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  1. #1
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by OmegaNovaios View Post
    <snip>
    Kind of exotic. The double edge sword here would be "stacking" of skills/combo and while tactical can be abusable. It does present a certain flow in battle if it becomes a "stacking" game.

    The problem here would have a lot to do with the support systems. What brings depth or lack of depth to the idea of a "stacking" battle will hinge on if battles repeat with simple combo/spam execution.

    A system you are proposing would be the JRPG Atelier Iris 3 or it's later incantations Mana Khemia type game play, where manipulation of the burst bar was the key to winning or losing.
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  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    295
    Agreed this idea is pretty radical change wise and its almost 100% certain that battle system changes have already been decided upon and are being coded and hopefully tested already by devs.

    In practice the idea doesn't work so well because you essentially are building stamina by using up TP to then activate abilities. For some jobs this is ok like tanking but for DD's this is backwords, you don't want to use abilities after an attack but rather just before in order to buff your next WS. I agree one of the major flaws is the way that we can stack so many attack buffs in a row or emnity moves in quick succession without stopping it makes jobs less unique and more spam happy. This "fast pace of game play" is just spamming stuff as fast as you can. Implementing Auto attack to me is only going to solve half the battle problem. The other side is adjusting the all jobs spam every ability and bust out retarded 3k+ dmg spikes. I think ppl should be forced to make choices no matter the route they take where you must balance your desire to do more dmg vs staying alive etc.
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