Jarlix
Pro Adventurer
There were CC and a DoC iterations of this concept and I really loved the first trailer of FFXIII. It made me incessantly ponder how it'd be to have this game on level with that, or better characterized, or re done entirely. Complaints about how there're cooler things in the Ultimania than the game itself in another thread here just drew me to this. But the combat is just nearly impossible for me to imagine as completely remedied to the extent I'd want it to be.
Full ATB attacks were a start but given you can only use your leader's per each battle and that they're the only cinematic looking actions, I'm a little disappointed. I'd also like it so that the game was seamless like XII was battle wise and the game was just more complex. Maybe let you change members and have them all use interesting TP commands of their own with their own gauges?
There just needs to be more enemy specific ways of intercepting routines. In FFXIII the formula is to just break then launch an enemy, heal when weak and defend when they bring out a big attack. This uniformity is stifling. It makes every encounter very similar.
The story is probably a complete bitch to solve too.
Full ATB attacks were a start but given you can only use your leader's per each battle and that they're the only cinematic looking actions, I'm a little disappointed. I'd also like it so that the game was seamless like XII was battle wise and the game was just more complex. Maybe let you change members and have them all use interesting TP commands of their own with their own gauges?
There just needs to be more enemy specific ways of intercepting routines. In FFXIII the formula is to just break then launch an enemy, heal when weak and defend when they bring out a big attack. This uniformity is stifling. It makes every encounter very similar.
The story is probably a complete bitch to solve too.