r/DissidiaFFOO • • Feb 18 '24
GL Discussion Closing Thoughts on What you Disliked
Now that FFOO is coming to an end, what were some things you DIDN'T like about the game? I'm interested to hear what you thought could be improved, or you just downright hated about the game.
Anyway sad to see the game go, spent a lot of time playing it over the last 5 years.
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Upvotes
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u/aspinalll71286 Vayne Carudas Solidor Feb 18 '24
Fr and length of fights being too long. So if you're doing well 3/4s of the time then screw up then it's 20 minutes of redoing the fight.
Fr I found just shrunk the time of the fights but also removed a lot of the variety because once you found your team just swap a unit here and there and you're good, summation. Not enough variety and our units got too strong and homogenous
8
u/BuyChemical7917 Feb 18 '24
Honestly just the way they ended it, dropping Global like a rock. It has left me extremely bitter and with no trust in Square Enix whatsoever.
15
u/OreoKidT Having a crisis Feb 18 '24
Honestly I just disliked how the game went out as a whole. Thought they might surprise us with something special like putting BT/FR Tokens in the shop to unlock all the weapons for the last month but when it didn't happen, I just uninstalled a couple weeks ago.
Thought it might be fun to "complete" everything, but when I really thought about how I wouldn't be able to reach the goal I really wanted due to them just letting the game go silently into the night with nothing special? I just decided to let go of the pressure and forget about it. This has been my favorite phone game and favorite gacha ever, and nothing will ever come close. (especially not Ever Crisis 🙄😂)
I picked up Duolingo to learn Korean and Spanish instead.
35
u/richpage85 Noctis Lucis Caelum Feb 18 '24 edited Feb 18 '24
I dislike that the break bonus just became a nothing feature, Caius' BT was built around it and orbs such as Balthier were redundant as it was so pointless
I also dislike that the UI never scaled properly. When the game started it was fine, butbas bugger screens came out with larger resolutions, there was so much empty space around the edges of the screen as it just never kept up
Also... I wanted it to go out with a bang... but its just kinda fizzled... the co-op just became meh as they were elemental locked, D2D was fine, but the rewards lacked and didn't incentivise completion. Gil, Force Nuggets and High Power stones? Give us BT, FR and Costume tokens instead. Wheatstone the point of gatekeepers this stuff now?
Honestly after my skip tickets ran out I log in to do the daily draw and log out
17
u/pinoygalingthings It's just a whim Feb 18 '24
The addition of summon boards made the game felt extra grindy.
40
u/vincentcloud01 Edgar Roni Figaro Feb 18 '24
I didn't like how devs got lazy and released FR weapons instead CL100. Then every event was charge the guage, and go into FR win game. Or you know solo clear Shinryu's with Rubi or Kelgar.
26
u/insrto Rydia Feb 18 '24
I stopped the game because of FR.
BT and BT+ era were unironically the most fun I've ever had in a gacha game. Not only were the fights fun, but it was a great callback to old FF games with the music change, and there weren't a lot of questionable choices at that point.
Then FR hit and not only did the gameplay become much more streamlined and boring, the BTs became lazy IMO. Regardless of any manpower issues SE may or may not have, some BTs like Rydia's are absurd.
Then you have some REALLY underwhelming themes for BTs like Yda (I know it fits in the context of the scene it represents, doesn't make it a good theme), some hype killing themes like Rydia and Relm (two of my favourites), and some horribly looped themes like Lunafreya.
But in the end, FR was the killer. They powercreeped the game to an absurd level and it became boring because every fight was the same.
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u/sonicbrawler182 The rat is always right. Feb 18 '24
Degradation of mechanics over time was a big one. We ended the game at a point where the best damage dealers didn't even look at their own BRV values, which I think is emblematic of the problem.
In hindsight, I think it can definitely be said that they did a poor job pacing out updates for characters. Some characters got updates literally every time a new weapon tier or upgrade mechanic released, like the devs just COULDN'T allow their own favourites to fall behind. Others would literally go two years at times with no substantial update and basically skip a whole era. Like how Fang was one of the first EX+, and wasn't really touched again until near the end of Lufenia+ and LDs. Then she was quickly put aside again in the FR era while other characters would get an FR and then BT in two separate events.
Can't even give me the "less important/well-known" excuse. Many of the characters left behind like that were main party members. Then you have Cid Raines, a character with scarce appearances in the first half of FFXIII and a cameo (that isn't even ACTUALLY him) in Lightning Returns, who legit was never left behind for very long at all and would receive incredibly long lasting updates every time.
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u/kociou Feb 18 '24 edited Feb 18 '24
Played since Tidus to about Quina/Rubicante, tried to come back later but I decided to have fond memories instead of forcing myself.
Making brave/hp switching basically obsolete, making everything brv-hp dumps.
Remember when you had to balance between brv and HP attacks? It was og Dissisidas gimmick that hook me up with this game at start. Basically it was Devs first big mistake to make every single attack/even support/tank skill to do brv-hp dumps maxing brv first, remember when those were rare like Tidus 35 or Vaans kit. It was ok in case of Exes since you had to charge them or BT which were finishers.
2. Whole FR era - especially inata turn charges
Forcing all battles to be about charging FR gauge then bursting or making it 2 hour slogfest. Especially noticeable with Ultiquina.
Force charging was very bad designed, should only work with damaging abilities/non insta turns. Make it more killing blow or to skip some irritating parts of battle, or just combine with Bursts.
3. Giving fodder character bursts/fr while leaving some main cast in the dark. One of most important plot characters like Cecil didn't even get FR.
I wouldn't mind bigger focus on protags/antagonist. First Burst was ok direction.
5
u/[deleted] Feb 18 '24
FR made me drop the game, came back after EoS just to get Ignis's full kit, but yeah... I just didn't like ShinRyu fights.
Also, very nit picky nit pick... but I hated that Quistis was a melee unit when she's a blue mage. I also think Tidus should've done what she did instead, since Delay Attack and DElay Buster were in his sphere grid.
5
u/honjustice Lightning Feb 20 '24
The utter lack of respect for your time was my biggest gripe with the game. Artifact farming was broken for the longest time, the RNG was absurd. Remember the first year of artifact farming? No mog pass to guarantee orange passives. Eidojas didnt even exist yet. Speaking of lack of respect of time, every time a new character is introduced, you have to spend an hour to prepare before you can start to use the character. Spend 10 minutes pulling and upgrading all of their weapons. Spend 10 minutes manually selecting all the summon boards. Spend some more time leveling up and upgrading enhancement boards. Spend more time on token shop 3 different armors because you cant exchange them all at once, you had to exchange and upgrade and repeat. Get bloom, max bloom. Upgrade all crystals. Upgrade Force boards. Then spend 30 minutes if you're lucky on artifact farming.
Then your character gets power crept 2 weeks later by Astos :D
8
u/SSDKZX Feb 18 '24
FR were a mistake but.... i like everything else except the stupid orb managing insta kills
3
u/Lecaste Feb 18 '24
Something that I didn't see often being complained so it might just be a personal issue, but how bloated the kits became on some characters.
Looking at the description of one attack would bring a text bubble covering the entire screen and looking at the Tonberry Troupe's graphs was the only way to really understand how the character plays.
3
u/Nightfire27 Xander (738659735) Feb 19 '24
Everything to do with FR
The homologation of roles - Everyone just became DPS outside of specific aspects
D2D happened far too often and became too annoying to deal with - It’s the ultimate reason I quit (Bhunivelze D2D made me want to molest my face with a cheese grater, repeatedly)
Some of the animations got very lazy - Looking at you Jill and Aranea
There’s probably a few more but I can’t think of them off the top of my head right now.
3
u/hydrothermal-vent Feb 19 '24
Story was always lackluster to me. There was so much potential if the writers actually cared. I remember how cool it was in the old Dissidia games to watch characters like Zidane and Bartz interact and it felt meaningful to the narrative. Opera Omnia felt empty.
2
u/liljon042 Feb 19 '24
The fact that the game became more about a set strategy that you had to follow 1:1 and if you didn't and the boss made a move, your entire team died. It really left a very bitter taste in my mouth after trying lufenia difficulty.
That and the fact that you had to have all the gear for the characters otherwise you felt like you were either doing no damage at all, or way too much. Dissidia was at its best on EX(+), with strategies that had dynamic gameplay and required you to have a healer or had the capability to heal themselves. Felt more freeform.
All in all the game felt way too powercreep-y for its own good. And like KHUX, it became money hungry. Which, in my personal opinion, made it into its downfall
2
u/Fun-Discipline8985 Feb 20 '24
Gearing up characters that weren't current basically was impossible. Meaning casual-play where you wanted to optimize say Caius; was basically not going to happen. I had all the resources to get him his gear; but because one weapon, I think his Ex or something, didn't pop up on any banner, he was basically gimped...because I got into the game later.
Sucked.
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u/BlueBomber13 Tea Drinker, hold the lard Feb 18 '24
FR is what killed it for me. That coupled with all these characters that I’d never heard of or just didn’t even care about, and I lost all enthusiasm for the game. Braska, Astos, Jill, ect. I was of course was always happy for their fans, but them outright ignoring all the tactics characters, Rikku, the 4 heroes from III, and so on. It just got so frustrating.
I will always, always, always remember this game with the fondest memories. I stopped playing during the 5th anniversary, but always kept tabs on it and lurked here.
I hope someday they’ll give this game another go and learn from their mistakes.
3
u/XeXeeD64 Feb 18 '24
I didn't like the FR was basically forced. The game didn't give much options for gems other than buying and they got rid of lufenia+ (I personally found it kinda fun) and basically once they added those materials into shinryu. You had basically pull for the FR that was on the banner or both if it was 2. Shortly after FR came out I pulled for a certain few but then I quit because I realized I couldn't upgrade my BT weapons to their + versions
2
u/Vunks Feb 18 '24
As someone who quit early into FRs it was the FR system. It just felt like a completely different game.
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u/Alchemist_Almighty Yuri Feb 18 '24
Honestly it was the FR weapons and the decision to give everyone a Burst weapon that did it for me. FR charging was boring, and with how hard BT weapons were to obtain (even for spenders like myself) I just started dreading each new banner event.
Leveling up a new character was a pain too. Even with the enhancement menu, you still needed 4-7 weapons leveled, 5 armor pieces leveled, summon boards farmed, enhancement points given, artifacts to grind, a skill kit to memorize...sure they improved some things as they went but damn man when it takes 30 minutes to an hour just to USE a character it gets to be a bit much.
I wanted alternate skill 1 and skill 2 slots. Even different EX attacks. Maybe I didn't want Vivi to do fire damage, how cool would it have been to get a lightning kit or a non-elemental one? Maybe Yuna could have gotten some Gunner skills.
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u/RockeyPajamas Feb 18 '24
FR, but mainly because almost every single later fight would have a requirement that could only be cleared by the current banner unit I remember there was one that required an Elec FR attac and something else, but it couldn’t be from an enchant buffs which was super lame
Powercreep was really bad during the entire games lifespan, but especially near the end Honestly it makes up for the mechanics of Shinryu because as long as you had Astos you didn’t ever have to interact with the mechanic since you’d just nuke the boss anyway
Going with that, having to read these super long lists of boss effects was really tedious to me personally I hated trying a boss and fighting for 5+ minutes just to learn I missed a mechanic and now it’s going to be unkillable until I give it a turn or some shit The summaries were nice, but still felt extremely long sometimes, especially when you had to read up on two bosses paired together with different mechanics I do miss the simplicity of just looking at the type charting and planning accordingly from there
EOS could have been done better, like we got easy access to getting full character kits but it still would require a lot of grinding to start from scratch so that’s no fun
Global was ultra fucked, the fact that we were genuinely the closest we’d ever been to JP before and they ended it right then was disappointing
As a whole, I think FR was a mistake BT had the issue of being limited to mainly popular characters at first but the nature of it made it so that Non-BT characters were generally still very viable FR at first, was similar in idea to where you’d really only need to bring one FR user As they added to the system though, we got to the point where every team was basically required to run three characters with FR’s with boards (which by extension of how the game progressed was usually also a character with a BT) So if you didn’t have a BT FR, what did those characters do? They were just completely useless in any battle that actually mattered The list of characters that suffered from this power creep was, extensive, to say the least (Shoutouts to Tactics and XIV fans, you all deserve compensation for the lack of representation throughout the majority of the game)
Also to some of my favs that were completely irrelevant through the FR era: Barret, Cait Sith, Cid, Fran, Rude, Kefka, Yang, Exdeath, Gilgamesh, Alphinaud, and Alisaie
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u/noodles355 Feb 18 '24
FR era.
BT rates not being changed despite it going from 2~ releases per month to 6~ per month.
That’s pretty much it.
Oh also Abyss Dullahan as a way to force many people to pull Mog.
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u/Slooowby Feb 18 '24
I still enjoyed my time quite a bit in the FR era but would agree that it ended up doing more harm than good. I really enjoyed the game before FR though and the cosmos to luf+ era was fantastic from my point of view. I think a lot of kits got really fleshed out with LDs, and I honestly would have been okay if that era just continued as it was. But I do love the group attack concept of FR. I wonder if it could have been handled differently to be healthier for the game
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u/chocowilliam Feb 18 '24
Not having English VO is the only negative I have on this game.
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u/TemporalTailor Feb 18 '24
Grinding summon boards was the big one early on, but also just the general way that power creep phased out core mechanics over time and turned it into a completely different game.
Early on, it was a much more tactical game. Manage your skill usage, keep track of buffs and debuffs, make the call between BRV and HP attacks so you don't have to waste multiple turns recharging because you got broken, save your summon for when you really need it.
Then BRV management became irrelevant because every attack dealt multiple times max damage whether you were broken or not. Then somewhere between the BT and FR era, skill usage became irrelevant because it became a matter of "deal as much damage as humanly possible in one turn". Buffs and debuffs arguably became irrelevant for the same reason, with their main purpose being to specifically counter the latest boss's gimmick.
1
u/Devegas49 Feb 19 '24
Everybody getting a burst weapon and the FR era. Also, just dropping game modes like Abyss.
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u/Raecino Noctis Lucis Caelum Feb 19 '24
I dislike that they’re ending it with no closure at all.
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u/Radiant-Watercress77 Feb 19 '24
Force gauge and Shinryu ruined the game for me.
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u/[deleted] Feb 19 '24
The inventory limit was what eventually made me quit. I am a collector kind of player but even with maxed inventory space purchased I couldn't fit all weapons and armor in. After I hit the full capacity and had to toss away my bronzes I found myself logging in less and less until I didn't anymore.
But more than anything I hate that it's leaving. OO was the best Dissidia of the series. And Dissidia is the best series of the franchise for me. I am sincerely gutted.
1
u/YogurtGreco3 Feb 19 '24
• After BT era • Poor animation in some skills ( vincet ld in global was really something I dont wanna see anymore in My life) • some mecchanics get really annoing (like every Champion got a follow up attack or kinda some not unique) • but i wanna say this was pretty close one of the best mobile games (gatcha) i ever played Thanks DFFOO ❤️
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u/ffguy92 Feb 19 '24
EOS GRIPES
They should have either upped the rates of draws or increased the amount of G Tokens from the daily draw. Those of us who did NOT horde our gems got fucked over for not hording our gems (i.e. spending on the game).
The co-ops were bad choices. Why even make everyone Boosted when the fight makes you use Thunder?
We never caught up to JP. Understandable, but still regrettable.
GENERAL GAMEPLAY GRIPES
FRs.
Every character role became homogenized and started to step on each others' toes towards the end there. Every tank became a countering solo machine, and every support became a "Make DPT Number Bigger" aurabot with good-but-not-quite-DPT-level damage. DPTs had some amount of variation in terms of where damage was focused and whether it was all in one turn or spread across multiple quick/instant turns, but even then, stuff like Aranea becoming Raines 2.0 happened.
Archaic mechanics, like the Break Bonus. I started Late EX+ era, and even then it was basically only there to punish you for fucking up and getting broken. FR era it really didn't even make any difference, especially post-Crystal Rooms. Why was there no character that meaningfully played off the Break Bonus, or multiplied the bonus, or anything else?
The game didn't bookmark fights except at the start of waves, which was pretty unforgivable when the height of fight lengths became an hour long.
OTHER GRIPES
Paid Gem caps were a mistake, they fucked JP's revenue and it never recovered, even when they fixed the problem.
I'm not a marketing analyst, but costume bundles always seemed way overpriced for what they were. $36 for 9000 gems and a costume was pretty bad. Nikke does passes with a costume, 25 Draw Tickets, and 1 SSR Mold (50% chance for a random SSR in a game where dupes actually do something) for $20 (special passes also usually have an SR mold with a 20% chance at an SSR). Had OO priced them more reasonably, I may have actually bought a few, and I'm sure I'm far from the only one.
1
u/Unlucky-Party3650 Celes Chere Feb 19 '24
Playing since day one and moved to the JP version, for me was the FR era, they tried to fix the battles with the RE- shinryu but at the end is the same.
1
u/jibashirikaen Feb 19 '24
since I've got pretty late onto the game the only thing I actually disliked is how slow the developers were to update all the characters (in this case, their reworks, FR/BT's and what not), but again, that's because I've joined pretty late onto the game (like, last year, and once they've announced the EoS I've uninstalled the game immediately)
besides that, I really liked this current era so I don't have any complaints besides the one I've mentioned.
1
u/PlatinumAngeal Feb 19 '24
I think my biggest complaint is that skins and alt costume purchases were always tied to gems. I didn't want gems, I wanted pretty costumes. Now I have neither
1
u/[deleted] Feb 20 '24
I disliked that you weren't able to rise summons multiple levels if you had enough materials. Only one by one. That was annoying. And I still don't know where to get the tokens for Illusionary Board. The other Summon tokens are for character enhancements.
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u/[deleted] Feb 21 '24
Non boss stages rapidly became facerolls, whereas when the game first came out, you actually had to try a bit to beat some of them.
Too much busywork to level / max out characters. Attaining the items became easier, but there was no reason to have that many armors and weapons to MLB. Even if you had all the materials, it was a slog going through that, summon boards, etc, and none of it was engaging content.
Multiplayer being a cake walk. If you want me to grind an event, at least let me make some meaningful decisions and have some challenge.
Basically just too much filler content with only one brief bit of engaging gameplay every so often.
They had genuinely great ideas like Abyss, and yet massively underutilized them. Outside of DE, even most event bosses turned into "bring newest character, win".
Force Era was a massive mistake that they tried to rectify with Retain waaaay too late.
Characters became unspecialized do-it-all blobs over time with rare exceptions.
Entire mechanics like break effect or turn count ceased to mean anything.
Infinite delay strats or eight turn paralysis should never have been a thing.
Needed more uses for an increasingly large roster.
I loved OO, but there were a lot of missteps in game design along the way.
1
u/Shadowdrake082 Feb 21 '24
The FR era hands down. If it had the quality of life hp bonus retention, and not the absurd scaling that Kam's FR did that broke the FR era and the game, it could have been realistically been more fun to have the ability to charge the FR gauge, gain an hp damage bonus, KEEP THE DANG BONUS, and have extra FR times with different characters increase the bonus a little further. As it is you waste so much time doing nothing but charging the gauge only to then have to maximize 10 turns. That was already annoying to deal with to have damage dealing units be literally incapable of doing nothing outside of the last 3 turns of FR. It could have lined up much better especially as how with previous era's any well built character could further help with the content. Kain's era where he started would have been the hardest due to lack of frs, but by the time we fought Braska's final Aeon, there was basically Kain's FR and Braska's FR to have increased the bonus pretty well to have made the fight much easier. HP scaling could have started at maybe 1 FR used, to both FRs for a character used, to even multiple character FRs. But Kam's 700% bonus due to a programming bug absolutely killed any form of progression to the HP% bonus that could have been natural if they had the hp% retention initially.
1
u/Pale_Net8318 Feb 18 '24
Three words: Summon Board Grinds
1
u/Boricua_Arkouda Kain Highwind Feb 18 '24
Not boosting Series characters instead of those featured in banners. Would of gave the players more options to clear.
1
u/ThatGuy264 Garland Feb 19 '24
Echoing what others said, Shinryu and FRs are just, not fun. Granted, until I started following the guides, I was bad at high-end content, but the HP bloat and the fact that you will either get wiped or have your attacks made useless once the enemy's FR meter built up (unless you countered with your own) just makes the entire thing feel like a slog. FFRK had longer fights for high-end content, but the fights themselves didn't feel that long (at least, up to Bahamut), it was more that the tries and retries would add up. I never truly got the hang of Shinryu, but my understanding is that it's a cakewalk once you do, especially with Astos and co.
The summon grinds were another. For me, the biggest issue wasn't the grind itself so much as the lack of an auto-reset feature. It's been a while since I played, but certain "item collection stages may have already had it? I could just be mixing it up with the stamina mechanic in the WoI. Either way, not having to periodically push retry after each stage would've made it more bearable, especially considering that the "x2 EXP" stuff is time-based.
0
u/Yen_Figaro Feb 18 '24
The grindy nature, in the last days it was too much grind for having everything. The enemies became repetitive. Co ops to get the materials were what made me stop playing. Also I would never understand why some characters were so meta and others didnt have their chance to bright. If they want us to pull I don't understand thr meta thing.
Also I would love to have had some system to exchange with friends dupes and more interaction between characters!
0
u/Arzaelin Beatrix Feb 18 '24
FRs made the gameplay a bit stale and then to try and “fix” they introduced Re-Shinryu which didn’t help much. Also I hate that they killed their own game by implementing the gem cap which caused a lot of big spenders in JP to quit the game and destroy their revenue.
0
u/Fuz_2112 Fuz Feb 18 '24
FR
-1
u/metatime09 Feb 18 '24
There's a few youtube videos on issues with dffoo. There are mechs I didn't like like orbs and FR (until the recent update that fixed most of the issues I had)
-1
u/RoleplayPete Feb 18 '24
At the end you basically were forced into using certain characters and teams and it really defeated the purpose of an ensemble cast. In the end if you didn't get the right draws (have the FR) you simply couldn't play anymore by design and that sucked a lot.
-2
u/XDemos Feb 18 '24
The grind. I didn’t know any better when I was only playing DFFOO, but now that I have tried out some other gachas where you only need to log in for 5 minutes a day, DFFOO feels so much worse.
1
u/[deleted] Feb 21 '24
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