or in general, really, this game alone already has 2 versions of Bahamut and his interpretation varies a lot from game to gameI wouldn't take that so seriously. Since the play is kind of the same concept from the one in Final Fantasy VII, it relies on being silly. The funny scene about Bahamut Omega summoning Bahamut Alpha, Bahamut Beta, etc sounds like a fan fic writer's dream come true and/or possibly poking fun at how there was so many versions of Bahamut in the Final Fantasy VII universe.
I don't mind losing, so long as I'm losing after trying my hardest (let me play the fight I can't win. Don't do another 3.1 sequence). Elidibus states our character is shining too brightly, which means there's an imbalance with light and dark. If XIV is following the same rules as III and XI, this will always lead to bad things.
Personaly, I am tired of seeing the WoL standing there while his/her companions are fighting. I want see my character kicking some WoD ass.
For a while now I always thought Hydaelyn had a "giveth, taketh" thing going on. In that she gives other's the Echo and the echo users that die end up returning to her for the next "cycle", unless other factors (Asciens) prevent that return. Though that's all speculation.
This was especially true when she merged with Minfillia to supposedly preserve her strength, and this can easily start a path of her needing to do this to more and more people ... maybe that's what she had planned for WoL? Lahabrea said that Hydaelyn was a parasite and we're just nowseeing how parasitic she can be. Afterall, noble sacrifice seems to be a theme in this (and other FF games) so it'll be nice to twist that trope a bit.
As much as it bothers me too, I'm having a hard time thinking of how it would work, and account for class. Can't just, say, use an autoattack animation, because I doubt the WoD will be impressed by a bop on the head with a book. How did SWTOR do it? Was there some weapon or something that was common across all classes or did they just manually animate it?
Interestingly enough, the MSQ already made us go through an unwinnable battle... once. The fight before we get dragged into the Ifrit trial ended with us and the Immortal Flame soldiers fighting alongside us, being dragged away by the Amal'jaa. It's a bit silly to see our character simply put away their weapon and then get arbitrarily told via cutscene that we've lost that fight, but I wish they'd bring that mechanic back. Maybe spice it up a little this time, by making the enemy throw out a big unblockable attack that will KO us, and then have that lead into the next cutscene.
The scenes in which we killed Nabby and Iggy could work. Make it a "generic" weapon, one that's not associated with any job. Although I'd be way more impressed if they actually took the time to animate unique fight scenes for all jobs, I will agree that that is a little too much to expect.
Last edited by Mysterysword; 08-29-2016 at 02:27 AM.
SWTOR's story quests were class specific, in which case there were only two possible weapons to animate per scene. Then again, there were also many times where you simply used abilities you can't use normally, like we already do with the Blade of Light.As much as it bothers me too, I'm having a hard time thinking of how it would work, and account for class. Can't just, say, use an autoattack animation, because I doubt the WoD will be impressed by a bop on the head with a book. How did SWTOR do it? Was there some weapon or something that was common across all classes or did they just manually animate it?
FFXIV could pull it off with the number of Jobs we have, if they wanted to add one or two "stock" attacks for each job to be used in cutscenes. Or they could simply try any of the budget saving techniques used in most TV anime and combine some of our standard animations with clever framing to prevent having to show direct contact. Almost every Job at this point has some sort of casting animation or otherwise-indirect means of attacking that could be used in cutscenes for dramatic effect with very little extra work.
Unless their event scripts work the way I think they do, and they can't vary the animation track on a per-step basis without some sort of obvious transition. In that case, well, maybe it's something they'll consider for the next engine update.
Looking at the WoD screenshot, it does look like its in (or near) the Bowl of Embers. Which does bring up the implications of them (or us) fighting Ifrit again.
I still think whatever fight we have with them this time is one we're going to lose; a 5v1 fight where we try to hold out until help arrives, but we fail and *something* happens to us (capture, corruption...not death, Elidibus won't allow that to happen)
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