First off, I can not thank you guys enough for this game. I could continue the praise for a long time, you deserve it for this wonderful game, but let's get to the point...
I am at the Floating Continent and have just been owning everything with my party of Terra, Locke, and Cyan. Shadow is all but useless. Locke is the star of the party, and here's why (I am playing on SNES Classic so I can't drop in some screenshots to simplify this)...
Disclaimer: Locke is level 24, esper level is like 14, so I know you're probably thinking "no wonder you think he is overpowered at this point in the game." I have the same thought, however, I have not intentionally done any grinding, I scoured the Magitek facility for all the treasure, meaning I had to backtrack a bit since I forgot the oprtimal route, but that's about it. The rest of my cast is around level 15-18, with a few exceptions. I'm thinking Locke is so high level because he is forced upon you multiple times up to this point. I mean, when is he not forced to be in your party? The trip to Zozo, and...? Even if he were 6 levels lower, he would still be quite powerful for all of the reasons given below, so it is more than simply an overleveling issue (which, again, I did not do any grinding, and actually ran from fights from time to time. I did take my time, though.)
So I have Locke geared up about how you would expect, I assume the majority of players take this approach, but here it is:
Scimitar, Drain Sword (I forget the actual name), and then just the best evasion gear I can get. I give him relics to enable cover/counter. Once I made a trip through the floating continent (with exp off) and found the Ninja Mask I equipped that to free up a relic slot. Now he has the Hero Ring and Thief's Glove (that 25% damage boost is incredible). I believe his evasion is at 84 with that setup, could be higher if I used the Knight's Cape, but the extra 12.5% HP and the mp boost is worth it. For Esper boosts, I went with HP/Stamina, because I want to increase the likelihood of cover/counter, and I think I remember that's the stat for it (I've been trying to play blind as much as I can), I think I also put in just a few levels into vigor, because I felt so bad about continuing to jack up his HP. So now his HP is sitting at around 1150+ with the gear.
The end result is pretty brutal. His stamina is still mid-40s maybe, so that's the only thing holding him down. He is really difficult for a monster to hit with physical attacks, and even if he does get hit, he has a ton of HP. Paired with the drain blade, I actually want him to take a few hits so when drain procs he can do even more damage and heal himself. Mug is there for undead monsters that you don't want to drain. He has magic to deal with vanishing enemies. He is incredibly fast. His physical attacks tend to deal around 700-1k damage, each. Then there's the fact that he has all of those nice White magic spells (that he never uses, save for a Life spell if it's needed). On top of it all, there's his speed, which is already quite high with no investment whatsoever.
I feel like Locke is too powerful in the midgame, compared to the other characters and the fact that he is most likely your highest level character makes matters even worse. Sure, the other characters can dish out similar damage if geared right and using the right attack for an enemy. But the other characters typically have some sort of weakness. Be it low speed, low HP, low evasion or defense, smaller spell selection, less equipment to choose from, fewer espers to choose from, etc. Locke's only real weakness is his low defense (but he has good equipment options, so this does not have to be the case), his HP isn't terrible to begin with, and it is enormous with HP/Stamina levels (which seem like the absolute best choice at the midgame, perhaps with a few levels of vigor just to beef up his hits a bit). For comparison, he's running with a hyper wrist+glove (name escapes me now, +25% physical damage) Cyan who does maybe a little more damage per turn, at like level 22. Berserk Cyan can keep up with the damage, but has some serious disadvantages (and he should be one of the premier damage dealers, beside Sabin, whom also has several drawbacks from those listed above.) The only thing Locke is really missing is a strong crowd sweeper... Then there's the elemental swords you could use to target weaknesses at the cost of a little evasion (with a decent magic stat to boot, on top of the fact that the +5 magic esper is probably the best esper equip unless you needed some specific elemental defense).
It's really hard to have Locke sit out of the party. I know that's one of the issues you wanted to address with this game. I feel like Locke is too powerful, and as much as I enjoy stomping face with him (I giggle like a child again every time he cover/counter/drains), I reluctantly suggest that he may need to be reworked in the midgame. I have not thoroughly considered how to address these problems, as there are so many things to consider and almost any change has implications for other characters. Part of the problem, as I see it, is that most of the other characters are kind of late bloomers; their versatility opens up in the WoR because of the equipment/relics/espers that can only be obtained there. Many characters don't have many esper options midgame, and if they have esper options, they lack the real means to utilize the different builds. Meanwhile, it appears to me that Locke's most powerful build is available with the first few espers, and he has equipment to capitalize. For Locke, new equipment is just an upgrade, it doesn't really open up new possibilities, or new ways to play.With that said, I really don't think this is an Esper problem, per se. Locke just has a bunch of little things available to him, and when you add them all up he is an incredibly powerful character and I feel like I am handicapping myself if he is not in my party.
Consider the character most similar to Locke in the midgame: Shadow. Similar stats, and a similar theme. No HP options, severely limited spell selection (though unique), fewer weapon options (the samurai swords don't compare to the versatility of the elemental swords), the only edge he has is Throw. Throw does have some crowd sweeping potential, and that's really the only thing Shadow has over Locke. He has all the same cover/counter options, with the same evasion, but with his pitiful HP and defense he really does not want to tank. No way to cure himself outside of items (which is not practical at the midgame due to cost). In exchange he does get a few support abilities, namely image, float, haste, and reraise. Did I miss a store selling the elemental throwing items before the Floating Continent (though, again, gil is a problem)? Those are nice spells to have, but at this point Shadow is kind of forced to either be in the back row (nerfing his damage), or needs to be revived whenever he gets hit, even with his reraise, you are hindering his damage either way. Meanwhile Locke with my setup WANTS to take those few hits that make it through his evasion, and generally welcomes the magic damage just the same because his HP is so high; taking a few hits will actually increase his damage because of drain. He can cast life if needed, and cure himself/others in a pinch. I guess Interceptor is a factor, but he doesn't proc often enough to really matter. So, in my eyes, Locke blows him out of the water in the midgame, which is unfortunate since Shadow is forced on you at the Floating Continent, but tends to just be a drag on the party at that point, even moreso with him and Locke fighting over gear. My Shadow is dual-wielding Healing Shivs and throwing shurikens from time to time. That's all Shadow is really good at in the midgame. And dying. Lot's of dying.
Maybe it's just me and the approach I have taken in this playthrough. I do play around with different party setups and feel that you have brought out the best in the characters. But when I want to bring out my strongest party, as with the Floating Continent, Locke will always be in my party. I do have one direct suggestion since I am here and I am talking about midgame balance: have you considered altering the exp curve in some way so that levels slow down more as you progress the Floating Continent scenario? Early game levels are great, through Zozo. The Mage Masher (or whatever that boss was named) was pretty tough. I did wipe once to both bosses escaping the Magitek Facility, but a slight tactical tweak fixed that. I haven't reflected on this much as I played through the game, but sitting on the Floating Continent, it is apparent that I am probably higher level than intended and that's part of the reason I am stomping face so hard. The Ultros/Chupon and Air Force fights for example were pretty laughable with my setup. A few fights since then have been close, but mainly from party-wide HP Critical attacks and quick followups. I am eager to see how the fight with Atma Weapon goes. Back to the point: slowing down the levels would raise the challenge level slightly, while preventing people like me who play at what feels like a natural pace from overleveling (I don't like being forced to turn off the EXP to stay in the appropriate level range; again, I want to stress, I did not grind. I did not go directly from one flag to the next for every scenario, but I did most of the time. I would consider it normal for a player to backtrack or go off-course a little bit in the course of a normal playthrough. Maybe you want a different party to tackle Zozo than what you originally brought, for example, so you backtrack to Narshe, as I did). You have done an excellent job with the game and have a nice balance going, but is it possible that your experience curve is set for people that go from flag to flag, with no deviation? If so, it might be better to slow down the levels, because those fast-run players will likely have a setup capable of overcoming the challenges anyway, and those of us that want to take a more leisurely strole through a childhood favorite can do so without overleveling and being forced to turn off the EXP (which I understood to be an option mainly meant for people wanting low-level runs or farming gil).
Slowing down the levels would do a few things. It would perhaps encourage a little bit of grinding from time to time for players not capable of finding a strategy to beat a particular boss. I know this is not a difficulty mod, and I don't mean to restrict the levels so much that only the people running the low level challenge can beat the bosses without grinding. Maybe it's something worth polling the player base about. I suspect the majority of your players would be okay with something like this, because it would invoke the nostalgia of old-school games, which often DID require some grinding. Maybe i'm wrong. Another result of slowing down the levels is that you would encourage people to experiment more with different party setups and approaches to regular and boss battles (though it might require adding a few locations, in some key towns, where you can swap party members before getting the Blackjack.)
Okay. So those are my thoughts after playing up to the Floating Continent. I want to add that this is my second time through the game, I believe my first run was... 1.8.6 maybe? I love the original FF6, but after playing BNW I can't go back to it. I think that highly of what you have done here. That admiration is what brings me here, and has me spending too much time and too many words writing this... analysis? opinion? whatever you want to call this. As far as I'm concerned, this could be the final build of the game and I will come back to it time and time again. BUT if you're going to continue to refine it and make it even better, I wanted to do my part in giving you my feedback. Thank you for devoting what must have been literally months or years of your life to this game and for the dozen(s) of minutes it took to read this feedback. Thank you!
