| kupomogli said: That's the problem with the battle system. You can't have only a string of boss battles. It's just not a very good battle system when you combine the fact that you actually have to have normal battles in there as well. Even with the boss battles though, like I mentioned a few posts above, putting the game on manual, you're only going to use a specific amount of attacks per class. Sentinel youl'l only use two to three, Commando only one or two, Ravager possibly just a single attack, Medic one or two, and only Saboteur and Synergist are the ones where you're going to cast spells like Haste first, then the other useful buffs, while Saboteur you'll probably have as the other two characters since by the time they're done casting, you'll have the Synergist spells that are useful for that battle. Boss battles that have no elemental weakness or strength, thunder is the fastest spell, so as a ravager, casting nothing but thunder gets you quick access to filling your ATB again, making it far more efficient to use than other spells. Kind of breaking the reason to even bother with other spells and skills in the ravager line up in a single enemy boss battle. |
I think you're getting too caught up on the issue of manual vs automatic, when the game is also about elements like paradigm shifting, staggering, chain bonus, and so on. While I'm not saying the battle system is without its flaws, I simply think that the battle system had the mechanics to offer interesting combat, which worked in the more difficult fights, but there simply weren't enough of them for most people to appreciate it, especially within the main content of the game.
Edit: I guess I'm thinking of battle system design and encounter design as separate entities, which may mean a part of this debate is due to semantics.










