I struggle to think of a beast tamer-style class in any RPG that didn't feel underwhelming, honestly.FF5 Beastmaster is quite strong.
I struggle to think of a beast tamer-style class in any RPG that didn't feel underwhelming, honestly.
WoW hunters
I struggle to think of a beast tamer-style class in any RPG that didn't feel underwhelming, honestly.Ogre Battle 64 is fine for beast tamers. But they don't actually capture beasts in that, just boost your beast allies.
Most boring goes to buffers/debuffers
Playing a pacifist healer in Nethack suuuuucks, and moves over to beast tamer territory.Would you really count Nethack conducts as jobs? Thats like a self-imposed challenge rather than a predetermined set of abilities and stats. Especially since Nethack does in fact have Classes
Would you really count Nethack conducts as jobs? Thats like a self-imposed challenge rather than a predetermined set of abilities and stats. Especially since Nethack does in fact have Classes
I struggle to think of a beast tamer-style class in any RPG that didn't feel underwhelming, honestly.
nah these classes rock and are usually the most broken
Ogre Battle 64 is fine for beast tamers. But they don't actually capture beasts in that, just boost your beast allies.
Sorta related Animists in FFTA have sorry accuracy so why bother - potentially - afflicting status effects (...well, different from stat debuffs) when you can just deal some damage.Its been a long time since I played it but I remember accuracy numbers being mostly miserable across the board in FFTA, it was kind of an annoying game to play
If you count TTRPG classes, I've heard bad things about the Truenamer from one of the later D&D3.5 sourcebooks. Basically, you have to make a skill check to use any of your abilities, the DC of the check goes up by 2 every time you pass it (resetting on a long rest), and level scaling increases the base DC faster than you can increase the skill.
You either minmax that one skill and mostly suck, or never meaningfully contribute to any encounter, ever.
Yes, because Healer is a class in Nethack. Even without counting it as a pacifist it sucks at combat almost as much as the Tourist, which fulfills the "joke" portion.Assassin could do this with instant death
Sucks at offense, sure, but you start with a metric ton of healing, have innate immunity to poison, and get basically infinite food as soon as you can cast level 3 spells. I'd probably rank Archaeologist below Healer, and maybe Rogue too. They're better than Healer in the late game (as is Tourist, honestly) but the late game isn't where most of my characters die.
Sorta related Animists in FFTA have sorry accuracy so why bother - potentially - afflicting status effects (...well, different from stat debuffs) when you can just deal some damage.
Its been a long time since I played it but I remember accuracy numbers being mostly miserable across the board in FFTA, it was kind of an annoying game to play.
My memory is that in FFTA, all status effects have the same accuracy (50/60/70 from front/side/back), regardless of how powerful the status is. Which means that once your Animist has their Frog-inflicting skill and Concentrate, they can just spam Frog at 70-90% accuracy. Why accept an 80% chance of just dealing some damage, when you can get an 80% chance of indefinitely crippling the target?
WoW hunters
For a second I thought you were taking a swipe at WoW hunters, and I was going to have to set you straight.
Assassin could do this with instant death
Hey now, they USED to be, at least. I remember the days of Marksman Hunter being the only viable path.
The only bad jobs in that game are thief (even thats borderline), dancers in chapter 4, and no math skill calculator.why is a Dancer specifically bad in Chapter 4?
I found dancers still useful because they could turn people into frogs randomly.
Actually what the heck is wrong with the accuracy in the game, it sure is fun when nothing happens for 5 turns since everyone keeps missing each other.
this is actually why characters like Montblanc are pretty terrible from a guild management perspective. if I recall correctly, you can't get rid of himI think you can't dismiss him, but you can kill him off in a jagd if you really want him gone, since the game has perma-death in those areas
as someone who is pretty familiar with FFTA, I'm going to respond to this rather than the actual question posed on the topic. yes, base accuracy rates can suck. they can also be easily fixed by training units properly.Damn you kinda just blew my mind. Had no idea FFTA worked like that. How about TA2?
if your units still have trash accuracy and damage after the first few missions, it's likely because you have failed to train them. the way you level up units in this game is actually extremely important, it's a subtle mechanic of the game that isn't explained very well, is often overlooked by people playing the game casually, and can lead to WILDLY different results in terms of how consistent and effective your units are.
the short explanation is that you always want your characters to gain levels in the appropriate class so that they gain the BEST possible stats for their desired 'complete' build. these means when you want to learn an ability in the archer class, you might need to make sure that character doesn't gain enough EXP to gain a level while they are on the map, until they finish mastering the ability you wanted them to pick up. then you switch them to a different class when they're at 90 EXP and have them gain a level in the class that is going to give them the best stats. you have to meticulously do this for every character, every time you want to level them up, in order to create a guild full of the best units.
this tedious and overly complicated process is both one of the best and worst things about the game, and I think you have to go into it with the right mindset to truly enjoy it. that being said, there's a reason why they give you so many character slots in your guild, and why new characters are constantly showing up. if you keep the average level of the members of your guild very low, you can constantly recruit 'fresh' characters with blank slate builds, and start building them up correctly from scratch.
this is actually why characters like Montblanc are pretty terrible from a guild management perspective. if I recall correctly, you can't get rid of him, and the more you use him, the higher your 'average level' is going to be for the guild. on the flipside, if you never use Montblanc and always keep him at a low level, it'll be easier to keep the average level lower.
(the reason why getting fresh recruits at a low level is important is because it allows you to raise them properly through the correct leveling path. look at a Paladin who joins at Level 9 vs a Paladin that you raised yourself, properly, and you will see a massive difference in stats)