
Originally Posted by
Spira
There are differences in weapons too actually.
The difference between characters in FF8 would include:
- character's base stats and stat progression, which would vary depending on you'd choose to play, and whether you use Cactuars stat bonus abilities or Devour. (ultimately they all cap at the same point, but nothing in the game requires you to do that, nor is there any point in doing it either)
- weapon choices. Squall's weapon is far more accurate than the rest throughout the game, and only Selphie will be able to naturally match that accuracy with her final weapon in the end.
- magic stores. If you want to use all 6 characters at the same time you will want to have individual magic stores... each person can hold up to a certain number of different spells...
- limit breaks - each character has different limit breaks that dont just do damage (unlike FFXII) and can lend themselves as different assets to the party.
Squall and Zell are both pure damage. Squall can only gain new finishing moves with new weapons. Zell's damage can exceed everyone else if you boost the right stats and are good at executing Duel, but you can do everything off the bat (if you know it in advance)
Irvine is damage but you can pick the type of damage you do, but depends on Ammo.
Selphie can be damage or support though she requires luck. Full-cure, Rapture, Wall and The End are unique spells. The End is like, the most powerful spell in the game. Also, Slot is unaffected by Silence.
Quistis is damage and support as well. Nothing else works as well as Mighty Guard in terms of buffs. Bad Breath, Degenerator, White Wind, Micro Missile, Shockwave Pulsar, etc are all assets when used properly. You need to earn the spells with the items tho.
Rinoa is mainly support but also damage. The fact that Angelo comes around to help every now and then is her strongest advantage, as well as Angelo Revive (or whatever its called). Invincible Moon is free invincibility for all party members and Wishing Star is quite a decent limit break. In Angel Wing mode (magic berserk stance), Rinoa is a beast if you set her up well, boosting her magic stat as far as you can.. her Meteors can be insanely powerful.
With FFVIII, the junction system is only droll and people complain about drawing because they force themselves to draw like 100 of each spell. Sure, it makes the game easier but there is no need for it to beat the game at all. Complaining that a game makes you do something that you're not at all required to do to beat it is ridiculous. You can easily beat the game without ever drawing from enemies. Also, theres something called magic refining.. and card mod.
As for keeping full spell stock, its not a necessity either. Its a trade off anyway. If you want to enhance certain stats with a spell, your penalty becomes weighing the advantages of casting the spell and disadvantages of reducing that stat - this thus makes players consider what spells they want to keep on certain characters and choose whether or not to cast/junction certain spells when using certain players. At the same time, they dont have to bother if they dont feel its importatn. You can always make up for the spell by refining or transferring anyway.
The customizablility I liked, which is more significant was more of being able to choose what status and element your attacks do, and to what degree you can defend against them, even down to the percentile..
The other lovely thing about FFVIII is that leveling wasn't necessary