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jackelbeaver

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jackelbeaver

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Right, the star-ranking system. Another mechanic the game just drops on you and doesn't properly explain. Otherwise, I get what you are saying, but where I start to push back is player "motivation." You can certainly play Final Fantasy XIII at a faster pace, but the game does not provide incentives for you to do so. Sure, I could air-juggle monsters into oblivion, but I could also just slop through every battle with one commando and three medics. When the game does not make sloppy play nonviable, it does not encourage you to play it the "right way."

That just means they needed to do another pass on the communication with the player. You do get incentivized when you realize you can 2 cycle bosses. The mechanics used properly (Which again, they unfortunately don't fully teach until a DLC in the second game) make it feel like a completely different experience to the clumsy first time through. You get ranking and stars after each battle, which effect your rewards as well. Like with Sonic, speed is it's own reward.

It's sort of like the Style Ranking in Devil May Cry games. They (usually) don't effect gameplay in any way, but you get better rewards out of it and the game gives you better rankings. It also just feels good to be able to be in sync with the battle system and just obliterating challenging enemies in a few turns.

The hidden mechanics that made a difference for me:
1) Paradigm Refresh!!

Every 13th second if you switch paradigms your ATB bar is jammed up to full, so if you just finished an attack and then switch you instantly get another attack. It is so strong that it basically doubles your output. Part of the strategy to maximizing this is putting one or two doubles on your paradigm deck so you can keep pushing Ravager stagger building out or Commando damage. Also keep in mind that your meter normally fills while you're doing a Paradigm Shift, so using the first (full length per battle) shift after using your first bar is recommended. You basically want to shift as often as "breathing" and you'll be able to press an advantage.

2) Stagger Combo!

Once you get a monster into a stagger, you need to keep building up the number before the bar drains to multiply your damage as high as 10x for 999.0 Stagger Combo. You can no longer maintain stagger, instead you want to use abilities which build Combo fast. This is where Eidolons really come in handy. They're very good at getting Combo maxed out and then you have to make sure to use the Vehicle Mode with enough bar left to get a full 10x damage bonus off of it.

3) Buffs & Debuffs Matter. ALOT.

You also want to make sure to have buffs and debuffs on, as they actually are incredibly powerful, unlike most jrpgs, and you can use them on bosses, again unlike most jrpgs. You also want to figure out how stuff like Army of One actually works. You can do damage with it but it's really useful for capitalizing on a stagger state, though each character's special attack has it's own use. Army of One is good in the Staggered phase, and if you switch to Commando as it's starting you can add the Commando Damage Buff to all it's attacks. Quake can also help alot.

4) Auto-Attack is a tool and Attack should primarily be used to set up a Repeat command.

Basically Auto-Attack is good for throwing out something generic quickly since there is no wait command. This is good on your first turn or when you have a full meter and haven't figured out a good rhythm for the enemy type yet. You really only have about 5 or so attacks with elemental differences between the main ones, and then your special move, but you're not really going to be playing this like a normal FF game, your magic is there to make an enemy weak to normal attacks. Additionally, Libra abilities will make your Auto-Attack AND your allies pick better moves based on actual enemy weaknesses and vulnerabilities. It's one tool in your set, and it's every bit as important as the Attack/Repeat, Techniques, and Items menu items. Think of it like Dante's pistols. It's something good to throw out quick, but you don't want to rely on it or you won't really see much gains in Stagger or Combo building.

5) You really don't need to fight every monster.

The hallway is criticized for being a linear design in a JRPG but it has some more to it. You have level caps per chapter and bosses give you a ton of EXP, so why fight every enemy? When you know what you're doing (reasons 1-4 here) you can beat any boss by just weapon upgrades, accessory upgrades, and good tactics alone (It's a good idea to check a guide on the most efficient way to build weapons so you don't waste your materials and multipliers while building your gear up). Other than when they're guarding a chest, you can usually just sneak by using the radar or a shroud (These are hard to come by but are useful). I have alot of fun with the dodges in the first 10 chapters of the game because there's alot of nuance to pulling them off. It keeps the pace up when you're only fighting necessary battles or enemies that you've got the jump on intentionally, rather than doing the normal RPG thing of clearing out a floor before moving on.

The game's incredibly fast paced and has alot of depth to it that come from smart play and fast reactions and planning. It has a ton of depth and while they don't really tell you that stuff properly (at least until a later game) the existence of this stuff is why there are people like me who absolutely love the combat. It's there and when you read up on it you can get a ton out of this game. It's a style of combat that exists nowhere else and it's a shame because I'd love to see more games build off of this combat engine.

I joke that it's the DMC of turn based JRPG's but really it's not TOO dissimilar. (Think about watching Brad struggle through DMC1 and then Pat from 2BF blitz through it with high rankings effortlessly.) This game actually has a level of mastery that really turns it into a full on better experience and it's a shame they don't do enough to force players to learn what they're doing wrong. There's so much there and it took me 7 years to give the game another shot, but I'm glad I did and I'm glad I learned what I was doing when I did. It is probably the most fun I've had in a JRPG and sadly it's a type of twitch reaction fun I can't really replicate in menu based JRPG's outside of this specific sub-series.

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jackelbeaver

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@icemo: My first time I was stuck on that boss for a while. I blitz the boss now, but my first time it took me a while to figure that boss out.

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jackelbeaver

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@icemo: Gaping Dragon is my favorite boss next to O&S. That boss turned that game around for me.

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#4  Edited By jackelbeaver

It's no wonder why Dan stopped playing and doesn't look like he's ever going back to it. He skipped 2 of the best bosses just because he was lazy by summoning two players while he stands in a corner and taunts the chat. What's the point of even playing if you don't want to fight the bosses? :(

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Mega Man X4

I really like it. It's a good game.

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jackelbeaver

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#6  Edited By jackelbeaver

So like...is Metal Gear Scanlon 5 gonna be a thing? I feel like I'm really unclear on this...

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I deeply hope we aren't still dealing with this in a year. :(

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#8  Edited By jackelbeaver

The Russian Roulette situation is the only thing that i've seen that was insurmountable. you can die on the first chance. you can save up one lie and confess 3 times safely, but you need to survive longer than 4 turns on that day. i literally died on the FIRST revolver shot the last time i played, 1 out of 7 chance. that is the only part that felt like bullshit. its a dice roll 20 minutes into a chapter that you have no control over. its the one part of the game i've seen most people agree was unfair.

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I thought russian roulette was going to be "I'm going to put a gun to one guy's head while the other takes a beating." The chance values are too skewed. I just got shot on the first of 7. theres no way to know what you're going to get and you can only prepare one lie. You can only confess so many times before you get a game over. i get that the segment is meant to force you to confess, but you dont even have enough for that, so your'e still forced to gamble, since provoke, beg, and think dont get you any delay. theres no mechanic to that situation like the other bits of the game. The hostage situation is legit fun now that i know how to keep them under control. the torture came too early in the game. it should have been 3rd or 4th, since i want to see what the other, probably more fun, scenarios are.

it does alot to stimulate the mind on how to turn dialogue based scenarios into actual gameplay loops like combat would be, and there are lessons here for other games, but the roulette needs a patch. it should come up more often, but it should end after one confession. the entire point is "You're pressing your luck" not "You're rolling the dice".

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#10  Edited By jackelbeaver

I was gonna make this post in another thread until i saw this thread.

I said it on twitter, but i propose we make July 3rd National Ryan Davis day. The most important day of the month. On this day of days, remember to be awesome to all people. Live as Ryan did and be like Ryan in all ways.

What an awesome guy. Live forever in our hearts, duder.