haxxiy said:
Isn't what you're suggesting basically the battle system of FF11 and FF12?
I don't think they could have charged MP for abilities for balance reasons (also the possibility of being essentially soft-locked out of a stagger if you ran out of MP).
GoW can be a lot like FF7R in the higher difficulties. You basically need the stun meter/stun grabs to do significant damage to bosses and even some elite mooks. Not that it makes it much fun, mind.
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Yeah, now you are getting it.
So imagine stagger now with basic enemies that are just there for the grind. Enemies that used to take a few hits or a couple of lightning casts.
A203D said:
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.
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Classic mode on FF7Remake is not the classic ATB. Not only was it set to "easy" by default, it's playing itself. LITERALLY. The game was designed and balanced around the idea you are controlling the character and mashing square, when in classic it's the computer doing that, it still has to do all the tiny amounts of damage to build up the turn meters but now at the slow pace. All you do is do the big moves, you don't tell it to attack or when to block or dodge like you would in actual ATB Final Fantasy, it does that.
X-2's ATB was very suited for how it works with it's magic system and arenas. Characters were not fixed to a spot, doing attacks were quicker and could be chained for increased damage but abilities took longer and needed charging but did better damage, it wasn't 'essentially' a turn based, it was the ATB.
And holding the controller and pressing square over and over is any better? How bored are you with gaming that you need constant satisfaction of minuscules amounts of damage to make it worth while? When playing FF games, you don't just stare into space for 2 minutes between turns. Timers continue, while one character is doing an action, the enemy is planning theirs and you can chose the action of your next character, from a menu by the time you've done that, guess what? Another characters action is available.
A lot more tactical is beating the final boss by maxing out Tifa attack gloves, spamming 1 move of hers (that seemed to give her invul frames) and having Barret spam Prayer? I guess.
Being able to beat enemies with Knights of the Round (ignoring the fact it costs 250MP so you can't spam it) was a reward for end game grinding.