That has nothing to do with some moves just being dumb in terms of tracking, active frames and hit boxes. Dodging as it is just isn't intuitive and the proper timing doesn't matter when an attack has amazing tracking along with poor hit boxes or weird active frames (fuck you Jenova). Not to mention the lack of telegraphs means that boss battles are a matter of trial and error which ultimately is more frustrating than rewarding when it comes to learning a bosses moveset.
Parrying is the most consistent experience you get out of your dodges and punishes you the least on not being perfect at it. Parrying allows you to be more active and reactionary when it comes to combat and doesn't fling your ass around for a misstep.
I know how and when to dodge, but parrying is 100% better and shouldn't take up a materia slot. I hope the next game also at least has a basic gambit system.
I personally don't want a gambit system. I enjoy swapping to characters during fights and it keeps it more interesting then if I had to sit on one because I set my allies to autopilot. If you mean along the lines of the auto-cure materia where its x times of an action per fight, I could deal with that. I also don't get the dodge thing, obviously SE does not envision the players dodging everything they can if they're skilled enough. They wanted certain moves to not be able to be dodged and maybe mitigated through other means. The moves that are able to be dodged you can do them just fine. Seems like a design choice in my opinion.
I have dodged a lot of things in the game, just last play I had dodged Shiva's whiteout and something else I can't remember. Some of you are so heavily scrutinizing something that doesn't need to be, if it was fun then it doesn't have to be perfect. I'm still waiting to see the example of the perfect battle system that exists in a game from these handful that are knocking the game for its battle system. If one doesn't exist you can't hold that over their heads when you don't hold your favorite games to that standard. I honestly had the most fun with it compared to most recent FF games and even most recent RPGs.
I just wish I could control more about the auto materias. Near the end of the game I would rather get an auto-Cura, or (I forget the name of the materia) upgraded auto-Spell on leader attack
Autocure doing nothing except saving you some controller inputs is stupid. Either cost no mp or no atb, but wasting a precious materia slot just so I don't have to manually select cure is pretty dumb. Same for synergy materia.
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Yeah, I imagine you hated the original game because there wasn't a gambit system or practically any recent RPG. They aren't there for a reason, its mostly smaller versions of it. It's incredible how some people here like to force their opinions like they are facts and everyone wants it. You're allowed to write your opinion without demeaning other people for not liking it. It isn't autistic to feel its fun controlling each character, like the original game. I could also not equip any materia and bash my head against the game to simulate difficulty, it isn't the same.
You're acting like a gambit system is a standard in an RPG, much less a FF game.
It is for action RPGs.
Which this is trying to be.
I'd disagree that this is more action than turn based. Combat in this game is a lot slower than a lot of yall are making it out to be. This ain't devil may cry.
Maybe yall wouldn't whiff so many abilities if you stopped mashing buttons
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From what I've seen, nothing has replicated FF12's gambit system. There are games that have a few general auto settings for party members, but I wouldn't say that is a gambit system. So either we have two different ideas of what that is or its called something else.
These are all our opinions as we all have different ideas of what is fun. The majority of gamers, based on reviews, have enjoyed this battle system. It is an action RPG but it has a lot of turn-based style mechanics which is what the DEVs wanted to please the hardcore fans that wanted turn based (that was a problem when it was announced as an action RPG)
If it added something similar to the auto-cure materia, that strategically takes slots of materia or is a drawback in some form, I'd be for it. I certainly wouldn't like my party members to be automated like FF12, to me that was a bad game design choice or maybe an unintended one. I don't play much action-RPGs because they tend to be hack n slash, I think the last one I played was KH3 and I didn't like it for other reasons but you arent given the option to control the characters in there directly so it isn't the same.
The only system that I'd actually put it over is something like xenoblade 2, which is another case where the system works exactly as intended but it deserves the flack it gets.
EDIT: Actually xenoblade 2 probably isn't all that far away from how much enjoyment I've gotten out of FF7 remake's combat system; it's pretty fun half the time and is a slog the rest especially without a full team.
Did you know you can criticise a game for faults and still like the game? Shocking I know.
No shit it isn't Devil May Cry, that has an excellently designed combat system.
The pace of combat in FF7:R is dictated by your skill at the game and knowledge of the enemy, it's anywhere between turn based (aka idk what the hell is going on) to reactionary and fully active.
This is a decent attempt at something fresh but has a lot of stupid things that definitely need to be ironed out in the next game and the battle system isn't anywhere close to perfect but I hope they try to improve it instead of scrapping it for something new.
X-2 is as close to a perfect combat system for a FF IMHO as you can get. If they somehow managed to fuse X-2 and XII...watch out.
I never implied criticizing certain aspects of a game means you don’t like it. We are all nerds here debating a games battle mechanics. I just made an observation that like usual, some of you (especially Elcura) like to word your posts in a way that are authoritative and try to come across as fact when it’s just another nerds opinion on what he think works best. Next we have name calling, cmon now.
X-2 was an ok system but I didn’t like how easily you get killed for trying to select something that isn’t attack. They gave like no breathing room.
Reactionary and fully active just leads to people coming back to BG to complain that they missed with their missable ability lol. There are things that can be improved, sure, but a lot of these complaints are "I just don't like this system" which is perfectly fine, and "i shouldn't be missing with this ability" which is just your opinion tbh lol.
I got annoyed when I missed my limit break cause the boss went into a mode transformation as soon as I started the animation. I did not get annoyed when I missed my 3rd Braver in a row cause I got impatient and just wanted this fight against helicopter dude to be over cause I forgot to equip offense magic on cloud while climbing the plate support pillar.
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OK.
I don't think it's surprising that people who played FF have an expectation of a limit break always hitting/doing damage. Of anything to have some expectations of in this game LBs and summons are definitely at the top. Do a limit, big damage, do a summon, big damage. You definitely don't think missing is an option until it happens to you.
The problem is after having your expectations betrayed trying to force the game to work your way which is obviously stupid since it won't happen that way, but complaining about the rest seems entirely reasonable to me.