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The Fury said:
haxxiy said:

That's because you're supposed to change characters from time to time, not stick with just one. You know, almost as if they were taking turns :D

Not sure what you mean by "removing MP"? But the stagger bar exists exactly so people won't spam attack + heal when needed (which can get you through almost every other FF game with ease) and actually use spells + techniques to that effect.

It's a pretty common mechanic used in games like GoW, Resident Evil, some Zeldas, etc. (basically anything that involves chip damage followed by weak spot damage) but it's just in the background in these cases, not apparent with numbers and all.

That's where I was going wrong, here I thought they were just useless and the main character did all the damage. If I had but known.

You know what would have made it simpler, if instead of controlling one character and doing tiny amounts of damage until you get to do something significant, after a short time, you just could do like an attack or magic without mashing square but for all characters instead.

Abilities didn't need MP, prayer didn't need MP. Braver was not even a limit. All free damage and healing. And I can't speak about Zelda or RE but GoW wasn't a stagger like FF. In FF you wail on the enemy until you can do actual damage, this is for basic enemies too, not just bosses. GoW has a meter that means you can execute an enemy but you can still just hit them 4 o4 5 times and they die, not 100 times before you can do 500 3 times.

Does the game not have a 'classic' mode which gives you the option of doing just that.

You were saying your faviourite system was FF10-2? which was a continuation of the ATB from previous games. That was essentially turn based combat. The problem with turn based combat in this modern era of consoles is that it involves the player holding the controller and waiting for the combat engine to load the next turns. This was one of FF12's biggest problems; it requires a lot of customisation and micromanagment of 'gambits' but the player could be sitting there watching the game play itself.

These gameplay systems were left behind when FF15 and transitioned the gameplay into real time action combat. Personally I don't think Square Enix could get the combat right since FF10 on PS2.

FF7 Remake changed things dramatically because instead of holding your controller and waiting for the ATB to load you have to create your turns by attacking, blocking and evading in real time. The player is never disengaged by the fight. The combat is also designed so you can't have the same character use something like Knights of Round indefintely. Its designed so you have to customise and plan you loadouts appropriately, exploiting enemy weaknesses into pressuring them.

Its a lot more tacitcal than previous games because in older Final Fantasy's you could use the same attack over and over to defeat an enemy, you will struggle to do that here unless you read the enemy's weaknesses and exploit the enemy's movement patterns. Its a combination of real time and turn based combat.