Did you catch the part where is said FF battle systems are all pretty much derived from it, including this one. Tho ppl might disagree i suppose, but to me the current system is just another of modification of the same basic idea: we currently use cool downs and casting times, and lets not forget action queueing (/aside:does that still happen? lol). all sounds liek ATB+ to me but i could be wrong
lol wut? People actually want manual attacks back? Do those people only play games with bad design because said bad design makes the game harder?
I think they say it because most of your posts involve making the game "harder", less intuitive or less friendly. I am not stating an opinion one way or the other, just saying that is probably where the assumption comes from.
Also I have to say I don't mind AA at all. I actually always thought it would be cool to play a console RPG with a battle system MMO-hotbar-style. Like you still go into a turn-based battle kind of grid, but your character auto-attacks and can use moves off a bar...if this makes sense to anyone...
I suppose both systems are sort of the same, in the end. Which I guess explains why I like it. I'm looking for more of an RPG feel than FPS. Besides, I think the Primal battles show pretty clearly that battles can be "action oriented" and have good strategy, with AA.
*edit* ooo 100 posts!![]()
Stolen from Alerith:
This is what I think of when I hear button mashing...
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"I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris
Im Fine with AA it just needs to be refined per class. pug should be quick to hit but smaller DPH, Lancer should be somewhere in the 3.0 Speed range, MRD should stay where its at, GLA needs to be faster 1.5 speed range would be optimal.
i don't like AA right now because its doesn't add balance and class uniqueness...it adds nothing. adding nothing was the same reason i was against manual attack.
As with many of your 'ideas' Rokien, the answer to your question is a resounding no. I don't want activate every single attack I make. Not in this game's battle system anyways. I'm comfortable with the combination of higher level strategy and active combat with the current combo system and we have not even gotten into the revamped Battle Regimen system yet.
There's simply no need to regress the manual attack system when there's another layer of depth we still haven't taken into consideration yet. There will be enough strategy to be had once we are forced to weigh in the pros and cons of Combos vs the revamped BR system, how they work together and how they do not, on top of all of the positioning and other special tactics that need to be considered in the current combat system.
Again, I am not convinced even you know what you really want here, Rokien You're just expressing a desire and leaping towards the most recent past example of something you found fun while completely disregarding other players' wishes and desires that caused that change to being with.
You really should think more like an old Mario game. The way to the goal is forward. Backward is just a continual dead end.
I like the battle system, I wish they would expand more on direction you or enemy is hit from. Also for ranged like mages and archers have distance and elevation also have more of an effect.
I know the system in place already recognizes placement. When I cast sometimes it says they are too far above you and such..
Also I liked how you used to be able to say break ifrits horns(can you still do that.) well things like this. Example: hurting an enemies right arm they would either swing less or swing with less damage because their arm is messed up.
Imagine all the strategy involved with things like that. When really challenging content comes it wont just be about DPS, but figuring out/and managing to disable a vital part of the enemy to give you an upper hand where otherwise it would be hopeless.
This can also apply to players which can mend overtime when battle is done, with a spell, or a potion of sorts
MAGIC MUSHY ROOMS
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