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Forums - Gaming - Final Fantasy has a combat problem.

 

FF 15 & 16's action combat is..

Great 5 18.52%
 
Passable 9 33.33%
 
Poor 8 29.63%
 
Terrible 4 14.81%
 
I have no opinion. 1 3.70%
 
Total:27

As a fan of ATB, I'd be happy if they bought that back. In reality, when people talk about FfFmoving away from turn based, 15 was the first and until recently it was just that, until 16. FF7R was more of a odd hybrid but in reality the T in ATB had been replaced with 'button mash'. "Classic" gameplay in FF7R basically just a auto battler until you had enough points to use a move... which if you were sensible was the move that didn't need MP and gave invul frames. :P

This isn't saying the combat in 15, 16 and 7R are bad, they clearly aren't but when I'm not looking for an action game to play and want a Final Fantasy game, I'm looking for ATB gameplay where for the most part I feel like I'm progressing in power and skill as lower enemies get basically oneshot and are learning experiences for the test later (aka bosses). From what I played of 16, what I can remember of 15 and 7R, I didn't feel like the combat from one enemy to a boss was really that different outside of set pieces in the boss' arsenal.



Hmm, pie.

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The Fury said:

As a fan of ATB, I'd be happy if they bought that back. In reality, when people talk about FfFmoving away from turn based, 15 was the first and until recently it was just that, until 16. FF7R was more of a odd hybrid but in reality the T in ATB had been replaced with 'button mash'. "Classic" gameplay in FF7R basically just a auto battler until you had enough points to use a move... which if you were sensible was the move that didn't need MP and gave invul frames. :P

This isn't saying the combat in 15, 16 and 7R are bad, they clearly aren't but when I'm not looking for an action game to play and want a Final Fantasy game, I'm looking for ATB gameplay where for the most part I feel like I'm progressing in power and skill as lower enemies get basically oneshot and are learning experiences for the test later (aka bosses). From what I played of 16, what I can remember of 15 and 7R, I didn't feel like the combat from one enemy to a boss was really that different outside of set pieces in the boss' arsenal.

FF 7R combat would be really good if they took potions off of AP usage and released the hard mode as an option for first time players. As someone mentioned, you'd be using turn based stuff a lot more and choosing spells to attack weaknesses and actually using skills on enemies. I know this because I'm doing battle Intel for Chadley and I can see how it would work but normal makes it so you're using AP to chug potions mostly and easy gets rid of that but the enemies don't last long enough for you to build up AP. They really didn't balance it to have the combat system shine on either difficulty and it's a shame, there is greatness underneath that but I have no intent on playing a second run on hard to find it and probably be chugging mostly potions at any rate. Just a few small tweaks and they'd have the perfect system for mainline games, I'm shocked FF16 didn't run with this. 



I figured out the solution to the problem. Using the most basic weapons in FF7R while having the best gear on, while playing on easy makes for the best experience, taking iff gear that increases attavk power also. I feel this is the best way to experience the combat so far. I'm actually using skills now and switching characters, it's cool esspecially now that many enemies are immune to cettain attacks. Probably best not using books to increase attack power now that I think on it.



Had zero issues with Ff15 combat, so I doubt I'll have many with FF16.

It's not like older FF are any more complex.



twintail said:

Had zero issues with Ff15 combat, so I doubt I'll have many with FF16.

It's not like older FF are any more complex.

They were, finding weaknesses and what not at least it felt like it, I wasn't a big FF guy in my youth, only ever played into them partly until FF14 so I can't really say but it felt like depth. FF7 remake has actual complexity but it takes more than half the game to show itself as enemies become immune to certain attacks adn what not. They are onto a winner with this system if they'd just tweak it a bit and have potions separate from the ATB and also have the ATB meter progress carry over to the next fight. I may be wrong on FF16 though, I'm only 7 hours into that game or so and the flashiness I've seem in reviews may make the basic essence of it feel more than it is, like with FF15.

It's just a damn shame they got so close to making the FF7r combat work and missed the mark, it's got some serious potential if they could iron out the crinkles and tweak it to press the player to engage in ATB without making the enemies any more spunge. You're stuck between to choices, go normal and spend the majority of your time and ATB on swinging potions or go easy and have shorter fight but more time using ATB skills, less swinging potions and I'd reckon more fun, at least when you're taking on mini bosses and larger groups. 



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LegitHyperbole said:
twintail said:

Had zero issues with Ff15 combat, so I doubt I'll have many with FF16.

It's not like older FF are any more complex.

They were, finding weaknesses and what not at least it felt like it, I wasn't a big FF guy in my youth, only ever played into them partly until FF14 so I can't really say but it felt like depth. FF7 remake has actual complexity but it takes more than half the game to show itself as enemies become immune to certain attacks adn what not. They are onto a winner with this system if they'd just tweak it a bit and have potions separate from the ATB and also have the ATB meter progress carry over to the next fight. I may be wrong on FF16 though, I'm only 7 hours into that game or so and the flashiness I've seem in reviews may make the basic essence of it feel more than it is, like with FF15.

It's just a damn shame they got so close to making the FF7r combat work and missed the mark, it's got some serious potential if they could iron out the crinkles and tweak it to press the player to engage in ATB without making the enemies any more spunge. You're stuck between to choices, go normal and spend the majority of your time and ATB on swinging potions or go easy and have shorter fight but more time using ATB skills, less swinging potions and I'd reckon more fun, at least when you're taking on mini bosses and larger groups. 

I think the whole thing about finding weaknesses doesn't really change much about the combat itself. It's a small thing that has always been fairly easy to power through. 

As much as I love a large part of the mainline series, I don't believe they are difficult at all, and they have pretty straight forward combat. 

That said I've never played either 11 or 14, so I cant speak to them. But ai have heard that both FF7 Remake titles play better on hard mode, but that is hidden behind a normal completion first, which is disappointing.



twintail said:

Had zero issues with Ff15 combat, so I doubt I'll have many with FF16.

It's not like older FF are any more complex.

FF16 is all spectacle with the depth of a rain puddle. There are segments in Granblue Relink with similar style boss fights that are better with less spectacle than FF16s. FF16 is mash button. It's stupidly shallow and simple.



Bite my shiny metal cockpit!

15 combat has an okay system in concept with bad implementation, poor camera control and strange animation, although it's fun to teleport so I can excuse it a bit

16 combat is a repetitive, shallow and non strategic system but done tightly, so it's weaknesses but not detrimental but it gets tiring fast



I disagree with Remake/Rebirth. The system is great and is good implemented. They still need to make better use of dodging, because I reslly never know when I should dodge. Otherwise really good system. Surprisingly deep, and Rebirth make it even better with each character having a very distinct package of skills 

If you're using your turns to use potions all the time it's a clear evidence you actually DON'T understand the mechanics



It turned out to be fun in the end but it came far to late in the game. If the whole game could be ad engaging as this. This is the combat they need to focus on for mainline entries, the fact that 16 didn't choose this is baffling. 



LegitHyperbole said:

In defence of FF 7 remake the game is better on easy. You don't have to use your AP on potions so you can actually engage with the combat and skills usage. It's pretty decent now that I have lowered the difficulty.

Not trying to be mean, but if your FF7 battles tend to be about chugging potions constantly, you're not doing something right. To be sure, there's a big difficulty spike with the first boss very early on and you're gonna burn some potions there, but that habit should fall off pretty quickly after that. It's not that hard a game on standard difficulty.