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** The Poison Element of all things. In April 2021, the element was revived with a banner which includes a chain, new poison abilities in the Ruby shop and Heroic Abilities, and magicite for the element as well.
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* ArcFatigue: With the game entering its fifth year on the market, Magicites and the story unfolding with them have been around for more than half of its lifetime, slowly being rolled out one element at a time a couple months at a time, across four tiers of power. Not only do Magicites take ''a lot'' of grinding to level up[[note]]Even more when they first came out compared to now -- they cost 60 Stamina instead of 20, needed a Magic Stone to fight them (and you only got one a day), and they rewarded only one 3/4/5-star Magicite piece at a time.[[/note]], but each successive tier tends to be a jump in PowerCreep, and the story around Magicites trickled out as players could defeat them. When 6* Magicites were added many players protested because they were sick of Magicites already and wanted [=DeNA=] to come up with something new for the next challenge, and the story of the Magicite arc had been given a satisfactory conclusion in [[spoiler:Dark Odin]] as an AllYourPowersCombined FinalExamBoss.

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* ArcFatigue: With By the time the game entering entered its fifth year on the market, Magicites and the story unfolding with them have had been around for more than half of its lifetime, slowly being rolled out one element at a time a couple months at a time, across four tiers of power. Not only do Magicites take ''a lot'' of grinding to level up[[note]]Even more when they first came out compared to now -- they cost 60 Stamina instead of 20, Stamina, needed a Magic Stone to fight them (and you only got one a day), and they rewarded only one 3/4/5-star Magicite piece at a time.[[/note]], but each successive tier tends to be was a huge jump in PowerCreep, and the story around Magicites trickled out as players could defeat them.PowerCreep. When 6* Magicites were added many players protested because they were sick of Magicites already and wanted [=DeNA=] to come up with something new for the next challenge, and the story of the Magicite arc had been given a satisfactory conclusion in [[spoiler:Dark Odin]] as an AllYourPowersCombined FinalExamBoss. Fortunately the boss beyond the 6*s, [[spoiler:White Odin]], really was the FinalBoss of the Magicites and focus shifted to the Cardia dungeons and later the Labyrinth.
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** Rem in the Dreambreaker era. Dreambreaker bosses like to inflict Full Break on the party at phase changes, but Rem's primary attacking stat is MND, which they ''don't'' debuff, so she can power through it, and with her Ultra, Awakening, and Sync combined, she can dish out multi-casting Holy attacks every turn that can go up to 29,999 a hit. She's so powerful that with the right support, she can be your sole DPS character and ''still'' carry off-realm teams to sub 30 wins.
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** With regards to bosses, while the Magicite bosses are mostly prominent creatures of their elements if not necessarily summons, the bosses of the Realm-focused dungeons (the original Torments, "Neo Torments", Dreams, and Dreambreakers) seem to be chosen largely at random. For example, the ''Final Fantasy VI'' original Torment boss was Hidon, the Neo Torment boss is Wrexsoul, the Dream boss is Siegfried, and the Dreambreaker boss is the Ice Dragon. Some choices make sense (Garland as the ''Final Fantasy'' Neo Torment, the Ultimate Weapon as the ''Final Fantasy VII'' Dreambreaker), but as a whole there's no rhyme or reason to the choices and the bosses aren't always significant or memorable ones from their original games, and in some cases they're actually normal enemies in their original games. Even if final bosses and superbosses were ruled out for whatever design reason, there are much better options all-around than what the developers went with.
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** It became increasingly common over the game's lifespan to have enemies that can increase their resistance to elemental damage, first in 5* Magicite battles and carrying over to higher tiers, and Dreambreaker bosses can do the same. The major problem is that "Imperil" effects to lower elemental resistance to counteract this tactic are not always easy to use. Water, Holy and Dark can get by fine with Aquatic Weakness, De'Diaja and Touched by Darkess, but Fire, Ice, and Lightning have to utilize the "Offering" abilities, which don't have the best damage output and only have a ''chance'' to Imperil their elements, turning the battle into a LuckBasedMission.[[note]]Typically enemies have a 20% weakness to an element, so 2 levels of resistance (which is standard) means they take neutral damage from that element; hitting an enemy's elemental weakness causes abilities to charge the Soul Break gauge more than usual, so those 2 levels of resistance actually really hurt your party's functionality.[[/note]] As for Earth and Wind, there is flat ''no'' ability that lowers those resistances. Also, this assumes you have a character capable of utilizing those abilities and being able to carry their weight in battle otherwise, which will not always be the case. This finally got alleviated when Hero Abilties were added, several of which include very guaranteed Imperil effects but at a shorter duration.
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** "Tyro master race".[[note]]Tyro's JackOfAllStats status combined with several buffing Soul Breaks and Realm Synergy in Core dungeons (which includes many Event dungeons) means he tends to be a highly used character in events despite his terrible stats.[[/note]]

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** "Tyro master race".[[note]]Tyro's JackOfAllStats status combined with several buffing Soul Breaks and Realm Synergy in Core dungeons (which includes many Event dungeons) means he tends to be a highly used character in events despite his terrible stats.[[/note]] His utility grew even further in the Dreambreaker era; all Dreambreaker bosses inflict Full Break when they change phases, and Tyro happens to have an Overstrike Soul Break that buffs ATK/DEF/MAG/RES and thus can overwrite the debuff, which makes him a strong choice to bring to a Dreambreaker fight[[/note]]
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** Golbez's "Master of Baron" USB has the Archfiends lend their power to him, harkening back to the fact that he saw them as genuine friends rather than disposable minions even through his own brainwashing at Zemus's hands.
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** With the game entering its fifth year near the end of 2019 and going into 2020, new character additions have slowed to a trickle, even though several prominent characters from the franchise are still nowhere to be seen.

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** With the game entering its fifth year near over five years old as of the end of 2019 and going into 2020, new character additions have slowed to a trickle, even though several prominent characters from the franchise are still nowhere to be seen.
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** Marcus and Eiko have a unique mechanic where Marcus' Record Spheres award the player "Eiko Motes", which can be used to unlock a unique sphere in Eiko's Record Spheres that give her small stat buffs. This is a reference to a glitch in ''Final Fantasy IX'' where if the player power-levelled Marcus before recruiting Eiko, she'd inherit his stat growth. They are the only two characters in ''Record Keeper'' to have this relationship, but there are many others characters who could have use such a mechanic themselves and have a logical connection to explain why they would have it (Cecil's Dark Knight and Paladin forms, Cloud and Zack, Squall and Laguna), but it never appeared again.

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** Apology Mythril.[[note]]Glitches, oversights, misstated help or announcement info, etc., often prompt the company to give players a Mythril as an apology for the problem. Major issues sometimes get as many as five Mythril.[[/note]]



** [=DeNA=] intern strikes again.[[note]]Minor errors such as typos and the like are blamed on anonymous, faceless interns of the company that did a slipshod job.[[/note]]

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** [=DeNA=] intern strikes again.intern.[[note]]Minor errors such as typos and the like are blamed on anonymous, faceless interns of the company that did a slipshod job. The subreddit for the game even has it as a flair.[[/note]]
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** The Christmas 2016 Winter Holiday theme. It's a [[https://www.youtube.com/watch?v=IjfBcLXWo5U Aria De Mezzo]] remaster, and the added vocals are absolutely beautiful!
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** "Beyond" characters, consisting of characters from various assorted spin-offs. While what they have is often good when they come out, Beyond events are uncommon and it's rare for a pre-existing Beyond character to get new Relics, so inevitably no matter how good they are they'll be [[{{Power Creep}} Power Crept]] within a year at best, if not months. Further, there has never a Beyond Torment and there will likely not be a Dreambreaker either, so however good the Beyond character might be, they'll not be as useful as a character from one of the main seventeen realms who could be used in the Cadia dungeons.
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** "lolbio"[[labelnote:Explanation]]The Poison element is regarded as the worst and least covered element in the game, having only [[VideoGame/FinalFantasyII Leila]], [[VideoGame/FinalFantasyVI Edgar]] and [[VideoGame/FinalFantasyVIII Quistis]] as its most notable users.[[/labelnote]]

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** "lolbio"[[labelnote:Explanation]]The Poison element is regarded as the worst and least covered element in the game, having only [[VideoGame/FinalFantasyII Leila]], [[VideoGame/FinalFantasyVI Edgar]] and [[VideoGame/FinalFantasyVIII Quistis]] as its most notable users. The element lacks any dedicated Magicites to empower it, there are no Poison-element Chains, and nobody is capable of stacking a poison aura. The one consolation is that realm-focused chains and Memoria Crystals allow the poison element to be used in the respective realm teams, but the other elements will almost always have better options even there. As a result, the Poison-element version of the Dark Odin fight is considered the hardest one to do in the intended manner.[[/labelnote]]
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** Even worse, the Poison element; [=DeNA=] has pretty much gone out of their way to phase it out of the player's arsenal. Characters who started out as Poison specialists have been shifted to other roles that downplay their Poison affinity; Leila has become a generalist Sharpshooter/Thief with a nudge towards Water; Edgar became a Fire/Lightning Machinist; Kefka became a Dark mage; Quistis became a dedicted support buffer; Marcus went from Wind/Poison to focused as Wind support; and Thancred shifted to an Earth Ninja. For gameplay options beyond characters, there's no Poison Magicite, no Poison Chain Soul Break, and viable Poison abilities are limited to just Chain Biora and Poison Leaves. But don't worry, on the upside you'll never need to use the Poison element because no bosses outside of Realm and Challenge dungeons are weak to Poison. The developers even began to take advantage of how little they've utilized Poison; several of the "Neo-Torment" bosses rely on Poison for their offensive, against which there are fewer ways to defend compared to the other elements.

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** Even worse, the Poison element; [=DeNA=] has pretty much gone out of their way seemingly tried to phase it out of the player's arsenal. Characters game but can't make up their minds. Many characters who started out as Poison specialists have been shifted to other roles that downplay their Poison affinity; Leila has become a generalist Sharpshooter/Thief with a nudge towards Water; Edgar became a Fire/Lightning Machinist; Kefka became a Dark mage; Quistis became a dedicted support buffer; Marcus went from Wind/Poison to focused as Wind support; and Thancred shifted to an Earth Ninja. For gameplay options beyond characters, affinity, there's no Poison Magicite, no Poison Magicite or Chain Soul Break, and viable there's only a handful of Poison abilities abilities, and no top-tier bosses are limited vulnerable to just Chain Biora and Poison Leaves. But don't worry, on save for ones that are vulnerable to everything else. On the upside you'll never need other hand, some Poison-focused characters have continued to use the get Relics that let them run Poison element because no bosses outside of Realm kits, and Challenge dungeons are weak Kefka and Thancred, who started in Poison and then transitioned into other elements, transitioned ''back'' to Poison. The Poison in the game's 6th year. This is why the very idea of Poison is a MemeticMutation -- the developers even began to take advantage of how little they've utilized Poison; several of give players enough that they could put together a half-decent team if they really wanted to, but won't give the "Neo-Torment" bosses rely on Poison for their offensive, against which there are fewer ways to defend compared to element the same kind of support that they gave the other elements.eight.
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*** The one from the D180 and D260 in the "Vanquish The Primals" event gets a lot of hate. The problem with him is that the mechanics from the fight in the original was too faithfully implemented. The idea is the same, Ifrit summons pillars in specific phases you have to destroy before pushing Ifrit into the next phase or it's an automatic wipe if any pillars are left before the next phase change. Problem is though is that Ifrit has really low HP each phase, especially on D180 difficulty, which makes getting a game over too easy for veterans. The easiest way to beat him is targeting each pillar individually, not using any Dualcast Legend Materia, AOE attacks, and soulbreaks with chase effects. This just makes Ifrit just a long and tedious boss fight.
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** Several high-tier commands and all Soul Breaks remove the HUD during their animation. This unfortunately means that if you try to input a command to a character just as one of these animations begins, not only will your command likely not go through, but your input will be delayed because you have to tap the icon again once the HUD reappears. This can also happen multiple times to the same character if the rest of the party happens to attack in sequence. In timed battles against high-level bosses that can wipe out the party with a single attack, this delay can cost you the fight. Magicites are even worse about this, because they appear every few seconds without warning and can really screw up your rhythm.

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** Several high-tier commands and all Soul Breaks remove the HUD during their animation. This unfortunately means that if you try to input a command to a character just as one of these animations begins, not only will your command likely not go through, but your input will be delayed because you have to tap the icon again once the HUD reappears. This can also happen multiple times to the same character if the rest of the party happens to attack in sequence. In timed battles against high-level High level bosses that can wipe out the party with out in one attack and have precisely scripted attack patterns, and {{Super Mode}}s from Soul Breaks are timed and you want to maximize how many actions the character takes before it runs out, so a single attack, this momentary delay of an action's input can entirely change the flow of the fight and cost you the fight.dearly. Magicites are even worse about this, because they appear every few seconds without warning and can really screw up your rhythm.
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*** Although Edge himself has always been an useful support option thanks to his USB-tier Super Soul Break, his damage output has been lagging behind for a good while, especially since Yuffie is a far better source of water damage which is Edge's main element, his Awakening lacks elemental infusion and because the generic fire- and lightning-elemental ninja abilities are still stuck in the 4* era and have no physical equivalents. This was thankfully remedied with his Sync Soul Break and Glint+ which give him fire and lightning infusion, but more importantly, his new Unique Ability is fire-, water-, and lightning-elemental and works similarly to the existing 6* ninja abilities by dealing up to 6 hits with 2 stacked Physical Blinks as well as refreshing said Blinks. It also deals hybrid damage depending on whether his Attack or Magic is higher, letting him work either as a physical or a magical ninja in 3 different elements, with the only downfall being the fact that his Unique Ability deals 1 less hit on average than the dedicated water, darkness and earth ninja abilities.
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** Any attack that inflicts Sap. Sap overwrites Regenga, a very useful and game-defining status that many White Mages rely on, and it also pretty much negates Last Stand, as characters who survive a fatal blow thanks to Last Stand will not retain enough HP to survive the Sap damage when it hits. Unsurprisingly, the developers know this and have done this on purpose, since many top-tier bosses have attacks that inflict Sap even if they otherwise don't use status ailments very much.
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*** Since ''Tactics'', ''Tactics Advance'', ''Type-0'', and even ''World of Final Fantasy'' and ''Dimensions II'', have reps in this game, that opens the door for other prominent spin-offs to be included, but they have not been. There have been several ''Dissidia''-themed events, and the [=PS4=] ''Dissidia'' is still being updated and the sub-series as a whole remains very popular, but Cosmos, Chaos, Materia, and Spiritus have not been added.

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*** Since ''Tactics'', ''Tactics Advance'', ''Type-0'', and even ''World of Final Fantasy'' and ''Dimensions II'', have reps in this game, that opens the door for other prominent spin-offs to be included, but they have not been. There have been several ''Dissidia''-themed events, and the [=PS4=] ''Dissidia'' was still getting character releases for much of ''Record Keeper's'' lifespan and ''VideoGame/DissidiaFinalFantasyOperaOmnia'' is still being updated and the sub-series as a whole remains very popular, thriving, but Cosmos, Chaos, Materia, and Spiritus have not been added.
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* Narm: Each of the 17 historia Crystals has it's own theme from each corresponding realm. While some are battle themes and important event themes. Some of them are completely unfitting for battle. Notable the FFI and FFII Historia Crystal themes respectively which is the Cornelia Castle theme and the Wild Rose theme respectively.

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* Narm: {{Narm}}: Each of the 17 historia Crystals has it's own theme from each corresponding realm. While some are battle themes and important event themes. Some of them are completely unfitting for battle. Notable the FFI and FFII Historia Crystal themes respectively which is the Cornelia Castle theme and the Wild Rose theme respectively.
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* Narm: Each of the 17 historia Crystals has it's own theme from each corresponding realm. While some are battle themes and important event themes. Some of them are completely unfitting for battle. Notable the FFI and FFII Historia Crystal themes respectively which is the Cornelia Castle theme and the Wild Rose theme respectively.
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** Among the 5* Magicites, [[VideoGame/FinalFantasyXIII Hecatoncheir]] is considered the easiest, to the extend a player may not even need a Chain Soul Break to defeat him. While he's still a LightningBruiser who hits hard, he doesn't hit as hard as other characters, and a well-defended party with a competent healer can keep up with him well enough. Also, as the Earth Magicite, Hecatoncheir is weak to Wind, and the Wind-elemental Cloud happens to be one of the most broken characters in the game; with proper support, he can ''solo'' Hecatoncheir. With help from Bartz and Zidane with their stronger kits, especially their Awakenings, the fight gets even easier.

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** Among the 5* Magicites, [[VideoGame/FinalFantasyXIII Hecatoncheir]] is considered the easiest, to the extend extent a player may not even need a Chain Soul Break to defeat him. While he's still a LightningBruiser who hits hard, he doesn't hit as hard as other characters, and a well-defended party with a competent healer can keep up with him well enough. Also, as He also has the Earth Magicite, Hecatoncheir quirk that most of his attacks individually don't do much damage, but he casts them instantly and in practice this means he attacks multiple times a turn, but this is weak actually to Wind, his detriment since the sum damage is still low and the Wind-elemental Cloud happens fact that he's dealing more hits to be the party just charges their Soul Breaks faster. He doesn't buff himself either, just inflicts Blind on two specific party members (planning the party composition properly renders this irrelevant) and can debuff their ATK/MAG and dispel Haste (effects all over Soul Breaks to counteract him, including on one of the most broken characters in Roaming Warrior Soul Breaks offered to the game; with proper support, he can ''solo'' Hecatoncheir. With help from Bartz party). Finally, he's the Earth Magicite that is intended for physical parties, which means that has to face the likes of Cloud, Bartz, and Zidane with their stronger kits, especially their Awakenings, the fight gets even easier.Zidane, all extremely powerful Wind DPS characters.



** Leviathan is considered possibly the easiest 6* Magicite. His unique gimmick is that he inflicts Doom on the party at the start of the battle and uses various attacks that lower the Doom counter or set it to 5 or 10 seconds. However, he also provides a mitigation mechanic in that he regularly spawns Air Bubbles that can be attacked to increase the Doom timer. His other gimmick is that he can inflict Stop, but he does it very rarely, always targets the same three characters, and his Mind stat is pathetic, so characters with even only a modest Mind stat of their own will be immune to Stop. Beyond Doom and Stop, his attacks don't hurt as much as the other 6* Magicites, his uses of Lightning Diffusion are buried deep in his attack script save for one instance when he enters his second phase (most other 6* Magicites use their Diffusions early each phase or recast it at both phase changes), and his only way of bolstering his defenses are to cast Protect and Shell on himself one time, as opposed to raising his Lightning resistance or lowering the party's Lightning attack (which most other 6* Magicites do at least one of). This makes Leviathan a much simpler and easier boss than his brethren, especially in comparison to the Magicite that preceded him, [[ThatOneBoss Ramuh]].

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** Leviathan is considered possibly the easiest 6* Magicite. His unique gimmick is that he inflicts Doom on the party at the start of the battle and uses has various attacks that lower the Doom counter or set it to 5 or 10 seconds. However, he also provides a mitigation mechanic in that he regularly spawns Air Bubbles that can be attacked to increase the Doom timer. timer, and he doesn't use his Doom-affecting attacks all that much. His other gimmick is that he can inflict Stop, but he does it very rarely, always targets the same three characters, characters with it and his Mind stat is pathetic, so characters with even only a modest Mind stat of their own will be immune to Stop. Beyond Doom and Stop, his attacks don't hurt as much as the other 6* Magicites, his uses of Lightning Diffusion are buried deep in his attack script save for one instance when he enters his second phase (most other 6* Magicites use infrequent and easy to strategize around to minimize their Diffusions early each phase or recast it at both phase changes), impact, and his only way of bolstering his defenses are to cast Protect and Shell on himself one time, as opposed to time in his second phase and raising his Lightning resistance or lowering one time in his third (other 6* Magicites raise their element resistance and/or lower the party's Lightning attack (which most other 6* Magicites do at least one of). elemental damage more frequently). This makes Leviathan a much simpler and easier boss than his brethren, especially in comparison to the Magicite that preceded him, [[ThatOneBoss Ramuh]].
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*** In a similar sense, characters who focus in multiple elements but lack elemental infusion in them, like Onion Knight, Bartz, and Cidolfus. The 6* Magicite battles have unique mechanics that make elemental infusions much more effective to the extent they're practically required, so character that are very powerful without an infusion, or have an infusion but cannot refresh it reliably, suddenly become much less viable in 6* fights. Fortunately, most of them got methods of infusions over time, and the next wave of top-tier content after Magicites, the Dreambreakers, had no penalty for lack of infusions.
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** Kite's Shop isn't exactly what players have envisioned when it comes to a system to convert non-orb items like motes. The main problem is how painfully slow and laggy it is to simply exchange even one item in it. And it doesn't help that you can only convert an item up to a max of 10 once per week for most of them. Many players have decided that it's simply not worth to invest in it.
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** [[BreakoutCharacter Cloud]] tends to get all the new toys first. For a while, this rendered him susceptible to PowerCreep since all the new toys also got better when characters got them later, but he later reversed this trend by getting stuff early that also happened to remain good, such as his Ultra, which, for its time, was considered greatly overpowered.

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** [[BreakoutCharacter Cloud]] tends to get all the new toys first. For a while, this rendered him susceptible to PowerCreep since all the new toys also got better when characters got them later, but he later reversed this trend by getting stuff early that also happened to remain good, such as his Ultra, which, for its time, was considered greatly overpowered.overpowered, and to this day remains his big claim to fame as a DPS/burst option.

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** Unsurprisingly to many, [[BreakoutCharacter Cloud]]. He got the first Memory Crystals--I and II--the first Super Soul Break, the first Wardrobe Record and the first Burst Soul Break, and got one of the first Record Dives, four days after the feature was implemented. While he's popular among players, the attention turns off even some of his fans, because he typically gets BoringButPractical straight-damage Soul Breaks that [[PowerCreep date quickly]].
*** However, his more recent Soul Breaks have brought him up to par: his Wind-elemental second BSB, plus his Ultra Soul Break, which makes all his attacks critical and breaks the damage cap, are so game-breaking that Japan banned Roaming Warriors from endgame content to prevent abuse. The later addition of his second Ultra, and his first Glint and Arcane made this bigger, and Cloud has never bounced back from the PowerCreep since then.

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** Unsurprisingly to many, [[BreakoutCharacter Cloud]]. He got Cloud]] tends to get all the first Memory Crystals--I and II--the first Super Soul Break, the first Wardrobe Record and the first Burst Soul Break, and got one of the first Record Dives, four days after the feature was implemented. While he's popular among players, the attention turns off even some of his fans, because he typically gets BoringButPractical straight-damage Soul Breaks that [[PowerCreep date quickly]].
*** However, his more recent Soul Breaks have brought him up to par: his Wind-elemental second BSB, plus his Ultra Soul Break, which makes all his attacks critical and breaks the damage cap, are so game-breaking that Japan banned Roaming Warriors from endgame content to prevent abuse. The later addition of his second Ultra, and his first Glint and Arcane made
new toys first. For a while, this bigger, and Cloud has never bounced back from the rendered him susceptible to PowerCreep since then.all the new toys also got better when characters got them later, but he later reversed this trend by getting stuff early that also happened to remain good, such as his Ultra, which, for its time, was considered greatly overpowered.
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** [[spoiler:Shadowsmith]], despite being the game's ArcVillain, puts in a pitiful showing the two times you fight him in the Record Dungeons. The first match gives you Protect and Shell, the second gives you Magic Breakdown and Multi Break, so you have the tools to completely neuter his damage output. He's fond of multi-hitting attacks, which invokes LoopholeAbuse ''for the party'', because each individual hit will charge their Soul Break gauge. This means that party members will charge almost a full segment from his attacks, so after only a few rounds multiple characters will have Limit Breaks ready. And the party has good synergy in them too - Tyro has Arbiter's Tome to boost the party's critical hit rate, and Biggs and Wedge are physical attackers with good abilities equipped and follow-up attacks on their Soul Breaks. The only complication to either fight is that in the first one the boss has Mighty Guard, but Dr. Mog has Dispel.

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This is not really accurate, as Warrior and Mage Hymns see some uses, and Allegro con Moto is pretty much a staple for every mage team. As for Gordon, I'm fairly certain other characters got similar (and better) Soul Breaks.


** Bard abilities in general. While characters with Bard aptitude have other abilities to get use out of, the Bard school itself simply sucks, as it focuses on buffing abilities that either have too little effect or need multiple usages to achieve a noticable effect. The only abilities that will see regular usage are the 5★ Ode To Victory (boosts the party's critical hit rate) and the 6★ Allegro con Moto (gives the party three turns of Magical Quickcast), but they're only useful on specific teams and Soul Breaks to grant the party those same buffs are common.



** Focused debuffers. Most high-level content over a 200 Difficulty feature bosses that are either highly resistant to stat debuffs or plain immune, so it'll take multiple turns of stacking different debuffs on the enemy to achieve a noticable effect. While debuffers aren't ''entirely'' useless, they're generally undesirable over characters who can buff the party, can Imperil the enemy to an element the party can exploit, or just another DPS character who can make up the damage difference the debuffer would have provided.
*** This status is even worse for characters who have abilities that rely on status ailments, because naturally most bosses bosses are immune to all status ailments. Fortunately there aren't too many of these characters and many of them have been given other tools to avoid PowerCreep.
* TookALevelInBadass: Gordon, throughout the game's development. Now, he is one of the few to have an [=AoE=] stacking debuff and an [=AoE=] stacking buff. Originally, he was seen as a Red Mage/support hybrid. However, his highest stat was Magic, he couldn't equip Rods, and other supports were better at attacking than him. With enough buffs and useful Soul Breaks, however, he became very useful very quickly, and is the only character who can buff the party and have a stacking [=AoE=] debuff.

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** Focused debuffers. Most high-level content over a 200 Difficulty feature bosses that are either highly resistant to stat debuffs or plain immune, so it'll it will take multiple turns of stacking different debuffs on the enemy to achieve a noticable effect. While debuffers aren't ''entirely'' useless, they're generally undesirable over characters who can buff the party, can Imperil the enemy to an element the party can exploit, or just another DPS character who can make up the damage difference the debuffer would have provided.
***
provided. This status is even worse for characters who have abilities that rely on status ailments, because naturally most bosses bosses are immune to all status ailments. Fortunately there aren't too many of these characters and many of them have been given other tools to avoid PowerCreep.
* TookALevelInBadass: Gordon, throughout the game's development. Now, he is one of the few to have an [=AoE=] stacking debuff and an [=AoE=] stacking buff. Originally, he was seen as a Red Mage/support hybrid. However, his highest stat was Magic, he couldn't equip Rods, and other supports were better at attacking than him. With enough buffs and useful Soul Breaks, however, he became very useful very quickly, and is the only character who can buff the party and have a stacking [=AoE=] debuff. quickly.



** Several weapon classes are limited to only a couple of characters, like Red XIII's hairpins, Barret's Gun-arms, Lulu's dolls, or Setzer's Gamblers. The last one was even quietly set aside later; after his first Relic was a Gambler, Setzer's later Relics were classified as Throwing weapons, leaving his first Gambler Relic as the only one of its kind in the entire game.
** The Witch ability class was introduced around the same time as, and designed to synergize with, Chain Soul Breaks, as they have low power but deal multiple hits to increase the chain count quickly. Then for months afterward they were forgotten, with only two 4✩ and two 5✩ abilities in two elements each, and when they eventually got new abilities, they were just stronger versions of the four they already had before so Witch specialists could avoid PowerCreep. Given that the only other dedicated magic schools are Black Magic and Summon, there's plenty of room for a third magic school to offer strategic variance, but it wasn't capitalized on for Witches. When they eventuallygot a Fire-elemental skill, it was obviously just so Matoya could pull off her FireIceLightning focus properly, as no other Witch characters need or want Fire.

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** Several weapon classes are limited to only a couple of characters, like Red XIII's hairpins, Barret's Gun-arms, Lulu's dolls, or Setzer's Gamblers. The last one was even quietly set aside later; after his first Relic was a Gambler, Setzer's later Relics were classified as Throwing weapons, leaving his first Gambler Relic as the only one of its kind in the entire game.
game. Similarly, Iris' weapons are classified as Throwing, despite them being dolls like Lulu's. Blitzballs are also this, although at least more than one character can actually equip them (Tidus, Wakka, Rikku and Jecht - who can also all equip Throwing weapons).
** The Witch ability class was introduced around the same time as, and designed to synergize with, Chain Soul Breaks, as they have low power but deal multiple hits to increase the chain count quickly. Then for months afterward they were forgotten, with only two 4✩ and two 5✩ abilities in two elements each, and when they eventually got new abilities, they were just stronger versions of the four they already had before so Witch specialists could avoid PowerCreep. Given that the only other dedicated magic schools are Black Magic and Summon, there's plenty of room for a third magic school to offer strategic variance, but it wasn't capitalized on for Witches. When they eventuallygot eventually got a Fire-elemental skill, it was obviously just so Matoya could pull off her FireIceLightning focus properly, as no other Witch characters need or want Fire.

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removing this to avoid constantly needing to update it


** A lot of characters are added to the game, get a handful of Soul Breaks to go with their inclusion, and are then forgotten about for years. When they ''do'' get more Soul Breaks, it often feels like obligation more than anything else, as though the developers only gave them Soul Breaks because they'd run out of characters in the realm and these guys were saved for last.
*** Of the ''Final Fantasy I'' cast, only Warrior of Light, Garland, Sarah, and Meia get new tools on a regular basis; Wol, Matoya, Echo, Master, and Thief get little, if anything. They eventually got Awakenings in the game's 5th year, by which time Synchros and Limit Breaks were the newest tech.
*** From ''II'', Guy has nothing higher than Ultra tech, though his is at least decent. Still, with ''II'' containing two other prominent Earth characters, including Guy's sister Maria, one would think the Earth Monk would get attention if just to add more synergy to the realm.
*** Cid from ''IV'' has been entirely forgotten and sits on a subpar Ultra Soul Break as his best tech, while everyone else in the realm gets new toys fairly regularly. Even Rubicante and Barbariccia have more Relics than him, including Glints and Awakenings.
*** Sazh sees utility because the limited Relics he has still make him an effective supporter, but he didn't get anything higher than an Ultra until the game's fifth year.
** ''Tactics'' had LoadsAndLoadsOfCharacters, so it was inevitable that it would take time for them to all get new toys. Many of them -- Mustadio, Gaffgarion, Meliadoul, March, Montblanc -- only go up an Ultra, maybe with a Glint or Arcane Overstrike.

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** A lot of characters are added to the game, get a handful of Soul Breaks to go with their inclusion, and are then forgotten about for years. When they ''do'' get more Soul Breaks, it often feels like obligation more than anything else, as though the developers only gave them Soul Breaks because they'd run out of characters in the realm and these guys were saved for last.
*** Of the ''Final Fantasy I'' cast, only Warrior of Light, Garland, Sarah, and Meia get new tools on a regular basis; Wol, Matoya, Echo, Master, and Thief get little, if anything. They eventually got Awakenings in the game's 5th year, by which time Synchros and Limit Breaks were the newest tech.
*** From ''II'', Guy has nothing higher than Ultra tech, though his is at least decent. Still, with ''II'' containing two other prominent Earth characters, including Guy's sister Maria, one would think the Earth Monk would get attention if just to add more synergy to the realm.
*** Cid from ''IV'' has been entirely forgotten and sits on a subpar Ultra Soul Break as his best tech, while everyone else in the realm gets new toys fairly regularly. Even Rubicante and Barbariccia have more Relics than him, including Glints and Awakenings.
*** Sazh sees utility because the limited Relics he has still make him an effective supporter, but he didn't get anything higher than an Ultra until
last. By the game's fifth year.
** ''Tactics''
year most characters had LoadsAndLoadsOfCharacters, an Awakening Soul Break at last, but they got them after Synchro Soul Breaks had been the next tier of PowerCreep for months, and Awakenings for other characters (who are probably better supported in general) had been out so it was inevitable long that it would take time most players probably wouldn't want or need the new tech for them to all get new toys. Many of them -- Mustadio, Gaffgarion, Meliadoul, March, Montblanc -- only go up an Ultra, maybe with a Glint or Arcane Overstrike. these guys.
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** Magicites have stats displayed for how long it takes for them to charge in battle and how long they last while summoned, and also have limited charges like Roaming Warriors. Until 6* Magicites came out, all Magicites were exactly the same in all these areas and any opportunities to affect strategy or balance of using Magicites were ignored.

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** Magicites have stats displayed for how long it takes for them to charge in battle and battle, how long they last while once summoned, and also have limited charges like Roaming Warriors. Until 6* Magicites came out, how many times they can be used. These stats were the same for all Magicites were exactly until the same in all these areas 6* rank came out, and any opportunities potential to use variance in these stats to affect Magicite balance and strategy or balance were ignored. And then even with the 6* Magicites, they charge instantly at the downside of using lasting a shorter amount of time, but their effects so good that they're just flat better than 5* Magicites were ignored.in most battles, so this trade-off in functionality only affects in how you use the Magicite, not in offering strategic diversity between 5* and 6*.

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