It's not like players had any hands in killing that era
It's not like players had any hands in killing that era
Complexity =/= Depth, though. You can have relatively simple gameplay, but being able to get a lot out of it if you invest the time in mastering the class (See: Samurai, once it gets a bit of numbers tweaking, which it is).
Another good example outside of FFXIV would be Subtlety Rogue in WoW. It's relatively simple to break down in terms of mechanics, but it still ultimately requires skillful play to be truly effective on.
I actually agree, KH2 combat is not complex, yet is probably the most beloved and balanced KH gameplay there is, because it works it's well balanced and it has depth if you want to take your time mastering it
I'm actually going to be the odd one out, and say Birth by Sleep was my favorite.
KH2 is probably my favorite game in the series in terms of story (a few areas weren't really necessary in my opinion, but I see why they're in the game), but I feel like Birth by Sleep had the best overall gameplay.
The loss of Ars Arcanum is a grievous affront I haven't forgiven to this day.
I don't really want to derail the thread but I'll just say that KH BBS is a good example were customization doesn't really mean a better product, since you have plenty of customization but there are some aspects of the game that are simply much better then others to the point of overshadowing the rest and it shows in higher difficulty settings (same goes for DDD aka Ballonga spam) whereas in KH2 it's more well balanced to the point each part of the combat can be used.
sry for the Ot again
I approve greatly of the last four posts, though I cannot decide if I like KH2's or BBS's combat better, as both have their strong points.
Speaking as someone who got RDM to 70 almost immediately and did O1S a couple days after its release, and recently came back to the game, I'd rather not see straight potency buffs for RDM, but rather accelerate the cycle a touch. Here's what I propose.
Verraise placed on 30s cooldown
Impact grants Piercing debuff and grants 5/5 mana
Fire/Stone grant 10 of their respective mana
Thunder/Aero grant 13 of their respective mana
Flare/Holy grant 25 of their respective mana
Personally I consider Impact a useless ability and a waste of slot, since realistically speaking you'd rather not use it unless you want to keep your mana to a certian point, but even so I'd rather it overtake jolt II on the bar, but who knows maybe in the expansion there'll be a complete new proc off impact and w/e.
However the mana adjustments you bring seems interesting, could be a different way to buff RDM in making their melee rotation coming more often, it could be a way to buff them imho
Question for clarification, just making sure I'm not misunderstanding you: realistically you'd rather not use Impact? Everything I know about RDM is "Use Impact at the next available longcast you can, even if both fire and stone are procced." It's theoretical loss versus absolute loss-that absolute loss being if you let Impact fall off.Personally I consider Impact a useless ability and a waste of slot, since realistically speaking you'd rather not use it unless you want to keep your mana to a certian point, but even so I'd rather it overtake jolt II on the bar, but who knows maybe in the expansion there'll be a complete new proc off impact and w/e.
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