Note: I've just recently made it to the Wall Market so I have yet to complete the game.
I've been binging FFVIIR this week. I've enjoying it a lot thus far: the writing, the cast, the music, etc. My two biggest highlights are the combat and the enemy design. I love playing as all the characters: each character having a different kit and being able to switch on the fly opens up so many possibilities. The enemies all look awesome and have great animations. However, every time combat begins, I have this general feeling of unease that I've been unable to really grasp. Finally, when watching the PatStaresAt stream today, it clicked when he said "This is like a Devil May Cry boss." The combat and enemy design are great in isolation, but they just don't match well.
I love the ATB system especially since it requires you to be thoughtful about your actions and use of items since you are actively expending your available actions to commit to them. The stagger system on enemies is great, because it forces you to not just spam the attack button as enemies will not have take meaningful damage or have real hit stun until they are staggered. However, the problem is how these two systems interplay. I've found myself in situations where I've just spent my ATB actions, and then, I've been wombo-combo'd by an enemy. I've found my best recourse is to just... restart the fight.
Without hit stun, trying to attack the enemies to gain an ATB gauge is a mixed bag. Playing evasively isn't really a winning strategy as dodging provides no invulnerability frames and enemy have really strong tracking. Blocking reduces damage, but without a steadfast block materia, the damage reduction might not be enough. It just feels like I can end up in a corner from which the best solution is to simply restart which seems like bad design.
I feel like the combat system was designed for slower combat with more purposeful decisions were enemies have better tells and longer wind-ups. The enemies feel like they were designed for a more action oriented game where dodging and/or blocking is more effective.
Also, I could just be playing the game wrong and/or just bad at it. I was just wondering if anyone else was having the same reaction as me.
I've been binging FFVIIR this week. I've enjoying it a lot thus far: the writing, the cast, the music, etc. My two biggest highlights are the combat and the enemy design. I love playing as all the characters: each character having a different kit and being able to switch on the fly opens up so many possibilities. The enemies all look awesome and have great animations. However, every time combat begins, I have this general feeling of unease that I've been unable to really grasp. Finally, when watching the PatStaresAt stream today, it clicked when he said "This is like a Devil May Cry boss." The combat and enemy design are great in isolation, but they just don't match well.
I love the ATB system especially since it requires you to be thoughtful about your actions and use of items since you are actively expending your available actions to commit to them. The stagger system on enemies is great, because it forces you to not just spam the attack button as enemies will not have take meaningful damage or have real hit stun until they are staggered. However, the problem is how these two systems interplay. I've found myself in situations where I've just spent my ATB actions, and then, I've been wombo-combo'd by an enemy. I've found my best recourse is to just... restart the fight.
Without hit stun, trying to attack the enemies to gain an ATB gauge is a mixed bag. Playing evasively isn't really a winning strategy as dodging provides no invulnerability frames and enemy have really strong tracking. Blocking reduces damage, but without a steadfast block materia, the damage reduction might not be enough. It just feels like I can end up in a corner from which the best solution is to simply restart which seems like bad design.
I feel like the combat system was designed for slower combat with more purposeful decisions were enemies have better tells and longer wind-ups. The enemies feel like they were designed for a more action oriented game where dodging and/or blocking is more effective.
Also, I could just be playing the game wrong and/or just bad at it. I was just wondering if anyone else was having the same reaction as me.