The Dark wrote:I don't mean to be rude, but could you give examples for most of those things (the "monsters out of AD&D" is somewhat true). And for the classes, I felt most were fairly even over the course of the game except Thief, which was horribly useless, and Red Mage who usually became somewhat weak in the end game.
1. Broken spells:
LOCK does nothing. At all.
LOK2 actually INCREASES the enemies' evade stat, making them harder to hit.
TMPR and SABR do nothing. At all. (Though they do work on enemies.)
If an enemy casts a spell that targets all allies, it doesn't affect the one that cast it.
If an enemy casts a spell protecting it against an element it's weak to, it has no effect
HEL2, when cast in combat, has the same effect as HEL3. Outside combat it works correctly.
All the death spells do the same thing, with minimal differences in chance of success, as the chance to resist is based on the target.
2. Broken Weapons.
Weapons that are meant to have an increased effect against certain types or elements don't. The code which determines what they affect is there, but the game never uses it.
3. Broken stats.
The game never uses the Intelligence stat. Ever.
4. Broken classes.
Spellcasters are outclassed. NUKE can do up to 400 damage. Big deal, a level 50 Black Belt can do over 2000. Additionally, Blackbelts have a bug in their armour stat. They are meant to have armour class equal to their level if wearing no armour, and lose it if you equip any. If you level up whilst wearing armour, you get your level based AC back, until you change equipment or go to the Armour screen.
Additionally, the Blackbelt after the class upgrade is weaker than before it, as he loses his magic defence (Magic defence affects your ability to resist status changes)
Thieves are a liability to the party. Even when they're ninjas, they're no match for a Red Mage/Wizard, as they're so similar at attacking, but have less spells.
A Blackbelt can kill Chaos in one hit.
5. Stolen monsters.
There are more than "a few" things stolen from the Monster Manual. Close to 75% of all the enemies in the game are exactly the same in FF as in the monster manual. Same abilities, they look the same, they've usually got the same names.... Notable examples (with US names where significantly different):
Dragons - same colour/element associations. Not seen outside D&D.
Golems - same types (Clay, Iron, Stone) with all the same abilities (Haste, poison, slow).
Mind Flayers. Blatant. Even have a touch-death attack like the D&D version's intelligence drain. Even CALLED Mind Flayers in the Japanese version. (WIZARD, SORCERER)
Beholder. Blatant as well. So much so that the sprite and name had to be changed for the US release. (EYE)
Bahamut and Tiamat: (1st edition dragon gods)
Lich - same typical abilities
Marilith - KARY. Same appearance, typical abilities, and armament.
Ogre Mage - Same spell list, appearance from D&D.
Winter Wolves - Large, strong, frost breath attack (called Winter Wolf in japanese version)
Otyugh - OCHO, phonetic translation from Japanese. Same appearance.
Naga - Same appearance
Rakshasa - Name and near appearance. (MANCAT)
Sahuagin - Name and appearance (SAHAG)
Ankheg - Name (PEDE)
Bulette - Name (R.ANKYLO/ANKYLO)
Troll - Appearance, regeneration
Various undead - Names, weaknesses, abilities.
Hell, the only things not from the Monster Manual are Chaos and WarMech