

I thought it was one of the better variations of the battle theme, in the way it builds tension towards the end.

They should restrict higher level spells to various characters.
 
Lower damage or break 9999 limit/raise enemy HP to make Sabin/Cyan/lolUmaro viable, tools consumable or with a chance to break, more skill upgrades like new tools or Mug but based on events rather than gear, revise esper bonus growth rates re: perverse incentives (base on AP gain rather than level gain, with solid percentile caps, have atk/mag and def/spd opposed?), keep 'everyone can know every spell' for the feel of absurd power but adjust AP rates to make it like FFV all-mastery, make the espers which grant the best spells grant stat penalties rather than bonuses (make Ultima 6's X-Magic, only there for those who suffer through 999 points of Red Mage?)
 
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