>fun RPG to relax
Understandable.
>got all of them except Wakka's
Then I can't imagine how tedious it must be if playing normally. I really want to give this game another try, so I'm trying to minimize the time spent on things I'm really not a fan of.
>Kimahri's weapon
You mean the butterfly catching minigame? Yeah, hated that too. For me it wasn't so much the inputs, but the fact that I wasn't able to tell whether or not I'd touch a red butterfly. There were times where I was certain that I wouldn't touch one, but did so anyway, and vice-versa (but I'd get thrown off by the fact that I thought I'd end up touching it, and given the precision of the minigame, you can't afford to stop or get distracted for a second).
>Tidus used his ultimate weapon
Then yeah, you had Break Damage Limit. I also have said weapon, but I don't have a stat high enough to go above 9999. The only one who can do so is Lulu (and that's with the help of Magic Booster, which her ultimate weapon has).
>doing an Overdrive
So multiple 9999+ attacks in one turn? No wonder the boss was no match for you.
>Monster Arena fights are fun to do low level
This is highly important to me. Do you happen to remember which fights are doable with relatively low stats (what you'd have to tackle the main game)? I was searching on Google, but all I found was some people suggesting people to get, at minimum, multiple stats at 170 (my stats aren't even in the hundreds yet) for the Monster Arena in general.
On that note, at least one of the Dark Aeons wouldn't happen to be like this as well (doable at low stats)... right? I think I know the answer, but just want to confirm. I know NSG is a thing, which makes it sound that people beat these bosses (including the Dark Aeons and most of the Arena bosses) with BASE stats, but it's just Summon cheese (with... high stats to boot).
>what did I think of the bosses
Among other things, they're the reason that the game was able to keep me hooked. Though since it's my first time playing the game, I wasn't able to enjoy most of them to their full extent (particularly Chocobo Eater's gimmick, I ended up damage killing him, really wanted to push him into the cliff *or at least, I truly hope that's possible*). Getting (twice?) the buff you'd get via Focus/Cheer by talking to a boss (still requires commitment) is also nice, as is teleporting behind a boss so his counters can miss.
Again, I'd need another playthrough or two to be able to appreciate said gimmicks even more.
>especially the one that goes up if a character dies. Paired with auto-phoenix this means infinite Overdrive generally.
Didn't think of that. Haven't bothered to see where to find Mega Phoenix's to get Auto Phoenix onto my armor, but I'll keep that in mind. Since most of the postgame bosses love to do unlockable stuff (even things that you're SUPPOSED to be immune to), I suppose this comes into play a lot.
Note: Did a vid where I mostly use status effects to get rid of endgame mobs (some of them are open to the same thing, or fractional damage):
https://youtu.be/aznGjFeKrAUNote that there's no reason to use Doom on Adamantoise if you can already petrify him, just showcasing that it's possible (wanted to do this on an enemy who was open to Sleep, since that's the best sort you want to use Doom on, in order to prevent him from doing anything to you while his clock is ticking). Barbatos could be another story, given his HP total.
King Behemoth normally has a 'final attack' where he uses Meteor as he dies, and that would have killed off my party without defense buffs or Auto Life, but you can avoid this by killing him with a counterattack. Good thing that you can force something to attack the character you want to get attacked via Provoke. See, it is this kind of thing that I wish the Dark Aeons/Penance were designed around; smart use of your tools leading to victory. Not just one possible solution (get high stats or go home). There was so much they could have done with the Trigger command, a combination of statuses doing the trick, making their HP totals much more sensible, etc. But alas...
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Still won't post a fully detailed reply on the things I liked (and didn't) about the game, I'll wait for a second playthrough and watch some videos first to form a more solid opinion. I can say that the main content was pretty interesting. Didn't play with statuses as much, but I'm abusing the Hell out of them for the endgame mobs (though I'm not overdoing it, want to conserve enough for the bosses *even though it's possible that they're immune to them*). Already said that I ran into a few Dark Aeons and they killed me in seconds. Just for payback, I just Zanmato'd them and reloaded the file.
So it looks like my opinion for the main game is the same as most people's. Pretty solid. And it's becoming clear that the Dark Aeons will just be a boring "you need to have X stat to fight me!". I'll just skip the busywork of needing to get the materials for stat maxing and obtain them directly via the save editor (Item cheats apparently don't work).
Did a few sidequests and beat Seymour again. I'll beat the game shortly. It has been a pretty fun experience so far. Regret not having played this earlier.
SBK suggests to skip NSG and jump into NSGNSNCNO (No Sphere Grid, No Summon, No Customization, No Overdrive *so no Mix*). Said that since people tend to disregard other characters in favor of stat pumping Aeons and abusing Rikku's 9999 Mixes, NSGNSNCNO would spice things up more, and boss design could be better appreciated. But I still need to know the need to throw in No Customization. Wouldn't it be good to be able to customize some status inducing equipment onto your armor to deal with mobs and bosses? There's also immunities. I'm not a huge fan of crafting, but just curious if the gear you get via drops or shops are enough (to the point that you wouldn't want to create a weapon that's better suited at handling XYZ encounter).