actually, i find the combat dynamics on hard and nightmare to be more in-line with mmo-type raids and boss fights, requiring a good amount of time, genuine micro-tactics (i.e. a proper aggro-holding tank, healing, dps, etc) ... or just the 'benny-hill' round-around kiting.
it has it moments.
A few thoughts on combat so far.
Débuté par
murgotroid
, mars 10 2011 12:04
#26
Posté 16 mars 2011 - 12:18
#27
Posté 16 mars 2011 - 01:52
I like the idea behind it, but I have two very serious problems with the combat. First, boss fights are way too long, at least on nightmare. Fighting the same thing for 10-15 minutes isn't fun. Second, mmo-style fights bring the expectation of intelligent positioning and control, something this game lacks. On hold, sometimes party members follow orders. Sometimes. When loosed, anything goes--I've had mages set to passive run straight into a crowd of enemies at the start of a fight. That sort of thing infuriates me because it shouldn't happen and because FF is so much more punishing than anything else in the game.





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