PanzerAzel
Member
They should’ve kept the battles completely turn-based.
Wouldn’t have even needed to change it either. Be the same....running around with your party members and you see enemies. Run up to within aggro range, battle theme kicks in and everyone gets into position and fight commences (that way back/side surprise attacks are possible for the player and enemies). Not even in a straight line either, incorporate the environment into tactics of approach (high/low ground). Introduce formations. Evolve that shit.
This hybrid system they use now is a mess. Having the ATB fill contingent on action and not time passed means my character’s gauge fills up far faster than my AI controlled NPCs do, so I end up getting off three to four ATB moves per their one, essentially nullifying their abilities unless I continually switch, which I suspect was what the devs intended.
Man how I crave the old battle system, they really could’ve made an amazing one here. Too bad.
Wouldn’t have even needed to change it either. Be the same....running around with your party members and you see enemies. Run up to within aggro range, battle theme kicks in and everyone gets into position and fight commences (that way back/side surprise attacks are possible for the player and enemies). Not even in a straight line either, incorporate the environment into tactics of approach (high/low ground). Introduce formations. Evolve that shit.
This hybrid system they use now is a mess. Having the ATB fill contingent on action and not time passed means my character’s gauge fills up far faster than my AI controlled NPCs do, so I end up getting off three to four ATB moves per their one, essentially nullifying their abilities unless I continually switch, which I suspect was what the devs intended.
Man how I crave the old battle system, they really could’ve made an amazing one here. Too bad.
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