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Scoobes said:
Munkeh111 said:
Scoobes said:
It's very good, probably best in a Final Fantasy game. However, there are some flaws and changes I'd make:

1. Be able to set AI prior to battle so what buffs/debuffs (e.g. If Enemy fire based > Fire buff else Haste>Protect>Shell etc.) kinda like the Dragon Age/FFXII system.

2. Transition between paradigms should be quicker.

3. Be able to mave the character manually to get out the way of offensive spells/moves.

1. They are actually quite good using bar or bal element if needed, and they do do haste first at least....

3. I am undecided on this one, as some attacks are based on position and if you can't move, then surely it is unfair. On the other hand, I don't want it to turn into an action RPG

1. They are good but I still think you should have the option to override the AI prior to a fight. A few times they've done the wrong thing or I thought to myself "Doing X would be better than Y". Not often, but enough times.

3. Basically even if they make it so you can't move a better evasion setup is needed. It's just a bit cheap when you have positional attacks if you can't take up a better strategic position. Combine with an AI system in 1 and you could have all party members spread out a bit better when not attacking/casting so a spell that hurts 1 character doesn't effect them all.

1. Well the simply way to do that would either be to let us use gambits for each of the roles, having a pre-existing set for each role, then we can just fiddle with them. Or, allow us to switch control of characters with L2/R2 so that we can manually get them to do what we want

3. Yeah, though I have managed to do some evasion by timing my attacks, but that is more luck than anything else