I guess another alternative would be to have them recharge over a period of time.... like you can use each attack once/minute.... however I think they would have to add a weak default melee attack if all the timers are down, and it would definitely change how the game plays.
I enjoy melee combat in action RPGs. Losing charges for melee oriented spells seems silly to me and takes the emphasis away from combat to resource management.
Most melee attacks do more damage, and each charge lets you attack for a period of time, rather than a single attack per charge. This makes them very different than other attacks. Making some attacks cost nothing would take (most) challenge out of the game. Being able to just spam spells until the enemy dies is awful.
IMO combat would be more fun if there wasn't a bunch of Hold A to charge attacks. Why bother with melee spells when you can just choose a bunch of good range ones and go to town?
I agree with Deejay. It's a matter of opinion so not sure why everyone is rushing to defend this battle system like it's perfect.
I don't like the idea of not having an equipped weapon, and I hated the delay for the "taking weapon out" animation. The battle system felt clunky to me.
So whats the consensus so far? worth getting?
When I have multiple of the same spell, is it always better to boost/combine them to make better versions of the spell? Or am I ever gonna have use for keeping multiples of the same spell?
I'm undecided personally. I'm enjoying the game in the early hours (and I cleared the demo, so a bit of a head-start with save import), but the limited use of your skills and the repetition of environments/enemies irks me a tad. The fundamentals are solid enough though that I can't picture a sequel not improving upon it greatly, so I hope this one does well enough for that to become a reality.
Trying to figure that out myself Tyrath. Not looked in deep enough yet to see if you can fuse upgraded spells or not to make new ones.
Yeah I asked that before fuse became available, now I'm not so sure if I should be auto boosting everything lol.
Also, saving Archfiends opens them up as allies? And what does sacrificing them do? I can't decide who to save and who to sacrifice @_@
Game is alright, I pretty much agree with Deejay and I think the game would be a lot better if you weren't so restricted by current spell and could at least use a weapon spell with a ranged spell, or could heal without losing the weapon, or use support spells etc. Just feels really rigid and the game doesn't flow smoothly at all. There's also a lack of spell variety but I can't say for sure how it looks at the end of the game.
Boosting is always better, fusing isn't a huge deal either, almost everything ends up as a quest reward at some point, and you can always just repeat shit to get more materials.
And sacrificing Archfiends gets you their soul energy, but aside from that I'm not aware of any extra bonuses for it. I'm just sacrificing everything and then I'll go back and repeat to save them for allies later/when I'm capped.
Well I meant more in terms of the story. I sacrificed the first boss, then went back and saved him and the journal changed and asked if I wanted to overwrite my decision. So I'm not sure what all this saving and sacrificing affects @_@
Also Black Rite costs seem to go up every time you use them? Is there a cap? Otherwise this shit is gonna get ridiculous >_>
4 exclusive offerings for NA users, get them while the codes still work - http://blog.us.playstation.com/2013/...keiji-inafune/
Thanks for the heads up Kaisha, grabbed all four.
Thank you! I also snagged these as well. They are still up as of this post.
"Please note: these vouchers, once depleted, are gone forever."
What does that mean? I see that it removes them from the list of items you can receive? I guess they are saying you can't re-download the items in the future like you can with normal games/dlc?
I assumed it was referring to the codes they're providing can only be redeemed X number of times before becoming invalid to new folks trying to get them. Not really bothered to check if I can grab my pre-order skills on a new character, but I would assume I can.