Jerking left and right isn't enough. He should be torn to shreds in 3 slashes max.
I know that's not how character action games work, and that's why they have very limited appeal, especially these days. As I said before, it looks like the enemies are to be stunted on, not actually fought.
The solution is simple: Make it harder to hit enemies with that fireball. Make them capable of dodging or blocking it, and make them capable of narrowing the window of opportunity to use it by making them credible threats to Clive.
I don't think I need to explain further why that type of thing doesn't appeal to people at face value anymore. The standard has been raised. Screen nukes that aren't even screen nukes don't engage people as much as tactile, lethal and consequential combat does.
None of that reasoning is going to make those encounters fun. People will just roll their eyes at having to spend 2 minutes per heavy zero out their meters and cooldowns.
These are fundamental design choices. Not nitpicks in the slightest.
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Jerking left and right isn't enough. He should be torn to shreds in 3 slashes max.
Again, gameplay > realism
>I know that's not how character action games work, and that's why they have very limited appeal, especially these days
DMCV which came out in 2019 sold over 6 million lol. Not that your argument is relevant anyway, the bottom line is FF16 is meant to have a similar gameplay style and if you don't like it then that's just a you thing.
> As I said before, it looks like the enemies are to be stunted on, not actually
fought.
And you're basing this off Clive fighting some basic weak humanoid soldiers and HEAVY units. Yes, the miniboss shown isn't going to be able to hit fast with that hammer it swings around which makes it seem like you're just stunting on them. Let's reserve this judgement when we see more enemy types than just from an 18 minute snippet.
>The solution is simple: Make it harder to hit enemies with that fireball. Make them capable of dodging or blocking it, and make them capable of narrowing the window of opportunity to use it by making them credible threats to Clive.
I don't see why they should need to, it is not meant to be a high damage move. Should fire in the turn based games instakill every enemy because... realism? It's a video game, it isn't meant to be realistic. Should every small fireball instakill an enemy in a video game now? Really reaching with these nitpicks, come on.
>I don't think I need to explain further why that type of thing doesn't appeal to people at face value anymore. The standard has been raised. Screen nukes that aren't even screen nukes don't engage people as much as tactile, lethal and consequential combat does.
This isn't reflective of what your original complaint about enemies "not reacting to it" which you haven't addressed but whatever I guess. You haven't really explained why FF16's combat isn't "tactile" or "lethal" either but i'll entertain this.
There is plenty of tactics that can be applied with all of the Eikon abilities at your disposal. Each Eikon has a different elemental status effect, you can choose which one is best suited against the particular enemy you are facing for one and swap between them instantaneously depending on the situation. You can also swap between 9 command moves(3 Eikons, 3 command moves for each one) to apply the one which best suits the situation. The combat looks very tactical as a matter of fact.
And I don't get how exactly it isn't "lethal" either. There is now a hard 3-6 potion cap unlike FFXV so you can't spam healing items anymore and there isn't a "hold square to dodge endlessly" system like XV so you can easily get hit. Although from watching the footage it is misleading as the player(who is probably experienced as it is one of the devs) is fighting a hammer wielding grunt with extremely easy telegraphs. Against other enemy types besides fodder humans(which is the only other general type of enemy that we saw in the footage), they are going to be much harder to react to and to generally defeat.
>None of that reasoning is going to make those encounters fun. People will just roll their eyes at having to spend 2 minutes per heavy zero out their meters and cooldowns.
Better than 2 minutes pressing attack over and over.
>These are fundamental design choices. Not nitpicks in the slightest.
Complaining about HEAVY enemies not reacting all the time sounds nitpicky as hell to me.