Wednesday, May 20, 2015

Bravely Second's Chariot: what's the catch?

Before the game's (Japanese) release, we were treated to a sneak peek at the new Chariot job, which has the fancy ability to equip weapons on its helmet and armor slots. But the real treat, as it turns out, lies elsewhere. The recurring FF ability Throw, oddly absent from Bravely Default, returns here, but with a tweak. It deals considerable amounts of damage, as expected, but the real kicker is that you recover the weapons you threw after battle! Furthermore, if you don't want to wait and want your stuff back NOW, you can recover it right away for a measly 8 MP. Throw's drawback has always been that you lost whatever you threw for good, but you did considerable damage in return.

So unless I'm missing something, Bravely Second allows you to have your cake and eat it too. Throw deals seven times the damage of a normal attack and pierces defense, and there's a variant called Disorder that throws one weapon at each enemy to deal four times the normal damage and pierces defense. Those... are HUGE numbers, to say the least. I'd even go as far as to say that, at least on paper, it's even better than the first game's Dark Knight, the supreme gamebreaker that was absolutely obliterated in the sequel due to the loss of sword magic.

So, am I missing something here? Any ideas?


  1. Game breaking jobs in Bravely Second? Can't say I'm surprised. The original had enough game breaking to shatter the Great Wall of China. The damage cap is likely going to be the limiting factor, just like in the first game. My personal favorite was the Pirate for its simplicity.

    1. * Free Lunch Pirate, that is.

    2. That's true, but they went to great lengths to nerf the Dark Knight, BP batteries and healing magic, so it seems counterproductive to make something that's so immediately broken.