BasilZero said:
I can see it being difficult to understand at first but its really quite simple and easy lol. I had a hard time understanding the system when I first played FFX but it was easy as cake in FFXIII and FFXIII-2 - you can easily distribute points in pretty much all of the roles equally or do what I did
For an example for Noel I had:
Commando - Lv 70 Ravager - Lv 60 Medic - Lv 60 Sentinel - Lv 30 Sabetour - Lv 30 Synergist - Lv 30
and Serah had
Ravager: Lv 70 Commando: Lv 60 Medic: Lv 60 Sentinel: Lv 30 Sabetour: Lv 30 Synergist: Lv 30
At least you didnt have to deal with the monster grids....those were annoying especially when you can use multiple types of the same item to increase certain stats of monsters.
Battle wise it was pretty awesome, it was like playing a mixture of a MMO and a turn based RPG, using a tank (sentinel) to eat damage while having medics to heal the tank and all sorts of other strategies.
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Wether it is simple and easy, or awesome to anybody wasn't my point :P
Paradigm shits aren't representative of anything that happens in a combat. Neither are crystariums representative of how people gain experience. When I say "doesn't make sense" I don't mean that I don't understand them, I mean that they just do abstraction, and gameplay gimmicks like paradigm shifts just because they want everything to be more flashy, abstract, and complex, and different from what was before. It doesn't make sense for representing the content or anything like that, unlike say WRPG's like Oblivion where you put points into what your character gets better at though experience.
(on a totally unrelated note, that's something I love about oblivion, when you do something, you get better at what you do, just like in real life, it adds so much to the suspension of disbelief and immersion /rambling over)