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  1. #1
    Player
    Runeslayer's Avatar
    Join Date
    Jan 2022
    Posts
    52
    Character
    K'yoma Tia
    World
    Balmung
    Main Class
    Gunbreaker Lv 99
    I've said something similar for DRK, and I'll say it for SAM because I've seen people downplay this aspect which I believe is very important.

    Why in the twelve's seven hells do people discount animation flavor as a valid factor for how they derive enjoyment from a class in a /video game/?
    I'd argue that's just as much, if not more important than the sheer numbers and mechanics. Taken to a logical extreme, you get pokemon sword and shield where attacks are indicated with a simple hop of a stationary model, and that's NO fun.

    Even aside from the mechanical benefit of Kaiten, it just felt REALLY good to use visually. I still advocate for Kaiten to be reverted entirely-- animation, mechanics, and all.
    (6)

  2. #2
    Player
    Edweena's Avatar
    Join Date
    Dec 2021
    Posts
    75
    Character
    Edweena Ermagherd
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Runeslayer View Post
    I've said something similar for DRK, and I'll say it for SAM because I've seen people downplay this aspect which I believe is very important.

    Why in the twelve's seven hells do people discount animation flavor as a valid factor for how they derive enjoyment from a class in a /video game/?
    I'd argue that's just as much, if not more important than the sheer numbers and mechanics. Taken to a logical extreme, you get pokemon sword and shield where attacks are indicated with a simple hop of a stationary model, and that's NO fun.

    Even aside from the mechanical benefit of Kaiten, it just felt REALLY good to use visually. I still advocate for Kaiten to be reverted entirely-- animation, mechanics, and all.
    Animation flavour is a subjective but still very valid reason for enjoyment. But since it's subjective, someone like lets say a job designer, can disregard subjective ideas like that.
    Mechanical interactions are strictly objective, as people can outline specific reasons for why x is good or bad, making it harder for a job designer to disregard it.
    When I try to get a point across I want to scrub out the subjective points to focus on the objective for a strategic purpose in service of the argument.
    (0)

  3. #3
    Player
    CelestiCer's Avatar
    Join Date
    Apr 2022
    Location
    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    Character
    Celesti Cer
    World
    Jenova
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by Runeslayer View Post
    I've said something similar for DRK, and I'll say it for SAM because I've seen people downplay this aspect which I believe is very important.

    Why in the twelve's seven hells do people discount animation flavor as a valid factor for how they derive enjoyment from a class in a /video game/?
    I'd argue that's just as much, if not more important than the sheer numbers and mechanics. Taken to a logical extreme, you get pokemon sword and shield where attacks are indicated with a simple hop of a stationary model, and that's NO fun.

    Even aside from the mechanical benefit of Kaiten, it just felt REALLY good to use visually. I still advocate for Kaiten to be reverted entirely-- animation, mechanics, and all.
    Thank you. Rather people are into parsing/big numbers feels/rotation execution/aesthetics, 6.1 SAM changes did little to improve anything, broke waht didn't need be fixed, and robbed plenty from SAM for solving nothing. PS: I haven't played long, idk what DRK missed, I would like to know what that is actually if you don't mind me asking.
    (6)