QUOTE(SRK Yun @ Dec 1 2012, 11:22)

FFTA issue is that as far as balance goes the game is downright broken. Though I like the idea that it's fair game to run a team of deadly bunny assassins that wreck shit five ways to Sunday before the enemy team moves.
Yeah, such as using Viera Summoners, Humans or Nu Mou with Illusionist abilities, and Turbo MP, to annihilate anything that moves. I always preferred having Viera cast as Summoners or Assassins (or both), but it probably had to do with the Speed and Magic Attack factors, so that I could quickly end battles.
QUOTE(SRK Yun @ Dec 1 2012, 11:22)

Though I like the idea that it's fair game to run a team of deadly bunny assassins that wreck shit five ways to Sunday before the enemy team moves.
Which brings us to the inherent flaws in FFTA2; namely, the fact that in certain quests, the enemies are given a significantly increased turn rate (at least in the beginning of the mission), which allows them to move up to three times before anyone you have fielded can act. When the stakes are balanced, it's not that big a deal, but in missions such as the one where you have to Protect the (Level 20?) Lanista who Challenged the Bonga Bugle Owner and Editor to a duel. Even if you have a Paladin who can cover him, it comes down to pure luck on whether he will survive past the turns that the much higher leveled Ninjas and Assassins and Parivir get.
Another example exists in The Ultimate Tournament battle 4 (?) against "The Thrill Seekers". The fact that they have a Juggler (Smile), a Time Mage (Haste + Hastega), a Ranger (Traps) and 2 Tonberry Kings (Voodoo + the other attack, both with 100% accuracy) with Ninja Tabi makes the fight extremely painful when enemies can attack and do 999 twice for every one turn any of your guys get.