Turn auto-potion into auto-salve. 10% of your HP instead of item usage, and clear status effects. Still really good, but no longer the best ability in the game.
10% is way to low to even be useful though. Even at max health that’s less than a mega potion. 99hp It would be an even heavier nerf for squishies with lower health.
@@conundrum60690 That's fair. Honestly I see my version of being able to shrug off any non-petrify status and getting just a fraction of health back too to be good enough. The problem with Auto Potion is it's just that good. There are a huge number of other abilities in the game that you don't even need as a result. My only other idea is to make it cost like 3000jp.
@@ArchivistVile there’s enough incentives to stand around punching yourself in the face already honestly. If it was 20% it would only match current healing when you have 750+ hp. Combined with the status cleanse it would be usable. Remember other reactions can just stop you from taking damage altogether; or split it with your attacker which can “heal” you more. That ability needs to still do the split even if you die btw…..
Gotta say this series is super timely as I just started replaying FFT again. I loved playing this game when it first released and playing all of the other iterations. This series is probably my top favorite tactics game along side Shining Force I & II for the Sega.
To also bring up, I've been slowly creating a Chemist class for Tales of the Valiant and D&D 5e using this job as inspiration. The idea of being able to "throw" potions and have them useable in TTRPGs is only seen in video games. Hence why I'm working on making this class. Also, the auto potion feature will have to be incorporated into my class some how as a reaction.
I think I'd put reequip on squire, actually. It makes a lot of sense. The class is about the only one that could take advantage of the variety of equipment available to them to change around. Tactical reload, tactical reequip.
true, go from bow to sword and shield or axe would be a nice use, also just on the chemist is nice, the elemental guns are useless against some enemies like bombs are not gonna be botherd by the blaze gun i think its called, but the ice gun would wreck them, so makes you versitile in that regards too
I have never used Re-equip in a battle Safeguard like you said, just reload, but I use a mod that if something is broken or stolen you can buy it back in the Polacher's Den, I really enjoy this option
The tweak I'd make to auto potion to make it make more sense is to change the trigger condition from brave percent to 100 minus brave percent. It'd fit in great with the lore: the lower your brave, the more likely you are to heal immediately
17:20 A few things can be done with this, I think: either have separate potions that can be used with the autopotion that heal less, or maybe you just take a sip of the potion and get restored like 1/4 of your largest potion and it ISN'T consumed. 21:00 Another idea is to make the status items automatically usable by a chemist, but add a variety of effects, like +30 hp, +30 mp. So, you'd choose "HP Medicine" or "MP Medicine" then pick a status removal item. And then have a panacea item that cleanses all of them too. Aside from that, increasing move by 1 as stated under the squire video to go with knocking the Move+X down by 1 each.
Totally agree about item use being tear list with everyone having access to to tear 1. I would bring in a Mix ability where the Chemist can combine items to enhance effect. I would also bring in offensive items as well that can be thrown so it’s a more well rounded class. Auto potion can stay, but would add a penalty to recovery item effectiveness (I.e. -25% hp recover).
They way I "fixed" chemists in my PSP mod was 3 changes. 1. I consolidated many items into just a few. So, a "healing root" would cancel poison, silence, darkness, and weakness. 2. I turned the items I freed up into items that cast status effects. One would give random buff. One could charm (called the love potion). One could put characters to sleep. The latter two could only be obtained through poaching so that they couldn't be overly abused. 3. I shifted around which skill slots had which items. Potion was switched with boost potion, so the auto portion reaction ability could be set up to cast random buffs. Hi-potion was switched with a MP restoring items, so that you could set up auto portion to be an mp booster. X-potion remained the same for when you really wanted healing. Mind you x-potions required poaching to find as well. With these changes, their whole kit felt relevant and useful the whole play through. And having items that could only be obtained through poaching made low tier monsters relevant throughout the game as well.
Huh, a mod that would make me actually use a thief for more than just getting to the advanced classes, thanks to constant poaching to get x-potions. Interesting, if tedious.
@@y2a1979 i assume you meant chemist, not thief 🤔 The thief has been given other skills to make it more useful in my mod. That being said, when I tested it, I found that doing a "random" battle here and there kept mid items in stick just fine. You also win some during story battles as well. 👍
I think chemists care about speed. Action economy is king. The way i'd fix all those condition cure items: Remove all of them along with the requisitie skill. Retain 1: Remedy: cure all status ailments Have this as a skill. Increase JP cost to appropriate levels.
How to absolutely neuter Chemists: remove their innate Throw Items skill. Alchemists in FFTA have the Items skill innately, but they are nowhere near as good as Chemists due to their items being locked to 1 range.
Love the idea of grouping up status effects into Medicine, makes a lot of sense. One skill that I think would be interesting would be something like "Clear Mind," a support ability that protects the unit from the first status effect they encounter on the battlefield. It would be a one time use ability, but a great somewhat niche option for those battles where you're facing someone who's incapacitating your strongest units immediately with status ailments.
I actually had an idea post recording to add a set of "preventative medicine" skills into the active item skills. So you can essentially dose someone with a one time use status to prevent a specific effect from impacting them. Kinda like what you're saying, but a more strategic way to use a chemist in addition to their typical reactive style.
Re-equip is a fantastic feature if elemental mixups was a major component of combat. It's not usable as is, but an invitation to improve the design of the game itself. Safeguard really tells you why breaking and stealing gear is not great as an enemy mechanic. It's a niche interaction that won't come up until you go to a dungeon or something. I like your lorebuilding take, but there's too little confirmed by FFT to work with. So "fixing" would be more about adding setting background for the various classes including chemists. I have VERY different ideas for items: -remove ether and hi ether -potion heals 50 hp, 20mp, and +3 throwing range -hi potion heals 10% hp and mp -x potion heals 200hp -status items stay, but they get aoe and higher shop cost. -remedy and a higher level variant are single target and heals a specific spread of status effects
I'd like to see Chemist changed into the Alchemist from other FF games. Everyone can use items, but the Chemist gets bonuses to using items. Potions heal more when administered by a Chemist, status healing items maybe grant the target a resistance or immunity to the status for a duration or the rest of the fight. Keep Throw Items on the Chemist. That seems fair. Allow the Chemist to generate items in combat if they aren't doing anything else. For some amount of charge time, dependent on the item being created, the Chemist just sits their mixing ingredients to create something new. Perhaps require an expenditure of GP or weaker items to accomplish it. This item is then added to the inventory where it can be used later (or maybe the Chemist can use it immediately). Let a Chemist modify items to have different effects. Perhaps they can turn a Potion into an Acid that deals 30 damage to a target they throw it at. Let them expend an Antidote to inflict Poison on an enemy. Keep Auto Potion on the Chemist. It makes sense. Give Chemists a Dual Item ability. In FFX-2, Alchemists can use items nearly instantaneously, while other classes have to wait a few seconds. This doesn't work in FFT (although I guess you could add a charge time to item usage if you make it universal, and give the Chemist a way to circumvent that), but allowing Chemists to use two items as part of one action would add that flavor. Make special items that ONLY Chemists can use. Have special consumables that are like bombs or strange healing items (Restore 30 HP + Cure Poison, Blindness, and Silence). Perhaps have items that duplicate the effects of spells, like a Potion of Regeneration that applies Regen for a fixed number of turns. Maybe these items can only be obtained by crafting them in combat with the above mentioned ability?
The small thing I would add is the ability to use status healing items can just pull from FF12 and call itself Remedy Lore 1/2/3. Could even just do away with status healing items in general outside of remedies if they wanted.
How to fix Chemist: 1) Take away gun usage, and maybe replace it with crossbows. I'm okay with Chemists having a limited ranged option, but 8-range 200+ damage on a support unit is just ridiculous. 2) Limit the max number of each item you can hold to 20, 15, or 10. The chemist is not a time mage, so it doesn't have a bag of holding. This way, you have to be wise about how you spend your resources rather than just chucking potions like your team is the audience on Oprah. 3) Greatly increase the cost of items in stores. It's way too easy to just have infinite X-Potions to auto-heal with, so there should be some type of limiting factor. Also, it would give the player a bigger incentive to utilize Move-Find Items, picking up battlefield treasure chests, and poaching monsters to stock up on items. 4) Make status effects more common. Not annoyingly so, but enough to make Chemists using status-clearing items a regular thing. 5) New Support skill: Alchemy. Double the potency of HP/MP restorative items, and status cleansing items will heal one additional randomly chosen negative effect. If you think this is overpowered, then you haven't seen your Lv.80 team being destroyed by a horde of Lv.99 monsters in Deep Dungeon, because your Auto-Potion and constant use of X-Potions on your turns can't keep up with the damage. 150 HP is not that much of a heal in end-game content. 6) Remedy already exists to heal multiple statuses at once. 7) EITHER make Equip Change an option on every human unit's battle menu at all times, OR keep it as a Support ability but it doesn't use up your action for that turn. 8) EITHER leave Auto-Potion as is, but give it to more enemy units (Balk is a pain to take down when you fight him the second time) and make the enemy's inventory as limited as yours, OR change it so that it still consumes the lowest denomination of potion you have, but the HP heal is equal to the unit's level (but can still be affected by Alchemy). The second option seems to me to be the best way to scale it and have the heal not be too high or low. 9) Make White Mage better. Higher healing, faster casting, and higher percentage on Raise and buffs. A starter healing job should not easily outclass a later job that is the definitive healer class of the entire FF series. With these changes, Chemists stay a top-tier support unit, are more balanced by losing their monstrous gun offense, and are viable in end-game content with Alchemy.
I want them to be able to throw status effects on enemies. 100% accuracy, but blocked by obstacles/allies/enemies. Also, increased critical chance, because of their "surgical precision"!
That's an interesting idea but then you would have to rework oracle. Why would I use a low chance spell when I could use an item. It also makes beowolf into a useless character.
@pedropimenta896 you said you wanted to give chemist the ability to throw items that have 100 percent accuracy. Isn't that range? The oracle does have range, but the accuracy is low, and you have casting time as well. It would just make them a dumb choice to choose. Items don't cost that much to warrant, giving them 100 percent chance of putting an effect on the enemy. Beowolf is basically an oracle, but he gets to insta cast and doesn't have to pay an MP cost. The accuracy is still low.
@axel8406 ah my bad, I thought you wete replying to another comment I made on this subject. Please disregard this comment, refer to that comment. Give the "throw Status Effects" to Ninjas, it's thematic even. On the Oracle: you pointed the main reasons I didnt play Oracles. Innacurate, slow, not strong enough.
tbh I ignore status effects that dont directly slow down my damage output, character gets poison - dont care as long as they are still alive it wears off after a bit anyway - so combing the use of a lot of the single items into one ability would be great, but instead of making it like remedy make it cheaper and it just includes all the individual items or each status, that makes it viable early game if you need to use them
When I was a kid.. I took it for granted the job chemist.. as I get older.. I realized in the late game . Chemist is a big changer especially when one of your characters gets a debuff.. it can instantly throw a potion
I think their throw item command should allow them to throw the ninja elemental bombs by default. Gives them easy early game damage until they gain access to elemental guns.
I like the idea of doing something like the remedy and potion lore abilities from FF12. You start with the base item at the beginning of the game and it's fine for now and as you go through the game you can make that character better at using them and they become more effective.
I want every class to be able to use Item by default, so Chemists open up to having actual skills. Examples: Vaccine: removes Poison AND heals. Maybe remove ANY ailments + heal (1-tile range) Surgical Precision: increased Critical Chance attack (requires Dagger, 1-tile range) Chloroform: adds Sleep to target. (1-tile range) Et cetera.
Actually I would love them to have more throwables, like an acid that damages and lowers armor, or oil that lowers accuracy and gives a fire weakness followed by a molotov coctail.
@@pedropimenta896 well ninjas are more of throwing steel and their ninja arts, I think that if we are throwing chemicals it should be from our chemist.
@@DarthMizaru Ninja means "survivor", they live for a long time in the wild travelling and in infiltrated, they would use chemicals to poison people, confuse crowds and even initiate fires. In FFT they can throw Fire (and Ice and Electric) bombs (and books, and staffs, even knight swords) at enemies, so .... My point is, FFT Ninja throws offensive items by default.
One change from the mod FFT WotL - Tweak was to make Chemists able to equip crossbows. Crossbows are a really cool weapon, they do have a minimum range you can bypass since they shoot in a line, unlike bows, and are usually not useful since not most jobs that can use it are either late game or, in case or archers, able to use bows. Instead of being relegated to "niche archer weapon", archer already being a niche job since most of its power comes from the gear they use (ibn4 aim +20), having chemists use crossbows are a sort of "introduction to guns" feels both lore accurate, fair and made a very cool and somewhat forgotten weapon type very very useful. There is even one chemist with a basic crossbow in your initial party!
I like the idea of chemists being able to throw ninja bombs since you know alchemical tools. Best and cheapest way to fix chemist without making them broken.
I think the change to chemist is outside of chemist. Make status effects more common, easier to hit for everyone. I like the bundling of status cures, great idea. Though, too much of that arguably nudges into white mage territory since they get esuna and that should be very powerful and unique.
14:07 I know it's not your style to do cut aways but here is where you could cut away to Smiling Friends eg Mip giving Charlie a random potion to cure his headache only to eff him up later on
Suggestion #1) Reequip shouldn't cost a turn. That way you can switch weapons to take advantage of elemental weaknesses (which guns can be great at). If no one is vulnerable to the basic elements, you can switch to stone gun and a stone immune equipment and try to petrify enemies. Suggestion #2) Also, a chemist should know how to heal and harm. Give them the ability to poison opponents with their weapon. Great with guns. Like what you did with status conditions, maybe allow the chemist to inflict the opposite effect of an item with different ranks (Toxic Strike 1, Toxic strike 2 Toxic Strike 3) with Remedy being the most expensive in terms of JP.
I always felt like Chemists pushed out other healing classes but perhaps that's more of a consequence of speed stacking invalidating charge classes. But yeah most of the problem I have with Chemist is Auto Potion as it also pushes out other resctions. Lowering the health healed has been a constant staple in the various romhacks over the years.
Honestly, I would give it grenades to have an offensive ability. Through poison or other status elements, or have fire grenades and other elements. If you can make an antidote, you should be able to make a poison.
Its been a while since ive plaued fft but remember later on near the final chapter. There was a band of ninjas in one of the wooded levels, being a chemist is a target ene.ies lire to due to natural low hp like the mages. With this the ninjas tend to throw rare swords that cant be purchased in the main game and you can catch all the rare weapons with the catch ability. Niche i know but it was a memory i had. Great game!
Yeah, if you could auto (insert item here), id use chemist over other jobs. Chemist can also use the gun weapons which you get fairly early. I did an all chemist run when i was younger. Actually had a lot of fun and loved solving battles without the standard jobs.
Chemist has a bit of irony in that it's one of your starter classes, you would think it's more geared for new players, but it really benefits much more from the insight of a second playthrough. When you already know what status' to expect at the given point of the game, you really know how to more wisely distribute your JP. I honestly very rarely utilize Chermist as a class when I play, it's just not a job you're inclined to stay in for very long, which is probably it's biggest flaw; or overall is the biggest flaw of Tactics in general. You're always going to want to be progressing to other classes and earning more JP to fulfil other role or enhance the role you're in.
You still have a long time before you reach Onion Knight yet, but here's my proposed changes to "fix" it Have them function similar to the Freelancer Class in FFV. Like all other Jobs, they'll be able to equip any job skill set in their sub command slot. BUT, mastering ANY job will allow them to add that class's command set into their MAIN slot. This would allow for great customization and would actually allow Onion Knights to use their boosted MA stat for casting or using Iaido instead of just walking around, wacking stuff with their weapons.
Chemist was definitely done wrong in the game. I like the idea of simplicity for the status fixing ability. And would make a lot of room for other abilities. It would be neat to see an aggressive one that takes two items and has an affect, kind of like ff10’s mix ability, or even doing a modification shot like ability, like a potion bullet that amps the healing.
There are 10 physical jobs (not counting Mime) but only 9 magical jobs. I never felt like Chemist should be the starting point for the magical job tree. There should be some kind of "Student" or "Adept" job which feeds into Chemist (to Mediator, another non-magical "magical" job), Priest (to Oracle and Time Mage) and Black Mage (to Summoner and Time Mage). Adept would also share some abilities with Squire (like Gained JP Up) and a magical equivalent to Accumulate. As for Chemist, I don't think I would change it too much, except maybe to nerf gun damage a little bit, or cut down their Move stat by 1 to make them a little less mobile (and thus depend more on guns and thrown items)
Also, a great way to nerf this would be to (1) not sell X-Potions in stores. X-Potions come from battle spoils, poach, and move-find item exclusively. Then you can't just get free +150hp on every counter, you have to pick and choose which characters get your X-potions. and (2) only use potions (not hipotions or xpotions) for auto-potion.
I guess it's just me, but the first time TG Cid got his sword stolen was the last time I ran any character without Maintenace/Safeguard. Yes, you *can* reload, but that's tedious, and I find very few of the other support abilities all that great anyway.
If the game were remade I'd assume items would be clustered into a non-class option as they were in the GBA/Ogre titles, and that if they were determined to keep a pre-mage they'd make something new like 'Adept' with just enough skills to run away immediately like Squire is currently lol.
Oh yeah, should have mentioned that. Unless there's gonna be a bunch of other skills that also want you to have low brave, there's no real benefit to keeping a low brave character just for treasure hunter.
Im sure all the esteemed gentlemen here know this but, black mage magic attack up passive + 108 gems bracelet(guess its japa mala in other versions) on a high faith character has your glacier gun hitting for 450-720 damage. You will never heal again!
It's big air quotes on "fixed" for this episode. The class is amazing, one of my favorites, but I do think there's ways that it's existing skills can be condensed, and new skills added, to flesh out its capabilities more
My way to fix chemists: Remove guns and give axes Add skill mix Auto potion can miss unless high bravery or faith…I prefer faith but whatever Speed up cure and esuna spells for priests/white mage to make them more reliable healers.
So Chemists are already OP as it is. You can throw Phoenix Downs at undead enemies for instant kills, guns have a secondary spell effect if you can find them for basic damage. Also the Auto Potion is a glitchy OP mess. If you have no potions in your inventory overall at all the game will default to say the only other potion you have - like an X-potion. So yeah OP as is, No need to change.
@@noone3972 undead are a limited number of your opponents, elemental guns need to be specifically stolen or found, and only in the late game, and Auto Potion isn't glitchy, it functions as intended. That intent is broken and should be changed, but the point stands.
Huh. It appears I'm not that good at FFT, because I don't really consider the Chemist class as that top-tier a thing. I mean yeah sure it's really good for a starting class, but I don't think I'd leave a unit in this class for the whole game either. I never really considered it, but I'll give it a shot. My first impression is that it'll be an additional drain on resources, but that's not an issue at all for this game. Edit: FF12 did it great with Remedies Lore, wherein remedies would remove additional status ailments for each Lore unlocked. I think Chemist would benefit from something like that.
@IveBeenWithBruma true but he can use it. I've had it happen plenty of times. I also think that's the only time doom is used in chapter one. I could be wrong with the random battles.
@@axel8406 There is no level range. The random encounters scale to your highest leveled unit available. It's how challenge runners can get end game items in chapter 1 like the judo outfit.
This class is the only way to use items, period. I would add them a percent to not waste the used item, even if on autopotion, based in the class level and faith At first, the are even better than priest at cure (that, depending on the caster, may be recovering about 20hp), If the could use the ninja elemental bombs too, chemist may be useful as a full pseudo mage
The only real change I'd make is nerfing Auto-Potion. If it only used the 30HP potions it'll be fine. I wouldn't bother consolidating all those status recovery items. It's so rare that you need to use them anyway since most enemies don't use status effects or you can simply fight through them. A couple of other things. Guns would be indirectly nerfed by making bows, and crossbows more useful. Also you didn't mention that Chemists have poor stat growth. I wouldn't change that, even though it's a big reason why I don't use them much after Chapter 1. Maybe Chemists could have access to staff weapons, so they could use the healing staff.
Then that would leave auto potion a mostly useless skill to take outside of chapter one. Maybe have tiers of auto potion abilities to correlate with the correct potion. This way there would be progression and get to use only the potions that you wanted. Auto potion isn't game breaking at all, especially if you don't grind up your brave.
What they could do is make attack and speed save inherent to bow users and make bows the equippable via jp unlock. They use both in their damage formula but only Ramza and Luso can make full use of bows.
I greatly disagree with dumbing down the items. People will forget what skils does what. It's also immersion breaking because what's needed to fix blindness will be diffent than what's needed to fix frog.
I have to disagree with getting rid of x potion for auto heal. Like all auto potion options, its great when you first get access to it but as the gane goes on, it loses out that advantage. Chaoter one auto potion is great, seeing how most enemies will do around 30 hps of damage. Then chapter 2 high potions are great because most enemies will do around 70 hp. The downfall of using auto potion is the cost associated with it. So maybe increase the cost of potions or decrease how much gil you get in battle.
Personally I have always disliked chemist. Sure items are handy…but guns don’t do the damage output as well compared to any late game weapons, and items are basically useless late in the game. The worst thing about chemist is its abysmal stat growth. In my opinion there is not one thing the chemist has that a different job can also get and they will do it better than a chemist. All of the HP/MP and status removal items are useless if you have a monk in the party because they can use purification to remove all negative stats….and Chakra can heal both HP and MP at the same time, and depending on your attack stat will heal more than x-potions or High Ethers…even Samurai can out heal chemists and do it to the entire party if in range…so again there are jobs that just make chemists completely useless and give way better level up stats as chemist is one of the worst for that category alongside Bard/Ninja/Dancer. You should not level up as any of those jobs because your stats will suffer from them.
They are a starting job class, their usefulness into the late game shouldn't matter. But they are still insanely viable. Run a full team of chemist and most battles are easy mode. Throw on the knight skill and break speed, then they are OP.
Idk man. If they do end up remaking this gem, I really hope they don’t go over board with changes. I was not a big fan of all the changes they did to TOR. Quality of life changes and some new jobs and content and I’m good.
I dont think yhe chemist needs any changing. Re equip can be useful but they are niche cases. Tactics ogre reborn changed enough to warrant drastic changes but they achieved an almost impossible feat with these changes. They maintained the tactics ogre feel so they were not that jarring. Heres to hoping they only add to an FFT remake or that they achieve the same impossible feat that they had with tactics ogre reborn.
Honestly? I would happily get rid of the whole Faith, Brave, and Zodiac systems. I thought, mechanically, FFTA and FFTA2 were far superior. Those mechanics were more annoying than fun.
They really don't innovate anymore when it comes to FF. FF tactics was awesome. I'd wish they'd either go back to the old formula, come up with something new, and/or most importantly; get rid of the anime aesthetic.
Umm... the Chemists don't make the potions, you buy them. Sorry, you failed to convince me. Too much of a stretch. After getting Auto-Potion, it is easy to walk away from this class. You're right that Chemists in real life were useful, but wrong that this utility was well implemented here. Also, in a world with magic and such, that real-world utility is massively diminished in a fantasy setting. A heal spell removes lots of status effects, but a different potion is needed for each one.
Until you're silenced or have no magic points, or aren't compatible with the target and your spell just fizzles. Problems that aren't a factor with items. Also, guns. Pew pew! 😀
@@y2a1979 - I meant from a broader in-world perspective. Ivalice has less need of Chemists as our Earth did ages ago, because Ivalice has magic users that can do the same. Spell failure? Just try again. Guns are good in Chapter 2, but fall off hard when you get better classes and the JP for their skills online. I'm a big fan of Math Skills for nuking everyone.
@@andrewbakescakes9684 That's fair, but items still lack the charge time of spells, and without items you're still up the creek if you burn through all your magic reserves. I still like guns later, because even most abilities that are technically better tend to either have a long charge, high MP cost, or less range, sometimes more than one of those factors.
@@y2a1979 - Math Skills don't use MP, have charge times, or limited range. Try 'em out! I like guns as something you can always use though. I hate wasting a turn without performing an action, and guns let you almost always perform an action. But when you can dual wield knight swords, gun damage kind of falls off.
@@andrewbakescakes9684 I never had the patience for the math skills, but having seen how busted they are in speed runs, I may have to try them the next time I play. I honestly think half my love of guns comes from Mustadio, on account of watching several TH-camrs hate on him. lol
Dude, Chemist *ISN'T* that great as you say, and I _AM_ paying attention. It's piss-poor stat growth. You want a real set up? Here: _!Items_ _!Arts of War_ _Auto-Potion_ _Concentrate_ _Ignore Elevation_ Equipo a firearm, and boom goes the dynamite. Also, stop calling almost everything 'niche'. I don't think you know what that even means.
Turn auto-potion into auto-salve. 10% of your HP instead of item usage, and clear status effects. Still really good, but no longer the best ability in the game.
10% is way to low to even be useful though. Even at max health that’s less than a mega potion. 99hp
It would be an even heavier nerf for squishies with lower health.
@@conundrum60690 That's fair. Honestly I see my version of being able to shrug off any non-petrify status and getting just a fraction of health back too to be good enough. The problem with Auto Potion is it's just that good. There are a huge number of other abilities in the game that you don't even need as a result.
My only other idea is to make it cost like 3000jp.
@@ArchivistVile there’s enough incentives to stand around punching yourself in the face already honestly. If it was 20% it would only match current healing when you have 750+ hp. Combined with the status cleanse it would be usable. Remember other reactions can just stop you from taking damage altogether; or split it with your attacker which can “heal” you more. That ability needs to still do the split even if you die btw…..
Gotta say this series is super timely as I just started replaying FFT again. I loved playing this game when it first released and playing all of the other iterations. This series is probably my top favorite tactics game along side Shining Force I & II for the Sega.
To also bring up, I've been slowly creating a Chemist class for Tales of the Valiant and D&D 5e using this job as inspiration. The idea of being able to "throw" potions and have them useable in TTRPGs is only seen in video games. Hence why I'm working on making this class. Also, the auto potion feature will have to be incorporated into my class some how as a reaction.
I think I'd put reequip on squire, actually. It makes a lot of sense. The class is about the only one that could take advantage of the variety of equipment available to them to change around.
Tactical reload, tactical reequip.
true, go from bow to sword and shield or axe would be a nice use, also just on the chemist is nice, the elemental guns are useless against some enemies like bombs are not gonna be botherd by the blaze gun i think its called, but the ice gun would wreck them, so makes you versitile in that regards too
I have never used Re-equip in a battle
Safeguard like you said, just reload, but I use a mod that if something is broken or stolen you can buy it back in the Polacher's Den, I really enjoy this option
The tweak I'd make to auto potion to make it make more sense is to change the trigger condition from brave percent to 100 minus brave percent. It'd fit in great with the lore: the lower your brave, the more likely you are to heal immediately
17:20 A few things can be done with this, I think: either have separate potions that can be used with the autopotion that heal less, or maybe you just take a sip of the potion and get restored like 1/4 of your largest potion and it ISN'T consumed.
21:00 Another idea is to make the status items automatically usable by a chemist, but add a variety of effects, like +30 hp, +30 mp. So, you'd choose "HP Medicine" or "MP Medicine" then pick a status removal item. And then have a panacea item that cleanses all of them too.
Aside from that, increasing move by 1 as stated under the squire video to go with knocking the Move+X down by 1 each.
Totally agree about item use being tear list with everyone having access to to tear 1. I would bring in a Mix ability where the Chemist can combine items to enhance effect. I would also bring in offensive items as well that can be thrown so it’s a more well rounded class. Auto potion can stay, but would add a penalty to recovery item effectiveness (I.e. -25% hp recover).
They way I "fixed" chemists in my PSP mod was 3 changes.
1. I consolidated many items into just a few. So, a "healing root" would cancel poison, silence, darkness, and weakness.
2. I turned the items I freed up into items that cast status effects. One would give random buff. One could charm (called the love potion). One could put characters to sleep. The latter two could only be obtained through poaching so that they couldn't be overly abused.
3. I shifted around which skill slots had which items. Potion was switched with boost potion, so the auto portion reaction ability could be set up to cast random buffs. Hi-potion was switched with a MP restoring items, so that you could set up auto portion to be an mp booster. X-potion remained the same for when you really wanted healing. Mind you x-potions required poaching to find as well.
With these changes, their whole kit felt relevant and useful the whole play through. And having items that could only be obtained through poaching made low tier monsters relevant throughout the game as well.
I really like the sound of all of these, well done!
Now those are some quality changes!
Huh, a mod that would make me actually use a thief for more than just getting to the advanced classes, thanks to constant poaching to get x-potions. Interesting, if tedious.
@@y2a1979 i assume you meant chemist, not thief 🤔
The thief has been given other skills to make it more useful in my mod.
That being said, when I tested it, I found that doing a "random" battle here and there kept mid items in stick just fine. You also win some during story battles as well. 👍
@@francoblu9498 No, I always have a chemist, but I only use thief in vanilla long enough to access the later classes the have it as prerequisites.
I think chemists care about speed. Action economy is king.
The way i'd fix all those condition cure items:
Remove all of them along with the requisitie skill. Retain 1:
Remedy: cure all status ailments
Have this as a skill. Increase JP cost to appropriate levels.
How to absolutely neuter Chemists: remove their innate Throw Items skill.
Alchemists in FFTA have the Items skill innately, but they are nowhere near as good as Chemists due to their items being locked to 1 range.
Love the idea of grouping up status effects into Medicine, makes a lot of sense. One skill that I think would be interesting would be something like "Clear Mind," a support ability that protects the unit from the first status effect they encounter on the battlefield. It would be a one time use ability, but a great somewhat niche option for those battles where you're facing someone who's incapacitating your strongest units immediately with status ailments.
I actually had an idea post recording to add a set of "preventative medicine" skills into the active item skills. So you can essentially dose someone with a one time use status to prevent a specific effect from impacting them. Kinda like what you're saying, but a more strategic way to use a chemist in addition to their typical reactive style.
I cast medicinja *proceeds to inject unit with morphine*
Re-equip is a fantastic feature if elemental mixups was a major component of combat. It's not usable as is, but an invitation to improve the design of the game itself.
Safeguard really tells you why breaking and stealing gear is not great as an enemy mechanic. It's a niche interaction that won't come up until you go to a dungeon or something.
I like your lorebuilding take, but there's too little confirmed by FFT to work with. So "fixing" would be more about adding setting background for the various classes including chemists.
I have VERY different ideas for items:
-remove ether and hi ether
-potion heals 50 hp, 20mp, and +3 throwing range
-hi potion heals 10% hp and mp
-x potion heals 200hp
-status items stay, but they get aoe and higher shop cost.
-remedy and a higher level variant are single target and heals a specific spread of status effects
I usually like to mix my chemist with the mediator's speech craft skills for all around no MP support and magical guns.
I'd like to see Chemist changed into the Alchemist from other FF games.
Everyone can use items, but the Chemist gets bonuses to using items. Potions heal more when administered by a Chemist, status healing items maybe grant the target a resistance or immunity to the status for a duration or the rest of the fight.
Keep Throw Items on the Chemist. That seems fair.
Allow the Chemist to generate items in combat if they aren't doing anything else. For some amount of charge time, dependent on the item being created, the Chemist just sits their mixing ingredients to create something new. Perhaps require an expenditure of GP or weaker items to accomplish it. This item is then added to the inventory where it can be used later (or maybe the Chemist can use it immediately).
Let a Chemist modify items to have different effects. Perhaps they can turn a Potion into an Acid that deals 30 damage to a target they throw it at. Let them expend an Antidote to inflict Poison on an enemy.
Keep Auto Potion on the Chemist. It makes sense.
Give Chemists a Dual Item ability. In FFX-2, Alchemists can use items nearly instantaneously, while other classes have to wait a few seconds. This doesn't work in FFT (although I guess you could add a charge time to item usage if you make it universal, and give the Chemist a way to circumvent that), but allowing Chemists to use two items as part of one action would add that flavor.
Make special items that ONLY Chemists can use. Have special consumables that are like bombs or strange healing items (Restore 30 HP + Cure Poison, Blindness, and Silence). Perhaps have items that duplicate the effects of spells, like a Potion of Regeneration that applies Regen for a fixed number of turns. Maybe these items can only be obtained by crafting them in combat with the above mentioned ability?
the advantage of white magic over items is no need of line of sight, this can be important depending on the map
The small thing I would add is the ability to use status healing items can just pull from FF12 and call itself Remedy Lore 1/2/3. Could even just do away with status healing items in general outside of remedies if they wanted.
How to fix Chemist:
1) Take away gun usage, and maybe replace it with crossbows. I'm okay with Chemists having a limited ranged option, but 8-range 200+ damage on a support unit is just ridiculous.
2) Limit the max number of each item you can hold to 20, 15, or 10. The chemist is not a time mage, so it doesn't have a bag of holding. This way, you have to be wise about how you spend your resources rather than just chucking potions like your team is the audience on Oprah.
3) Greatly increase the cost of items in stores. It's way too easy to just have infinite X-Potions to auto-heal with, so there should be some type of limiting factor. Also, it would give the player a bigger incentive to utilize Move-Find Items, picking up battlefield treasure chests, and poaching monsters to stock up on items.
4) Make status effects more common. Not annoyingly so, but enough to make Chemists using status-clearing items a regular thing.
5) New Support skill: Alchemy. Double the potency of HP/MP restorative items, and status cleansing items will heal one additional randomly chosen negative effect. If you think this is overpowered, then you haven't seen your Lv.80 team being destroyed by a horde of Lv.99 monsters in Deep Dungeon, because your Auto-Potion and constant use of X-Potions on your turns can't keep up with the damage. 150 HP is not that much of a heal in end-game content.
6) Remedy already exists to heal multiple statuses at once.
7) EITHER make Equip Change an option on every human unit's battle menu at all times, OR keep it as a Support ability but it doesn't use up your action for that turn.
8) EITHER leave Auto-Potion as is, but give it to more enemy units (Balk is a pain to take down when you fight him the second time) and make the enemy's inventory as limited as yours, OR change it so that it still consumes the lowest denomination of potion you have, but the HP heal is equal to the unit's level (but can still be affected by Alchemy). The second option seems to me to be the best way to scale it and have the heal not be too high or low.
9) Make White Mage better. Higher healing, faster casting, and higher percentage on Raise and buffs. A starter healing job should not easily outclass a later job that is the definitive healer class of the entire FF series.
With these changes, Chemists stay a top-tier support unit, are more balanced by losing their monstrous gun offense, and are viable in end-game content with Alchemy.
I want them to be able to throw status effects on enemies. 100% accuracy, but blocked by obstacles/allies/enemies.
Also, increased critical chance, because of their "surgical precision"!
That's an interesting idea but then you would have to rework oracle. Why would I use a low chance spell when I could use an item. It also makes beowolf into a useless character.
@@axel8406 because it can cast at range, does not require weapons, uses faith instead of bravery for accuracy and damage calculations
@@axel8406 I'm not familiar with what Beowulf can or not do, but he's a knight-like class right? So he can wield armor, shields, real weapons, etc.
@pedropimenta896 you said you wanted to give chemist the ability to throw items that have 100 percent accuracy. Isn't that range? The oracle does have range, but the accuracy is low, and you have casting time as well. It would just make them a dumb choice to choose. Items don't cost that much to warrant, giving them 100 percent chance of putting an effect on the enemy. Beowolf is basically an oracle, but he gets to insta cast and doesn't have to pay an MP cost. The accuracy is still low.
@axel8406 ah my bad, I thought you wete replying to another comment I made on this subject. Please disregard this comment, refer to that comment.
Give the "throw Status Effects" to Ninjas, it's thematic even.
On the Oracle: you pointed the main reasons I didnt play Oracles. Innacurate, slow, not strong enough.
tbh I ignore status effects that dont directly slow down my damage output, character gets poison - dont care as long as they are still alive it wears off after a bit anyway - so combing the use of a lot of the single items into one ability would be great, but instead of making it like remedy make it cheaper and it just includes all the individual items or each status, that makes it viable early game if you need to use them
When I was a kid.. I took it for granted the job chemist.. as I get older.. I realized in the late game . Chemist is a big changer especially when one of your characters gets a debuff.. it can instantly throw a potion
I think their throw item command should allow them to throw the ninja elemental bombs by default. Gives them easy early game damage until they gain access to elemental guns.
I like the idea of doing something like the remedy and potion lore abilities from FF12. You start with the base item at the beginning of the game and it's fine for now and as you go through the game you can make that character better at using them and they become more effective.
I want every class to be able to use Item by default, so Chemists open up to having actual skills. Examples:
Vaccine: removes Poison AND heals. Maybe remove ANY ailments + heal (1-tile range)
Surgical Precision: increased Critical Chance attack (requires Dagger, 1-tile range)
Chloroform: adds Sleep to target. (1-tile range)
Et cetera.
A vaccine prevents diseases. A better name would be anti-venom. Could also prevent future poisoning for a set time.
Actually I would love them to have more throwables, like an acid that damages and lowers armor, or oil that lowers accuracy and gives a fire weakness followed by a molotov coctail.
@DarthMizaru those would be better on Ninjas, no? It even fits the theme.
@@pedropimenta896 well ninjas are more of throwing steel and their ninja arts, I think that if we are throwing chemicals it should be from our chemist.
@@DarthMizaru Ninja means "survivor", they live for a long time in the wild travelling and in infiltrated, they would use chemicals to poison people, confuse crowds and even initiate fires. In FFT they can throw Fire (and Ice and Electric) bombs (and books, and staffs, even knight swords) at enemies, so .... My point is, FFT Ninja throws offensive items by default.
One change from the mod FFT WotL - Tweak was to make Chemists able to equip crossbows.
Crossbows are a really cool weapon, they do have a minimum range you can bypass since they shoot in a line, unlike bows, and are usually not useful since not most jobs that can use it are either late game or, in case or archers, able to use bows.
Instead of being relegated to "niche archer weapon", archer already being a niche job since most of its power comes from the gear they use (ibn4 aim +20), having chemists use crossbows are a sort of "introduction to guns" feels both lore accurate, fair and made a very cool and somewhat forgotten weapon type very very useful. There is even one chemist with a basic crossbow in your initial party!
I like the idea of chemists being able to throw ninja bombs since you know alchemical tools. Best and cheapest way to fix chemist without making them broken.
I think the change to chemist is outside of chemist. Make status effects more common, easier to hit for everyone. I like the bundling of status cures, great idea. Though, too much of that arguably nudges into white mage territory since they get esuna and that should be very powerful and unique.
14:07 I know it's not your style to do cut aways but here is where you could cut away to Smiling Friends eg Mip giving Charlie a random potion to cure his headache only to eff him up later on
Suggestion #1) Reequip shouldn't cost a turn. That way you can switch weapons to take advantage of elemental weaknesses (which guns can be great at).
If no one is vulnerable to the basic elements, you can switch to stone gun and a stone immune equipment and try to petrify enemies.
Suggestion #2) Also, a chemist should know how to heal and harm. Give them the ability to poison opponents with their weapon. Great with guns.
Like what you did with status conditions, maybe allow the chemist to inflict the opposite effect of an item with different ranks (Toxic Strike 1, Toxic strike 2 Toxic Strike 3) with Remedy being the most expensive in terms of JP.
I always felt like Chemists pushed out other healing classes but perhaps that's more of a consequence of speed stacking invalidating charge classes.
But yeah most of the problem I have with Chemist is Auto Potion as it also pushes out other resctions. Lowering the health healed has been a constant staple in the various romhacks over the years.
Honestly, I would give it grenades to have an offensive ability. Through poison or other status elements, or have fire grenades and other elements. If you can make an antidote, you should be able to make a poison.
I'm replaying this as we speak!
Its been a while since ive plaued fft but remember later on near the final chapter. There was a band of ninjas in one of the wooded levels, being a chemist is a target ene.ies lire to due to natural low hp like the mages. With this the ninjas tend to throw rare swords that cant be purchased in the main game and you can catch all the rare weapons with the catch ability. Niche i know but it was a memory i had. Great game!
Yeah, if you could auto (insert item here), id use chemist over other jobs. Chemist can also use the gun weapons which you get fairly early. I did an all chemist run when i was younger. Actually had a lot of fun and loved solving battles without the standard jobs.
Maybe add Mix like in FF5?
Maybe having the ability to change gear without a time penalty?
What about damaging items?
Chemist has a bit of irony in that it's one of your starter classes, you would think it's more geared for new players, but it really benefits much more from the insight of a second playthrough. When you already know what status' to expect at the given point of the game, you really know how to more wisely distribute your JP.
I honestly very rarely utilize Chermist as a class when I play, it's just not a job you're inclined to stay in for very long, which is probably it's biggest flaw; or overall is the biggest flaw of Tactics in general. You're always going to want to be progressing to other classes and earning more JP to fulfil other role or enhance the role you're in.
You still have a long time before you reach Onion Knight yet, but here's my proposed changes to "fix" it
Have them function similar to the Freelancer Class in FFV. Like all other Jobs, they'll be able to equip any job skill set in their sub command slot. BUT, mastering ANY job will allow them to add that class's command set into their MAIN slot. This would allow for great customization and would actually allow Onion Knights to use their boosted MA stat for casting or using Iaido instead of just walking around, wacking stuff with their weapons.
The best way to fix the chemist class is to add the letters A and L to the front of their name
Chemist was definitely done wrong in the game. I like the idea of simplicity for the status fixing ability. And would make a lot of room for other abilities. It would be neat to see an aggressive one that takes two items and has an affect, kind of like ff10’s mix ability, or even doing a modification shot like ability, like a potion bullet that amps the healing.
Dang it YT, how're you going to wait 4 days to let me know about this?
There are 10 physical jobs (not counting Mime) but only 9 magical jobs. I never felt like Chemist should be the starting point for the magical job tree. There should be some kind of "Student" or "Adept" job which feeds into Chemist (to Mediator, another non-magical "magical" job), Priest (to Oracle and Time Mage) and Black Mage (to Summoner and Time Mage). Adept would also share some abilities with Squire (like Gained JP Up) and a magical equivalent to Accumulate. As for Chemist, I don't think I would change it too much, except maybe to nerf gun damage a little bit, or cut down their Move stat by 1 to make them a little less mobile (and thus depend more on guns and thrown items)
Also, a great way to nerf this would be to (1) not sell X-Potions in stores. X-Potions come from battle spoils, poach, and move-find item exclusively. Then you can't just get free +150hp on every counter, you have to pick and choose which characters get your X-potions. and (2) only use potions (not hipotions or xpotions) for auto-potion.
I guess it's just me, but the first time TG Cid got his sword stolen was the last time I ran any character without Maintenace/Safeguard. Yes, you *can* reload, but that's tedious, and I find very few of the other support abilities all that great anyway.
If the game were remade I'd assume items would be clustered into a non-class option as they were in the GBA/Ogre titles, and that if they were determined to keep a pre-mage they'd make something new like 'Adept' with just enough skills to run away immediately like Squire is currently lol.
Treasure hunter finding rare items being based on having low bravery seems a bit weird to me as well.
Oh yeah, should have mentioned that. Unless there's gonna be a bunch of other skills that also want you to have low brave, there's no real benefit to keeping a low brave character just for treasure hunter.
Im sure all the esteemed gentlemen here know this but, black mage magic attack up passive + 108 gems bracelet(guess its japa mala in other versions) on a high faith character has your glacier gun hitting for 450-720 damage. You will never heal again!
Does chemist need to be fixed? They have the excellent throw item and auto potion abilities and can wield guns, one of the better weapons in the game.
It's big air quotes on "fixed" for this episode. The class is amazing, one of my favorites, but I do think there's ways that it's existing skills can be condensed, and new skills added, to flesh out its capabilities more
GOAT Class
My way to fix chemists:
Remove guns and give axes
Add skill mix
Auto potion can miss unless high bravery or faith…I prefer faith but whatever
Speed up cure and esuna spells for priests/white mage to make them more reliable healers.
So Chemists are already OP as it is. You can throw Phoenix Downs at undead enemies for instant kills, guns have a secondary spell effect if you can find them for basic damage. Also the Auto Potion is a glitchy OP mess. If you have no potions in your inventory overall at all the game will default to say the only other potion you have - like an X-potion. So yeah OP as is, No need to change.
@@noone3972 undead are a limited number of your opponents, elemental guns need to be specifically stolen or found, and only in the late game, and Auto Potion isn't glitchy, it functions as intended. That intent is broken and should be changed, but the point stands.
Huh. It appears I'm not that good at FFT, because I don't really consider the Chemist class as that top-tier a thing.
I mean yeah sure it's really good for a starting class, but I don't think I'd leave a unit in this class for the whole game either. I never really considered it, but I'll give it a shot. My first impression is that it'll be an additional drain on resources, but that's not an issue at all for this game.
Edit: FF12 did it great with Remedies Lore, wherein remedies would remove additional status ailments for each Lore unlocked. I think Chemist would benefit from something like that.
Wiegraf gives the doom status in chaoter one.
He rarely uses anything but lightning stab and stasis sword.
@IveBeenWithBruma true but he can use it. I've had it happen plenty of times. I also think that's the only time doom is used in chapter one. I could be wrong with the random battles.
@@axel8406 I think plague horrors in the desert are the earliest rng encounter with doom you can get which can happen in chapter 1.
@IveBeenWithBruma i didn't know you could fight them at the level range chaoter 1 has.
@@axel8406 There is no level range. The random encounters scale to your highest leveled unit available. It's how challenge runners can get end game items in chapter 1 like the judo outfit.
This class is the only way to use items, period. I would add them a percent to not waste the used item, even if on autopotion, based in the class level and faith
At first, the are even better than priest at cure (that, depending on the caster, may be recovering about 20hp), If the could use the ninja elemental bombs too, chemist may be useful as a full pseudo mage
i always chose agrias to be my chemist, giving her throw item as her holy knight.
The only real change I'd make is nerfing Auto-Potion. If it only used the 30HP potions it'll be fine. I wouldn't bother consolidating all those status recovery items. It's so rare that you need to use them anyway since most enemies don't use status effects or you can simply fight through them.
A couple of other things. Guns would be indirectly nerfed by making bows, and crossbows more useful. Also you didn't mention that Chemists have poor stat growth. I wouldn't change that, even though it's a big reason why I don't use them much after Chapter 1.
Maybe Chemists could have access to staff weapons, so they could use the healing staff.
Then that would leave auto potion a mostly useless skill to take outside of chapter one. Maybe have tiers of auto potion abilities to correlate with the correct potion. This way there would be progression and get to use only the potions that you wanted. Auto potion isn't game breaking at all, especially if you don't grind up your brave.
What they could do is make attack and speed save inherent to bow users and make bows the equippable via jp unlock. They use both in their damage formula but only Ramza and Luso can make full use of bows.
They should have offensive item like poison or something like the ninja bombs
he only status removal item you need is remedy
I greatly disagree with dumbing down the items. People will forget what skils does what.
It's also immersion breaking because what's needed to fix blindness will be diffent than what's needed to fix frog.
Would love to see Archer and Lancer next
@@gzsprout we'll get there! I'm kinda going in order, so Knight, Archer, etc.
@TitaniumLegman will watch them all!
Great video 🎉
Have you ever heared about fft hard Mode? See the changes they made! I think you would have fun. Thanks for the content
360 noscoper class, dragoon with gun
I have to disagree with getting rid of x potion for auto heal. Like all auto potion options, its great when you first get access to it but as the gane goes on, it loses out that advantage. Chaoter one auto potion is great, seeing how most enemies will do around 30 hps of damage. Then chapter 2 high potions are great because most enemies will do around 70 hp. The downfall of using auto potion is the cost associated with it. So maybe increase the cost of potions or decrease how much gil you get in battle.
It would be nice If chemist was a usable class, but the items are too weak.
If it had FF5's abilities it would be fat better. It also needed more guns to use at the very least.
Chemists in FF5 were absurdly broken.
@burtblando8806 I thought using Equip Bow to gain the damage buff with the speed was busted...
Personally I have always disliked chemist. Sure items are handy…but guns don’t do the damage output as well compared to any late game weapons, and items are basically useless late in the game. The worst thing about chemist is its abysmal stat growth.
In my opinion there is not one thing the chemist has that a different job can also get and they will do it better than a chemist. All of the HP/MP and status removal items are useless if you have a monk in the party because they can use purification to remove all negative stats….and Chakra can heal both HP and MP at the same time, and depending on your attack stat will heal more than x-potions or High Ethers…even Samurai can out heal chemists and do it to the entire party if in range…so again there are jobs that just make chemists completely useless and give way better level up stats as chemist is one of the worst for that category alongside Bard/Ninja/Dancer. You should not level up as any of those jobs because your stats will suffer from them.
They are a starting job class, their usefulness into the late game shouldn't matter. But they are still insanely viable. Run a full team of chemist and most battles are easy mode. Throw on the knight skill and break speed, then they are OP.
Idk man. If they do end up remaking this gem, I really hope they don’t go over board with changes. I was not a big fan of all the changes they did to TOR. Quality of life changes and some new jobs and content and I’m good.
I dont think yhe chemist needs any changing. Re equip can be useful but they are niche cases. Tactics ogre reborn changed enough to warrant drastic changes but they achieved an almost impossible feat with these changes. They maintained the tactics ogre feel so they were not that jarring. Heres to hoping they only add to an FFT remake or that they achieve the same impossible feat that they had with tactics ogre reborn.
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Honestly? I would happily get rid of the whole Faith, Brave, and Zodiac systems. I thought, mechanically, FFTA and FFTA2 were far superior. Those mechanics were more annoying than fun.
it should be like in ff v.
They really don't innovate anymore when it comes to FF. FF tactics was awesome. I'd wish they'd either go back to the old formula, come up with something new, and/or most importantly; get rid of the anime aesthetic.
Fix their NOSES first! The art in FFT was distractingly awful, even if you wanted to try the quirky battle system!
Umm... the Chemists don't make the potions, you buy them.
Sorry, you failed to convince me. Too much of a stretch. After getting Auto-Potion, it is easy to walk away from this class.
You're right that Chemists in real life were useful, but wrong that this utility was well implemented here. Also, in a world with magic and such, that real-world utility is massively diminished in a fantasy setting. A heal spell removes lots of status effects, but a different potion is needed for each one.
Until you're silenced or have no magic points, or aren't compatible with the target and your spell just fizzles. Problems that aren't a factor with items. Also, guns. Pew pew! 😀
@@y2a1979 - I meant from a broader in-world perspective. Ivalice has less need of Chemists as our Earth did ages ago, because Ivalice has magic users that can do the same. Spell failure? Just try again.
Guns are good in Chapter 2, but fall off hard when you get better classes and the JP for their skills online. I'm a big fan of Math Skills for nuking everyone.
@@andrewbakescakes9684 That's fair, but items still lack the charge time of spells, and without items you're still up the creek if you burn through all your magic reserves. I still like guns later, because even most abilities that are technically better tend to either have a long charge, high MP cost, or less range, sometimes more than one of those factors.
@@y2a1979 - Math Skills don't use MP, have charge times, or limited range. Try 'em out!
I like guns as something you can always use though. I hate wasting a turn without performing an action, and guns let you almost always perform an action. But when you can dual wield knight swords, gun damage kind of falls off.
@@andrewbakescakes9684 I never had the patience for the math skills, but having seen how busted they are in speed runs, I may have to try them the next time I play. I honestly think half my love of guns comes from Mustadio, on account of watching several TH-camrs hate on him. lol
Dude, Chemist *ISN'T* that great as you say, and I _AM_ paying attention. It's piss-poor stat growth. You want a real set up? Here:
_!Items_
_!Arts of War_
_Auto-Potion_
_Concentrate_
_Ignore Elevation_
Equipo a firearm, and boom goes the dynamite. Also, stop calling almost everything 'niche'. I don't think you know what that even means.