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YMMV / Bravely Default II

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  • Accidental Innuendo: Adelle's "More! More!" when she's expending Bravery sounds like it out of context. Especially if Seth's "I'm going all in!" is said before or after.
  • Awesome Music:
    • The game's regular battle theme, "The Bells of Battle Ring Out Again", opens off with a Musical Nod to the battle theme of Bravely Default before spinning off into a light-hearted yet intense romp perfect for pumping you up for a fight.
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    • "Battle Against Those We Must Face", a more action-packed theme setting the stage for a battle for your lives.
    • "Battle Against Those Learned of the Stars", which starts off the same as the first boss theme but trades some of the action for a more subtle intensity that ramps up as the theme progresses.
    • "Battle Against the Wicked Ones", used for the Crystal-wielding Asterisk Holders, is a deranged keyboard piece that really shows how twisted these villains' desires are.
    • "In the Shadow of Conquest", the Holograd Commander Asterisk battle theme is an awesome and blood-pumping theme that let's you know that these Asterisk holders are much more serious than the previous ones you fought. Also unique is that each of the three have a slight variation at the end of each of their loops. The first one posted is Lonsdale's version, "A Sparkling Bastion in the Shadow of Conquest", which is a majestic and noble feel for someone that is the Token Good Teammate of the four. Marla's, "A Phantom In Service Of The Shadow of Conquest", uses violins for a melancholic feeling as her main motive is revenge for her father, Lupus's death while Vigintio's, "An Arcanist Slithering In The Shadow of Conquest" is a chaotic piano piece for an Ax-Crazy undead mage.
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    • "The Might of the Hellblade", Adam's battle theme (which is also used in the game's final trailer), is an absolute masterpiece, with special attention given to the movement that starts around the 1:05 mark.
    • "The One Who Soars in the Darkness of Having Longed, Leapt, and Suddenly Fallen", played during the fight against Edna, combines Adelle's theme and a section from "Wicked Flight" from the first game to an incredibly awesome degree.
    • "Trial for the Brave Ones", the battle theme for Sir Sloan, is an energetic and disco-worthy song (with a bit of the main theme sprinkled in) that's only befitting for a battle against a former Hero of Light.
    • The final boss theme against The Night's Nexus, "Eyes That Gaze Into the Nexus ~ The Ones Who Gather Stars in the Night", is agreed by the Bravely fanbase to be a worthy, if not superior, successor to Revo's past final boss theme for the series, "The Serpent That Devours the Horizon". Like said track, it's in multiple parts: its first movement, "Eyes That Gaze Into the Nexus", begins ominously, accompanied by almost operatic vocals by Hanayo Kimura. The second movement, "The Ones Who Gather Stars in the Night", begins with a building intro as Seth manages to surpass the Brave limit and escape the Nexus's thrall, before the song moves into a medley of all of the Asterisk boss themes (occasionally interwoven with the Nexus's theme), followed by the Special Move themes of all four party members, and finally ending with a Triumphant Reprise of the main theme.
  • Catharsis Factor:
    • Folie murders a little girl, brags about how fun destroying Musa was, uses blood as paint to brainwash people, all for the sake of a twisted form of "art", and is completely unrepentant about it? Yeah, you're gonna feel REALLY good killing that disgusting little bitch. She even has the gall to get mad at your party for "not understanding her art".
    • For some, getting Swordmaster. Not only does it involve getting to beat up the self-righteous Helio and forcing Gladys to confront the truth of what she's been doing, but you get counterattacks. If the player has disliked people like Bernard, Castor, Glenn, or Folie countering literally everything the player seems to do, you can finally throw that back in the face of the bosses, and the aggro mechanic from Bravely Second has been refined to where those counters will come out hard and often. There's nothing quite as fun as setting up Counter-Savvy on your Swordmaster, taking Vanguard as your sub-job, and countering every counter and attack thrown at you.
    • For the same reasons as above, combining Counter-Savvy and Turn Tables, gained from beating Lily and Marla. If it's not enough to counter bosses, using their counters against them will make anyone happy. Turn Tables gives the player BP when they dodge an attack. Counter-Savvy auto-dodges any counter if that counter isn't specifically a spell, like Stonera or Banishga. Most counters aren't spells. And yes, dodges performed because of Counter-Savvy count for Turn Tables. Especially cathartic considering some bosses have a counter ability that raises their BP, too - you're stealing their gimmick!
  • Complacent Gaming Syndrome: In the interest of making the game easier, there's generally going to be a few passive abilities players stick on every character and never take off.
    • The earliest passive you're likely to get that you'll never take off is the Berserker's Unshakeable Will. It specifically makes you immune to every status ailment that takes control away from you while your character has it. This is unsurprisingly the majority of ailments, and renders both random encounters and many, many bosses (looking at you, Lilly. You too, Hall of Tribulations Roddy.) utterly incapable of threatening you. The only reason a player would ever take it off is to use the rage mechanic of Berserker, which, while potent, is still a niche option as a result of it being locked to Berserker in a game that encourages you to try out all the fun jobs you get. Unshakeable Will is often combined with the next passive on this list to create a combo that allows the player the most control over a battle possible.
    • Counter-Savvy. The second-earliest passive you're likely to get that'll you'll never take off, and unlike Unshakeable Will, this statement is almost entirely factual. The benefit is simply too good. If you're Counter-Attacked, you dodge the counter with 100% success every single time, with the only exception being spells. 90% of counters are physical blows and abilities, 5% are spells, and the last accursed 5% is Counter Any Ability, so you're effectively removing the grand majority of counter attacks made against you. This is especially poignant in boss fights - while Unshakeable Will will trivialize a lot of them, Counter-Savvy will trivialize almost all of them. The further you get into the game, the more dependent bosses become on cold-cocking you with counters when you do anything to them to pose a challenge, to the point you can't hit Lonsdale without the annoyance countering with Corporal Punishment. For added hilarity, in one boss fight, being able to invalidate counters makes the boss die faster, because all of Adam's counters eat away at the boss' HP without the boss doing anything to you.
  • Complete Monster:
    • Chapter 2: Folie, the wielder of the Pictomancer Asterisk, was a Lonely Rich Kid empowered by Edna who used the chance to start pursuing her artistic ambitions. Folie took part in the destruction of Musa, reminiscing fondly about how "fun" the slaughter was, and for the duration of the chapter operates as a Serial Killer in the city of Wiswald, murdering several noted scholars in the city all for the sake of using their blood in her artwork. In her cruelest touch, Folie murdered a young girl named Mona, then brainwashed Mona's parents into her slaves by using her cursed paintings to drive them insane with the belief Mona was still alive.
    • Chapter 3: Helio, the wielder of the Spiritmaster Asterisk, is the true power behind the corruption of the dragon-worshiping theocracy of Rimedhal. A spy from Holograd sent to destabilize the entire nation from within and eliminate anyone who could stand up to the conquest, Helio manipulated his fellow Asterisk wielders Dominec and Gladys into setting up the "judgments". As chief inquisitor of these judgments, Helio has any innocent people who stood up to the church made out to be fairies and forces them to plunge into a frozen ravine called the Jaws of Judgment to "prove" they're innocent, a regular process that had led to countless deaths over a decade. When the time finally comes for Holograd to invade, Helio murders Domenic himself and pauses in his escape to cruelly mock the dying Gladys that he was the one who killed her parents and set Gladys off on her path to begin with by pinning it on the fairies.
    • Chapter 4: Vigintio, wielder of the Arcanist Asterisk, was a deranged sorcerer in life killed by his prestigious rival Lady Emma after he turned to experimenting on innocent people. Before he died, Vigintio perfected a formula that allowed him to become undead, a formula he uses to whip up a massive undead army in the pursuit of his revenge. To spite Lady Emma's name, Vigintio intends to have the entire city of Wiswald massacred by his army and converted to their ranks, all after he's tied up his old colleague Roddy from the highest point in Wiswald to ensure he sees every moment of the slaughter.
  • Difficulty Spike: Chapter 1 is often considered a case of Early Game Hell, or at least improper game balance, because the bosses are significantly trickier to get around than the ones in the prologue, with a lot more potential counterattacks in their repertoire, and you don't have many different jobs available yet.
  • Ensemble Dark Horse:
    • Anihal is very well liked by fans for her cute design, sympathetic backstory, being one of the few Asterisk holders who's not evil, and helping you find the Water Crystal. It also helps that the Beastmaster is considered one of the best jobs in the game once you get the hang of it.
    • Lonsdale receives quite a lot of praise for being a humble badass who toughened up through all the misfortunes he experienced by his superiors. His talk to Seth at the bar serves as quite an Establishing Character Moment.
  • Game-Breaker:
    • Triffids are one of the most devastating captures in the game, only helped by the fact they are found in abundance at the very beginning of Chapter 3: they're practically built to be anti-boss with their Tempest attack which fires off seven or eight hits on random targets, and if an enemy is the only one on the field when Tempest goes off, every single one of those hits will land square on that enemy's face. These aren't light hits either: they often average five to six hundred damage unmodified; splatter a bit of defense-lowering paint with the Pictomancer, Brave, and then let four Triffids off the leash and...
    • Sub-Job BP Saver, obtained from leveling Pictomancer to level 9, reduces the BP cost of sub job abilities by 1. This makes some abilities from sub jobs absurdly powerful. The Vanguard's Gift of Courage becomes a free and spammable way to give party members extra BP, the Monk's Pressure Point becomes a free and spammable attack that pierces both Defense and Default, and the Spiritmaster's Devotion becomes a free way to restore good amounts of MP.
    • Godspeed Strike returns as the Thief's most powerful attack in its arsenal, dealing massive damage based on its very high Speed stat, but this game somehow makes it even stronger by also adding in additional damage that procs after the initial attack if the enemy somehow survived the first attack.
    • After being relegated to the background in Bravely Second, poison is back to its former glory from the first game. And this time, with the addition of an aggro mechanic, many, many bosses can just be patiently stalled by your Vanguard or Shieldmaster as the poison tears them apart. In a series where you often have to selectively time when to go all-in with attacks, a simple use of poison and a tank goes a long way towards ensuring victory. It borders on Disc-One Nuke, too, given all of the Chapter 1 bosses are both susceptible to it and will never counter its use, allowing the player to obviate the tedious process of figuring out what actions draw out bothersome counterattacks. For extra reliability, combine with the Red Mage's second specialty noted further down to make damn sure the poison sticks as early as round one, then have fun going all out with the massive damage Chainspell and Poison gets you.
    • Counter-Savvy, gained from the Ranger class, does its job too well. Anyone with Counter-Savvy will evade any counter-attack aimed at them unless the source is specifically a spell. Spell-like abilities won't cut it - the counter must be a spell to hit someone with Counter-Savvy. If this page hasn't made it clear already, counters are something of a contentious point in this game, mostly because of how a lot of boss fights are dependent on them to be threats. Since the majority of bosses aren't spellcasters, having Counter-Savvy cuts their challenge in half; in the case of Adam, it actually makes the boss die faster, since Adam's go-to counter is a Diabolism ability, which will deal massive damage to him.
    • Elemental Supplement, an unassuming ability the Oracle gets, is disgustingly overpowered. The intended use is to give an ally an elemental affinity so their physical attacks can hit enemy vulnerabilities. You can absolutely do that...or you can set it on an enemy. Elemental Supplement is considered a buff, and buffs always stick when used on enemies, even without Phantom's Results Guaranteed. There are a ton of armor sets, shields, and hats, not to mention dedicated accessories, that passively give the wearer elemental resistances. So, if you give your allies each two lightning talismans, use Elemental Supplement on an enemy, and give them lightning attacks, the enemy will do nothing to you, no matter the physical attack. How this breaks boss fights can't be stressed enough - even if an attack has multiple elements, like Shroud being darkness and whatever element you gave Marla, the fact it is even partially an element you resist means all the damage is canceled. With a little creativity, this broken technique can get even more powerful - such as having a Vanguard Enrage targets to focus their ire on them, thus freeing up how much you need to give other allies elemental resistances, or buffing the resistance even further so the enemy heals you. Elemental shields that nullify all damage are also purchasable in shops after a certain point, so you don't even have to up your own resistances once you buy them. The only limiting factor is that the buff only lasts two turns, but if you just have someone with either an Oracle job or sub-job focusing on giving out Elemental Supplement like candy, this is barely a limit at all.
    • One of the best moves in the game is none other than the humble Body Slam from the Freelancer, meaning that you can get it immediately with grinding if you're so inclined. What does it do? It does quite a bit of damage based on your current equipment but more importantly, decreases the enemy's ATB gauge, all for the cost of 1 BP. In a game that runs on the Combatant Cooldown System, being able to decrease the enemy's gauge means you can Stun Lock them permanently as long as everyone continuously tackles over and over again, making this move hideously overpowered. You can make it even more powerful by making the Freelancer your sub-job and then using the Pictomancer's Sub-Job BP Saver passive ability to make this move free of cost, assign the Ranger's Counter-Savvy and Phantom's Turn Table abilities to reduce the chance of counter reprisals while getting extra BP for more body slams, and making your main class something fast like the Thief to make sure you can start body slamming as quick and often as possible. Who cares about how much damage you deal per hit or how many BP the enemy gets from Counter Any Ability or similar variations if they never have a chance to act? Honestly, you should be more worried about the party's shoulders after tackling so many times without rest.
    • Some of the Jobs' second specialities obtained by leveling them to 12 are absurdly powerful, which makes them worth using even late in the game.
      • The Freelancer's Late Bloomer, previously considered a Power Up Letdown in the previous games, receives a significant buff in this game. Instead of a 1% increase to all stats per job mastered, it instead grants a flat boost to stats per job mastered (They are: +100 HP, +10 MP, +15 Strength/Magic/Defense/Magic Defense, +4 Healing, +3 Aim, +2 Speed/Evasion, and +1 Critical), which adds up very significantly as you master more jobs.
      • The Black Mage's High-Velocity Spells, which makes their spells able to outright ignore any elemental immunities or absorptions the enemy has.
      • The Beastmaster's Creature Comforts, which boosts all stats based on how many monsters you've captured. With enough time and patience, the Beastmaster can potentially beat out the Freelancer's Late Bloomer in terms of stat boosts.
      • The Red Mage's Chainspell, which makes all spells be cast twice in a row, doubling the Red Mage's overall damage output.
      • The Ranger's Apex Predator, which greatly boosts the potency of their Slayer skills, and grants them 1 BP whenever they score a critical hit or a kill. Given the Ranger's naturally high critical rate, it's easy to get extra BP.
      • The Shieldmaster's Chivalrous Spirit, which restores their MP and grants them 1 BP whenever they cover for an ally, nearly eliminating the need to press the Default button.
      • The Swordmaster's Double Duty, allows the user to use their sub-job's two specialties if two of the same weapon is equipped. This makes the Swordmaster an absolute monster if using certain specialties like the ones listed on this page. Like for example using the Freelancer's Late Bloomer or Beastmaster's Creature Comforts to greatly boost the Swordmaster's stats so that they'll be doing insane damage from abilities and counters.
      • The Phantom's Results Guaranteed, which ensures that any ability that has a chance to activate will always do so, at the expense of 40 MP. This means that, for instance, Strong Strike will always hit, Revenge will always give you 1 BP upon taking damage, Capture will always work on a monster no matter what its health is, and status effects will always land on any enemy that isn't outright immune to them. If you really want to break things, give the Phantom the Salve-Maker as a sub-job and equip the Sub-Job Specialty 1 passive from the Spiritmaster. Now the Salve-Maker's Master Medic specialty will always trigger, ensuring that every item that that character uses will never be consumed as long as they have at least 40 MP, which includes results from Compounding, and the status effect bombs will always inflict that status against enemies that can be affected by it (which also pairs disgustingly well with Rewarding Results, the Phantom's level 10 passive, which grants them extra actions for inflicting status effects). The one downside is doing that costs a lot of MP, especially against large enemy groups, but the Salve-Maker can also compound Elixirs and high-tier Ethers, which also will never be used up.
      • The Vanguard's Attention Seeker. The higher your aggro stat, the higher your critical chance and physical attack power. It's not a 1-to-1 bonus. You can easily see your physical attack jump into the 900s by Chapter 6 once you start getting equipment that really starts boosting your chance to be targeted. This isn't very powerful with the Vanguard's skillset alone, but it can be combined with pretty much any class with a multi-hit attack to do obscene amounts of damage. Pairing it with Swordmaster, for example, means your Ninefold Flurry is suddenly doing 5,000-8,000 damage per hit. A fully realized Vanguard with Swordmaster supporting it can even outdo the Phantom / Thief in terms of max damage due to the sheer number of hits. Unless the enemy being fought has a dedicated means of countering physical blows, most fights will end in seconds.
    • The Bravebearer job, obtained in Chapter 6 by defeating Sir Sloan's ghost, is the ultimate job, boasting fantastically high stats overall, and access to very powerful abilities that can make short work of enemies, with a special mention to Victory Smite, Victory Double, and Best Practice, which deal massive damage based on how many battles you've won, and how long you've played the game, which pretty much guarantees that you'll hit incredibly hard. It also gains a passive that lets you use your sub-job's second specialty. Combine that with the Freelancer's Late Bloomer or Beastmaster's Creature Comforts, and you have yourself a god. And if you thought those attacks were powerful, the real piece de resistance for said job is the passive skill "Across The Board". It allows any single target move to become multi-target. Thief's insanely OP "Godspeed Strike"? How about you take that and do 200K combined damage to all enemies on the field for each BP you spend. What's more, you can get a weapon that gives you ALL of this job's passives at all times! Broken doesn't begin to describe it.
    • The 22 job weapons you can possibly get from beating the Asterisk Holders in the trials. They're the most powerful weapons in the game you can get and they each have the effect of giving you the job passives of the respective job class the weapons belong to. And several jobs have very powerful passive abilities. The best part is that several passive abilities you can equip from the weapon can STACK with the passives you can equip manually. And you can farm multiple copies from the bosses as well. Some notable weapons:
      • Roddy's Red Moon. It gives revenge, which has a chance of giving you BP upon being hit, Magic Critical, and HP/MP Converter which allows you to use skills that require MP to use HP instead.
      • Anihal's Ringmaster Spear. Anyone equipping this weapon will always go first because of the Beastmaster's Spearhead. There's also Raw Power and Brute Force which increases your physical power based on the number of times you braved in one turn, and as mentioned above, stack with the same passives you can equip. MP Saver and Beast Whisperer are also stackable.
    • The Hellblade's level 13 skill Ultima Blade, with a little Elite Tweak. This move expends all of your MP to deal damage proportional to the MP spent. With the Red Mage's HP/MP Converter, you can switch this to spending your HP to deal ten times the typical damage; with the Bravebearer's Across the Board you can hit the entire enemy party; with the Hellblade's Surpassing Power you can jack the damage cap up to 99,999; with the Berserker's Bloody-Minded you can guarantee it always connects; with the Salve-Maker's Advanced Compounding you can cheaply craft Elixirs to heal yourself up and do it all over again. The result is a combo that can deal 199,998 damage to everyone on the opposing field in a single salvo, enough to bring an immediate end to nearly any fight in the game; only a few high level Bonus Bosses (Helio with his Reraise, Lonsdale with his Reflect Physical Damage, and Gwydion with his Reflect Physical Damage and 500,000 HP) can survive.
    • B'n'D has its own Minigame Breaker in Martha, which you can grab as early as Rimedhal. Once you've placed her down on the field and as long as her tile isn't broken, she will automatically grab one extra tile after every time the opponent plays a card, which can potentially net you more than one if it happens to flank an opponent's tile or give you the right position to flank them with your next move. Add to that it having shades of an A.I. Breaker (Opponents won't prioritize breaking Martha's tile, while the player can just counter an opponent's Martha as soon as they play it) and it becomes an easy way to win against any opponent except those packing cards that specifically counter Character cards or can randomly remove her.
  • Hilarious in Hindsight: One of the introductory trailers for the game admonishes players for recklessly spamming Brave. After the game's release, making gratuitous use of Vanguard's Gift of Courage to spam powerful attacks like Thief's Godspeed Strike became one of the most popular ways to deal with bosses on Hard Mode.
  • It's the Same, So It Sucks:
    • While generally well received by critics and fans alike, many have noted that very little of the formula established in the prior two games has changed, despite that being a widespread criticism of Bravely Second. Combined with the fact that, as a Nintendo Switch title, it costs 50% more than the first two games, and that criticism is proving harder to shake than it was for Bravely Second, which did at least offer some changes to the formula and actively improved elements criticized from the first game.
    • The plot has also drawn criticism, given Square Enix's throwback to 90's RPGs (including the Bravely series and Octopath Traveler) have been viewed by some as having dull, formulaic plots that are so predictable that they actively detract from the solid gameplay at their core. That Bravely Default II barely changes on that front, after years of criticism, and even replicates things from Bravely Default that were viewed as cliche at the time, has led to it being viewed more negatively than prior games.
  • Les Yay: Martha seems to have a bit of a crush on Adelle, both for her looks and her strength, and Adelle's responses mirror her responses to Elvis' feelings.
  • Moe: Anihal and Martha are widely beloved for just how adorable they are. Anihal's tragic backstory made most people leap at the chance to protect her, while Martha's playfulness, feisty nature, and genuine friendliness to the party make her lovable as well. Mona also elicits this reaction, though her minimum screen time makes her less popular than them. Her death sure does make beating on Folie all the more cathartic, though.
  • Moral Event Horizon:
    • Folie chronologically crossed it by killing Mona just to get Roddy to do what she wanted in making the blue paint. On-screen, it becomes clear she's irredeemable when the party explores her lair and discovers a pile of corpses she killed to make red paint.
    • Helio commits a number of atrocities in his chapter, but it’s when he gleefully admits to a dying Gladys that he’s the one who killed her parents that the player realises that there isn’t a shred of good in him.
  • Narm: Every time Adelle performs a special attack, she finishes by spouting off a one-liner while staring blankly off to into the distance with an utterly emotionless face, a complete contrast to the rest of the game which takes great care in each character's facial expressions during cutscenes.
  • Scrappy Mechanic:
    • The lack of a Quest log. There's no way to check to see which quests you have done and which ones you haven't completed yet meaning you have to constantly check everywhere, day & night and several of them aren't even in a town. Because of this most people just simply look up the list of quests online.
    • Newly introduced to the Bravely series in this game is arbitrary counterattacks, an addition that has been base-breaking at best and despised at worst. In the previous two games, only specific bosses could counter the player, usually with counters based on one of their job's gimmicks, such as Kamiizumi and Kikyo in Default and Janne in Second. In Bravely Default 2, however, nearly every boss has at least one counter move, and depending on the boss, any action may trigger a counter, including healing or Defaulting, and there is no way to know what they are until they happen (unless you read a guide). Worse, the triggers are random, meaning that even a savvy player can test the waters with a particular move, be lucky enough not to trigger a counter, then decide to go all-out with it and have the boss counter multiple times in a row, potentially causing a Total Party Kill because the Random Number God was feeling spiteful. Heaven help you if you go up against the Bard or Berserker with a team of mages. It is possible to No-Sell many of the counters later on in the game (or even bait enemies into countering and then taking advantage of the resulting dodge or countering yourself), but if you're still in the first couple chapters (see Difficulty Spike above) or are a new player, they can be a huge hassle to get around.
    • There's no way to sort the Beastmaster's captured monsters other than by the order they were captured, nor to look up what each monster ability does. Some players simply never used the job except for passives because it's such a pain scrolling through the list of monsters and remembering what each one does.
    • The Spiritmaster's second specialty activates all of the spirits at once, including Purebringer, which dispels status debuffs...and buffs, meaning that you can't keep things like the Bard's abilities on your party. Or the Spiritmaster's own Reraise. And there is no way to turn it off or have it simply skip that one spirit if you have it maxed out and as a main job. This is somewhat mitigated by the fact that you can simply have the Spiritmaster Default up to 2 BP to turn off the spirits, but that also means giving up all that lovely HP and MP restoration....
    • The weight system. New to Bravely Default 2, this gives every piece of equipment a weight amount, and every character has a maximum carrying capacity depending on their job and level. The closer they are to capacity, the less frequently their turn comes up, and going over capacity causes all of that character's stats to drop. No longer can you choose the best weapon, the best shield, and the best armor for everyone in your party. Each character's maximum weight capacity does increase as they level up, but equipment also gets heavier as you progress through the game, so it's essentially Empty Levels for that one stat. Naturally, the tankier jobs like the Vanguard and Shieldmaster can carry more weight, which results in an Unstable Equilibrium as the characters who are less in need of strong equipment due to higher base defense are better able to equip it, while the Squishy Wizards are proportionately even more fragile because their base defense is lower but they also need lighter armor.
  • Sidetracked by the Gold Saucer: It is very easy to get sucked into B 'n' D, challenging every player you come across and playing them until you've cleaned out their decks. Not helped by the fact that a typical round of cards is faster than a typical battle in the main part of the game.
  • Suspiciously Similar Song: A part of Edna's theme has been noted by Touhou Project fans to be similar to Wriggle Nightbug's theme. Also amusing is that this game uses trumpets for the fairy related themes in this game similar to Touhou which also has several fairy characters.
  • Tainted by the Preview: The game being set in a new world as opposed to Luxendarc turned off many fans of the previous games due to many enjoying the setting of Luxendarc and finding the new setting to inherently suffer from Tough Act to Follow. As a result, it isn't uncommon to see threads or discussions before release about how if the game doesn't have a connection to the first two games, they wouldn't want to purchase the game.
  • Tear Jerker:
    • After defeating Lily and snapping her out of her brainwashing, she completely breaks down crying in her husband's arms (if Roddy was saved first), or Elvis' (should she be saved first), as she remembers that her daughter Mona is dead. It's incredibly difficult to watch.
    • The first bad ending in which Gloria sacrifices her life to power the Crystals enough so they can seal the Nexus away for the next 200 years. However, she had to deceive her friends and especially Seth about the details of her plan to do so, and can only feebly apologize for hurting them before she passes away in Seth's arms. The last scene has the surviving three gaze into the sea (as Gloria's Elemental Motif is water), unable to appreciate the beauty of the world as they are still mourning the loss of their friend. Even worse is that with the end of Gloria and the Musan royal family, the Nexus will break free again and this time there's no way to seal it again with the Crystals.
    • The second bad ending in which Mag Mell pays the price for the Heroes attempting to find a way to stop the Night's Nexus without Gloria dying. The battle goes awry as they're unable to nullify the Nexus's Resurrective Immortality, forcing Esmerelda and the fairies to sacrifice themselves by taking Mag Mell outside the local space-time fabric and freezing it in time forever. Though everyone encourages Adelle to leave her home behind and find happiness among humans, she reveals that she's been secretly suffering from crippling guilt for not stopping Edna before she turned evil and the subsequent horrors that fell onto Excillant afterwards, and decides to stay out of a misguided sense that she doesn't deserve to be happy anymore and must be punished in Edna's place. Like Gloria before her, she tricks the other three into leaving without her before she and Elvis exchange a tearful Anguished Declaration of Love as she's separated from her friends forever. The last scene is Elvis placing flowers on her makeshift grave and what appears to Adelle from the other side of the barrier watching over him, so close yet so far from each other.
    • There's a brief moment too in the Golden Ending. After going through hell and witnessing the previous two bad endings, the Heroes with the player's help finally manage to defeat the Nexus for good without anyone dying... until they wake up on the beach with Seth nowhere in sight. The three then desperately start searching and calling out for Seth to no avail, and Gloria can only fall to her knees in despair that despite their best efforts, one of their dear friends still had to die, especially since this all happened because Seth wanted to save Gloria from her fate. It quickly turns back to heartwarming though when the Wind Crystal revives Seth back from death for good, and the four of them are reunited for good.
  • They Changed It, Now It Sucks!: Many fans of the series were very vocal about their displeasure with the new CTB (Charge Time Battle - characters take turns based on their Speed stat, with abilities effecting how soon their next turn will come.) battle system over the previous round-based arrangement used in Bravely Default and Bravely Second.
  • That One Attack: Not really an attack, but a response to one - 'Counter Any Ability.' The counter system in Bravely Default II is contentious enough when it's being used to steer the player away from specific strategies - this counter is simply there to make bosses unreasonably tough. 'Counter Any Ability' wouldn't be so bad if it was an attack, a buff, or a debuff, but every creature with 'Counter Any Ability' gains a point of BP when it procs. note  The issue is that 'Counter Any Ability' means counter any ability. If it isn't an attack, defaulting, braving, or using an item (and even then, attack items proc it, too) there is a significant chance the enemy will gain a point of BP. It's bad enough when the Oracle uses it in his boss fight, when the enemy is alone and has poor stats - thus making the counter somewhat reasonable - but the Halls of Tribulation take it to absurd levels - every Asterisk user has it, are fought in groups of three or four, and often have abilities that hit absurdly hard or use BP as a cost, which they functionally don't need to care about or default for. After Bravely Default and Bravely Second made the boss rematches one of the highest points in the games, where you could try out new strategies on bosses strategically grouped together to create new and interesting challenges, the fact that all of that complexity was thrown out in favor of BP spam is both aggravating and boring.
  • That One Boss:
    • The holder of the Berserker Asterisk, Prince Castor, the last boss of Chapter 1 is often regarded as this, even compared to the other bosses in Chapter 1. They use an ability that raises their attack and puts them into a berserk state, and depending on your level at this point in the game, they'll one-shot anyone that isn't a Vanguard, even in Default state. They even have attacks that lower your defense, so you pretty much have to buff your defenses constantly and spam Defang to stand a chance. Even worse is that they have a rare item that can be stolen from that can't be gotten anywhere else in the game, for those that care about a completed bestiary. So you have to waste several turns just to try and steal it while the boss is busy wailing on you. The boss also has a lot of AOE attacks with the power to pierce default, and that when the boss gets low on HP they switch to them and start killing your team faster. Part of the issue with the boss is also how it comes quickly after your previous fight with the Thief job, leaving players to not know they have another boss quickly coming up.
    • The holder of the Oracle Asterisk, Archbishop Domenic. His main issue is his third 'phase', and comes down to his counters. As the fight continues, he changes tactics and what causes him to counter, which during said third phase becomes any ability you use. Healing? He gets BP. Buffing? He gets BP. This results in him racking up high amounts of damage due to being able to stack attack items, while also making it impossible to just tank the fight because of a lack of reflect, something he can freely use. Even if you try to bypass that, he tends to cast reflect on himself and bounce spells off of himself.
    • D-Vergr, a late-game sidequest boss, is extremely frustrating. He summons very fast minions that can reset your ATB guage and charm your allies, and he starts the fight with four of them (and he'll summon more throughout the fight). It's possible to not even get a single turn in before he wipes your party.
    • The many teams in the Halls of Tribulation. It should be noted part of the frustration for each of them comes from the That One Attack mechanic listed above; all of them have Counter Any Ability, and all of them get BP when it procs, so read on knowing that the conditions listed below are some of several reasons these fights are aggravating.
      • Halls of Tribulation III has Galahad, Gladys, and Glenn. Try to kill the siblings before Glenn? Glenn will revive them at full health. Try to kill Glenn? If he is left on the ropes, Galahad will ensure he protects him from every attack until Galahad falls down, but at that point, Glenn goes Turns Red and starts spamming Pure Contagion Agent, which deals fixed damage of over 1,500 HP each time and can outright take down your whole party. And if he doesn't do it at that point, Gladys will. If you do take down Glenn, taking Galahad down becomes annoying once he triggers Harsh Reprisal so the full damage done to him is reflected back on his attacker.
      • Halls of Tribulation V has Castor, Folie, and Vigintio. Castor's absurd Phy. Atk. and self-inflicted Berserk status lets him total the whole party if he is at full BP. And if he doesn't eliminate them, Vigintio will finish the job, or backwards. It doesn't help Vigintio's attacks can heal him and Folie, though Castor's sky-high HP makes the Friendly Fire a non-issue. Then there is Folie herself, who somehow has the Phantom's Rewarding Results to let her act again should she inflict Daub or Death. And with Deface, she can nullify your attempts to weaken either Castor or Vigintio, even if you prepare to nullify her extra turns. Most players tend to just come in with all jobs learned to maximize the Freelancer's Late Bloomer to make the fight manageable at best.
      • Halls of Tribulation VII is a pain in the neck. Dag, Selene, Lily, and Roddy team up. There's no special gimmick to this one - just four badasses with amazing statistics beating you into the ground. Roddy's spells don't only come out fast and hard; he's mastered Red Mage, so he hits you twice now, and the basic status ailments Nuisance inflicts are much more likely to land on you than they were to land on your enemies. Lily is a total Glass Cannon who will wreck even dedicated Shieldmasters in her never-ending barrage of arrow fire, and Dag fights with all the subtly and strength of a truck running down a kitten. The worst part about this fight is that it's effectively scripted. Like previous fights with healers, you have to take Selene down first, or she starts healing her allies and raising them from the dead, but Roddy can heal her, too. Simply targeting her is made a chore due to Dag's ability to enrage your party, and all the BP she's getting means Selene can crank her healing powers into overdrive whenever she wants. If there was a single fight in the Halls of Tribulation that necessitated the need for the 'Phantom / Salve Maker Sub Job Specialty 1 Results Guaranteed' combo, it's this one.
  • They Wasted a Perfectly Good Plot: The Halls of Tribulation were an amazing idea. They are rematches with the Asterisk bearers throughout the game that keep the time traveling implications subdued after Bravely Default was criticized for having too much of a good thing with the loops. But nothing is done with this, and the concept is already base breaking due to the gross overuse of Counter Any Ability. Despite having interesting groupings, like the brother-sister team of Galahad and Gladys or forcing Adam to work with a man he killed in cold blood for failure, nothing changes from the original fights in their transition to the rematches. All the bosses still say the same thing (which is downright laughable when Galahad proclaims the party isn't allowed to enter the clearly magical dimension he has no control over) and in no way interact with their partners. You approach them, there's a battle, you get their stuff, and your jobs update. That's it. Bernard and Anihal don't get to interact, Folie doesn't get to work off Castor as a comparison between two chapter bosses, and there is no Teeth-Clenched Teamwork between Domenic and Helio. After the previous two games had a lot of fun pairing up interesting characters to expand their personalities through rematches, the Halls of Tribulation are a major step down.
  • Tier-Induced Scrappy: There are unfortunately quite a few, as not all jobs are created equal.
    • The Black Mage. It's a decent crutch Job in the early game with three different elements to exploit weaknesses with, but It eventually becomes a liability in the later portions of the game for it's middling damage and incredibly high MP cost for the -aga level spells. It's better off as a sub job for the later magic jobs like the Red Mage and Oracle.
    • While you'll hear a lot about how good Godspeed Strike is, you won't often hear much said positively about the Thief job itself. This is because of its second specialty - 'Up to no Good.' In return for not getting BP when you default, all Thief abilities that cost BP instead cost MP. This is a horrendous trade-off, and it can't be turned off. There are a lot of points where it's simply in the player's interest to defend and gain some BP to use later. That's the most basic aspect of Bravely Default's gameplay, and having no way to build up BP means another job needs to be used to supplement the Thief. Since there's a large gap in time between when you get Thief and when you get the only faster job, Phantom, it's generally advised you purposefully hold back when traveling through new areas, just so you don't build up so much JP you 'master' Thief.
    • Dragoon has the unfortunate distinction of being an all-rounder class that doesn't really specialize in anything in a game that rewards specialization. In the previous games, this was excusable, because abusing the way turns worked meant the player could abuse the Valkyrie's Jump to never get hit, but the presence of an ATB gauge makes that all but impossible now. The Dragoon is gained about two or so hours before getting Swordmaster, whose Fourfold Flurry and counter gimmicks make it hit harder more consistently, and the player has had Vanguard for a while now, and has likely mastered it, meaning they have the full benefits of its ridiculously powerful Attention Seeker second speciality. With Vanguard, Berserker, and Swordmaster to choose from, Dragoon can't compete.
    • It should come as no surprise Gambler makes this list. What makes it go from "low-tier but inoffensive" to full-on scrappy, however, is that it exists to boost your money and your method of getting goodies, but becomes an utter slog to level up, even when leveling up classes becomes literally effortless late game. It randomly decides to stop your character from getting JP, EXP, or Pg at the end of every fight, and you have no control over the odds. As if that weren't bad enough, Rare Talent is a trap. It in no way helps you more easily attain common drops, and the one place you'd want to use it — the Halls of Tribulation — has all the best obtainable items as common drops.
    • Oh, Arcanist, what have they done to you? What was once one of the hardest-hitting jobs in Bravely Default is now a self-destructive nuisance that only gets more dangerous for the party the stronger it gets. It's great as a sub-job paired with Freelancer or Red Mage to bring out the full destructive power of Meteor, and its passives are must-haves for any self-respecting mage, but the job itself makes the Black Mage look like the original Arcanist in terms of raw power and destructive capability without any risk to the party.
    • The Pictomancer occupies an odd spot in this list. Taken at face value, the job is a perfectly fine debuffer with really nice passive abilities. The issue is that bosses don't take well to getting paint shoved in their face. Pictomancer brings out the worst in the counter system, because almost every boss has a counter for it. This is a problem for a class that should only really see dedicated use for boss fights, where bothering to debuff the enemy makes the most sense. The player will frequently be happy to weaken the boss with one of the Pictomancer's debuffs, only for the boss to somehow nullify the debuff or beat the stuffing out of the offending Pictomancer. Or both. This isn't a problem with status ailments, since you only need to set up poison once and most status ailments preclude the boss' ability to hit back, but with Pictomancer you need to constantly reapply the debuffs, meaning you constantly need to get countered for your trouble. And if you just want to use the Pictomancer to buff yourself...well, that's what Bard is for. You've had it longer, to boot.
    • The Berserker asterisk has some pretty good specialities and useful passives (such as the ability to pierce Default, and complete immunity to sleep, paralysis, dread, berserk, confusion, charm and freezing), but using the job itself is... painful. While it has insanely high Strength, it's also one of the slowest and the squishiest jobs in the game, and using Berserk as a gameplay mechanic is not as useful as you might think it is, and comes off as very impractical, especially when you have the Monk job obtained earlier, with its simple and effective physical abilities.
  • Unintentionally Unsympathetic: While Helio is rightfully vilified by the narration for his part in the horrors of Rimedhal's Witch Hunt, several other characters who are presented more as victims didn't end up as sympathetic as the plot makes them out to be.
  • WTH, Casting Agency?: A common complaint about the game, both with the demos and final product, is the casting choices for the English version. Similar to Xenoblade, the voice actors are European based rather than North American based like the previous games were. The quality of the acting though is inconsistent due to odd casting choices and direction; the main characters generally sound good, but characters like the Asterisk Holders have ones that range from pretty good to rather poor in direction, such as having the White Mage Asterisk owner talk in a mild German accent, while paired up with the Vanguard Asterisk owner who has an over the top Australian voice complete with Australian slang.

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