| Kasz216 said: What I don't like. 1) Hit percentages 4) Loss of classes. It seems you lose out on a lot of "finese" classes. Or if it has a modern setting... all classes. Me... i like being able to customize my main characters abilties vs the predefined main characters. I know people go predefined because they feel it makes the characters more well defined, but i think you can still have that guy who acts like a "bad ass" but is still smart and relies more on brains to beat his foes. 5) Dumbed down controls. If your going to give it an action setting. Go all out. Don't go the route some games go where your character is unresponsive just to give it more of an "RPG feel." Kinda how FF12 makes you wait till your gauge fills up. 6) Monsters not really reacting to hits. Once again it seems it's to make it more "RPG" like. Sure if you combine 5&6 you may end up with it getting too hack and slash at parts... but it's just irratating to watch my knife cut into a goblin/ogre/cybperpunk with a gun and watch him not even flinch. |
Some great replies here, thanks!
- So you just don't want to miss? I'm not sure what you're getting at.
- I see what you're getting at here, but even if there was more variety would you still use the same spell over and over again? I know the obvious thing would be to make more balanced spells but I think in just about every game there's a single spell/ability that gets abused and used over and over again. Whether it's DnD or Final Fantasy, this always seems to be a constant.
- Yeah, agreed.
- So pretty much you want no defined classes and lose the auto level up system?
- Hmm, I can see both sides of this one. Too complex controls where every possible button mapping is used also gets frustrating.








