It's always an experience watching Tales AI. Sometimes it's completely awful, and then sometimes it's amazing. I swear the Hearts AI is better at the game than I am.
I really loved the Hearts combat even though I was probably awful at it. All I wanted to do was just keep zipping all over the battlefield.
Want to find me on a gaming service? I'm SwashbucklerXX everywhere.
It's always an experience watching Tales AI. Sometimes it's completely awful, and then sometimes it's amazing. I swear the Hearts AI is better at the game than I am.
I really loved the Hearts combat even though I was probably awful at it. All I wanted to do was just keep zipping all over the battlefield.
It feels really good to start smacking a boss all over the place.
Being one of the few that actually looked the Zestiria combat system, this definitely feels like a sad step back. It's like I'm playing star ocean game with how simple it feels.
Aside from that it seems to run beautifully well considering some of bamcos previous horrible attempts at PC gaming so that's nice.
Probably pick this up day one. Mostly go support more Tales as I'll probably be busy with other stuff for a while.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I'm going to have to agree that the combat in ToB so far is very mashy. Velvet especially... Soul Break, spam out a huge combo chain, break, and break soul again with full HP and full SG because you had to have gotten a new soul during that -30% SG cost chain...
And the biggest thing I reckon about making the combat more fun during the demo? Changing the default arte mapping because the one they gave you by default sucks ass.
It's always an experience watching Tales AI. Sometimes it's completely awful, and then sometimes it's amazing. I swear the Hearts AI is better at the game than I am.
I really loved the Hearts combat even though I was probably awful at it. All I wanted to do was just keep zipping all over the battlefield.
I'm still salty how often they took Kohaku out of your party because I adored playing as her. A bit odd though as I could never really get into Milla or Judith and they have the same sort of "live enemy goes up, dead enemy comes down" kind of style.
It's always an experience watching Tales AI. Sometimes it's completely awful, and then sometimes it's amazing. I swear the Hearts AI is better at the game than I am.
I really loved the Hearts combat even though I was probably awful at it. All I wanted to do was just keep zipping all over the battlefield.
I'm still salty how often they took Kohaku out of your party because I adored playing as her. A bit odd though as I could never really get into Milla or Judith and they have the same sort of "live enemy goes up, dead enemy comes down" kind of style.
I'm going to have to agree that the combat in ToB so far is very mashy. Velvet especially... Soul Break, spam out a huge combo chain, break, and break soul again with full HP and full SG because you had to have gotten a new soul during that -30% SG cost chain...
And the biggest thing I reckon about making the combat more fun during the demo? Changing the default arte mapping because the one they gave you by default sucks ass.
The general consensus from people who have played the full version is that it's less mash-y when you play the real game because they teach you the mechanics one at a time and once you understand them all there's enough depth there where you get more benefits from using them correctly than just mashing.
I'm going to have to agree that the combat in ToB so far is very mashy. Velvet especially... Soul Break, spam out a huge combo chain, break, and break soul again with full HP and full SG because you had to have gotten a new soul during that -30% SG cost chain...
And the biggest thing I reckon about making the combat more fun during the demo? Changing the default arte mapping because the one they gave you by default sucks ass.
The general consensus from people who have played the full version is that it's less mash-y when you play the real game because they teach you the mechanics one at a time and once you understand them all there's enough depth there where you get more benefits from using them correctly than just mashing.
That's kind of every tales game though. But if you can just mash through it there isn't much incentive to engage.
Things like the fields in Abyss can be completely ignored. While mashing in Zestiria meant you were out of TP more often than not and couldn't really do anything. Though even just a rudimentary nod to the system made it easy enough to regain to keep spamming water arrows.
Course in Hearts R the whole smashing and chasing thing could technically be ignored as well but it was fun and easy enough that you just kind of wanted to do it anyway.
So it kind of comes down to if the game of challenging enough to require it (going to guess not) or if the mechanics are easy/integrated enough to make people engage for the sake of it. (Who knows. Bamco makes weird decisions)
I don't actually mind mashing, really. That's pretty much all Symphonia and Vesperia had going for them and they were still good fun. (Ignoring Sheena because I never really knew anyone who played her except to abuse very specific strats for that sword dancer boss)
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Kai_SanCommonly known as Klineshrike!Registered Userregular
Actually most tales games around the Abyss era took TONS of strategy on the hard difficulty before you are able to absolutely overload yourself with items. The first 4 or 5 bosses in Abyss on hard difficulty are legit challenges that are BEYOND unmashable. Hell, I have never not played tales on hard and I actually had to do the first real boss in Abyss on normal the first time because I spent 2 days dying to it (then kept a separate save file, casually went to show a friend and beat it first try). I have since been able to do it fairly consistently because I learned a solid strat. Vesperia on hard was incredible for the first third.
Most of the time doing damage can be devolved into spam. But it's not a fighting game and most of the time never intended to be. A few of them had some serious input skill (I can bring up Rebirth again because seriously its the best fighting engine they ever made) but most you pretty much hit attack 3-4 times and a skill or two. The strat came with great positioning, good lockdowns and good reaction to deal with things coming after they escape lockdown etc...
Which eventually all goes out the window when you can always have 16 life bottles and full hp heals because you pretty much never suffer for your mistakes.
You couldn't ignore the fields in Abyss in those early hard difficulty fights, for the record, if you wanted to finish some of those fights. They could be a legit resources management deal and wasted damage would mean you run dry and die.
I really loved FoF in Abyss. I liked the fact that characters' actions combo'd into stronger moves for other characters. It also added a positioning tactical element to the battles.
And then, later game, Luke could due FoF combos by himself as well when you felt truly powerful.
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Aye the difficulty you pick matters a lot in tales games.
The harder difficulties add stuff like base xp being lowered with bonus xp being higher so your performance in every fight matters more to keep your levels from falling behind too far.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
I really loved FoF in Abyss. I liked the fact that characters' actions combo'd into stronger moves for other characters. It also added a positioning tactical element to the battles.
And then, later game, Luke could due FoF combos by himself as well when you felt truly powerful.
Well in later game you were basically doing the super attacks every battle, so it did kind of invalidate a lot of that.
But the thing you could add to skills to make them FoF upgrade on low level fields was considered super powerful for a reason.
I am fairly convinced in most Tales games, they balance it for the hard difficulty and then just dumb a lot of things down for normal.
Actually most tales games around the Abyss era took TONS of strategy on the hard difficulty before you are able to absolutely overload yourself with items. The first 4 or 5 bosses in Abyss on hard difficulty are legit challenges that are BEYOND unmashable. Hell, I have never not played tales on hard and I actually had to do the first real boss in Abyss on normal the first time because I spent 2 days dying to it (then kept a separate save file, casually went to show a friend and beat it first try). I have since been able to do it fairly consistently because I learned a solid strat. Vesperia on hard was incredible for the first third.
Most of the time doing damage can be devolved into spam. But it's not a fighting game and most of the time never intended to be. A few of them had some serious input skill (I can bring up Rebirth again because seriously its the best fighting engine they ever made) but most you pretty much hit attack 3-4 times and a skill or two. The strat came with great positioning, good lockdowns and good reaction to deal with things coming after they escape lockdown etc...
Which eventually all goes out the window when you can always have 16 life bottles and full hp heals because you pretty much never suffer for your mistakes.
You couldn't ignore the fields in Abyss in those early hard difficulty fights, for the record, if you wanted to finish some of those fights. They could be a legit resources management deal and wasted damage would mean you run dry and die.
Yet here I finished the first boss by simply hitting it then walking away repeatedly doing like 2 damage a hit til it died five minutes later. Not really what I consider a challenge. Mostly just a slog, and your options for doing anything weren't great early on. Abyss is even my favorite Tales and I wouldn't call it fun at all until about 4 hours in. Then I'd switch off to hard when you can at least have options.
Different experiences or expectations I suppose!
I'm trying to think of a Tales game that was actually challenging. Most of them just got boring. There wasn't any kind of DPS checks or such so you could always just hit then hop/run/block away and such. I guess if you never used movement it might be hard. But really most of them just plopped tons of stats on things that simply made fights take too long.
If nothing else at least xillia 2 had the good graces to have a lot of things just instantly kill you for not using your gauge/evading well enough. Though that led into a lot of fights being super damage spongy without abusing your transformation, too.
Hearts R might have done it the best with the guard breaking and such.
Though I'll always have a soft spot for manual input Destiny and being able to co-op infinite juggle things between characters for fun.
... Man Luke had the most awkward basic combo animation ever, thinking back on it.
I don't quite get what you mean. The games aren't hard as long as you just never get hit? You could literally say the same thing about some of the most difficult games ever made if you're just going to say remove the whole "getting hit" part from the difficulty equation.
Luke did feel and control like a tank to me. I switched to Guy as soon as he was available and only actually played Luke when the game forced me to. Made Abyss much more enjoyable to me.
It always depends on the difficulty level you are playing on. For games like Xillia 1 and 2, the bosses can be very damage spongy on higher difficulties if you ignore the elemental weakness/break system. If you use those systems and are very good at dodging you can pretty much go through the game with a level 1 character and not suffer too horribly. The advantage of the transformation is that it could pretty much break things on it's own without having to do a complicated combo or taking advantage of a setup from another party member. Volt is a great example of this.
The game I ran up the hardest against raw stat requirements for fights was Zestiria on higher difficulties. Zestiria was a bit weird though in that the AI didn't get much smarter, it just raised the level of the enemies (and their stats) instead. It also wasn't prepared for spell spam at all, which was a bit of a throwback to some of the earlier games like ToE (ToD2).
The hardest fights in Graces, Vesperia, Xillia tended to be multi-enemy boss fights where the level of chaos and number of things to keep track of is larger. Fights can also end up being quite a bit different depending on which character you use and their playstyle. You can argue that on xillia 2 Ludger made all the fights boring and easy, but most other characters had to approach the fights with a lot more respect and strategy on higher difficulties. Playing as Jude or Milla or Gauis all give quite different play experiences and tactics (also depending on link partners). Playing as Repede or Yuri or Rita or Karol all have quite different playstyles and approaches to combat.
Actually most tales games around the Abyss era took TONS of strategy on the hard difficulty before you are able to absolutely overload yourself with items. The first 4 or 5 bosses in Abyss on hard difficulty are legit challenges that are BEYOND unmashable. Hell, I have never not played tales on hard and I actually had to do the first real boss in Abyss on normal the first time because I spent 2 days dying to it (then kept a separate save file, casually went to show a friend and beat it first try). I have since been able to do it fairly consistently because I learned a solid strat. Vesperia on hard was incredible for the first third.
Most of the time doing damage can be devolved into spam. But it's not a fighting game and most of the time never intended to be. A few of them had some serious input skill (I can bring up Rebirth again because seriously its the best fighting engine they ever made) but most you pretty much hit attack 3-4 times and a skill or two. The strat came with great positioning, good lockdowns and good reaction to deal with things coming after they escape lockdown etc...
Which eventually all goes out the window when you can always have 16 life bottles and full hp heals because you pretty much never suffer for your mistakes.
You couldn't ignore the fields in Abyss in those early hard difficulty fights, for the record, if you wanted to finish some of those fights. They could be a legit resources management deal and wasted damage would mean you run dry and die.
Yet here I finished the first boss by simply hitting it then walking away repeatedly doing like 2 damage a hit til it died five minutes later. Not really what I consider a challenge. Mostly just a slog, and your options for doing anything weren't great early on. Abyss is even my favorite Tales and I wouldn't call it fun at all until about 4 hours in. Then I'd switch off to hard when you can at least have options.
On hard? Dunno how that was possible. The first boss in my mind was Arietta and she was such an interesting fight because she had 2 minions to deal with while herself being a caster. There is way too much going on in that fight to be done like that. Maybe I am forgetting something else as a first boss, but she was the first fight I remember considering a "boss" so that always stuck out to me. I also had trouble with and thus, a good time fighting the spider in the sewer.
There might not be like, DPS checks, but if there is anything like a caster you need to get in on them and get enough hits to break through their anti stagger or you are done. Sure you can prolong the fight for a good amount of time / avoid damage but you need to get in there eventually. It is not easy to avoid ALL damage AND hit something. If you are avoiding all the damage then you are quite skilled and thus proving the point.
The biggest issue with Tales games early is when you cannot switch characters mid battle. The real strategy of those tales games came from switching people constantly both to circumvent bad AI, but to set some things up as well (which is also dealing with bad AI I suppose).
What you describe does sound more like how I felt the "extra" difficulties in that game worked. They were pretty much a horrible thing for NG+ that made the enemy stats higher basically and thus most fights you did like no damage and they took forever unless you took the bonuses to NG+ to level absurdly fast and thus trivialize the stat increases, and thus be playing the same as normal difficulty.
Also I feelt that the one game that had some raw challenge overall was Rebirth. But since no one ever played that -_-
I thought Symphonia did it well because you could actually play and beat Mania mode without XP multipliers. Abyss was the first one I remembered where, after the first couple of hours, you really just did zero damage to bosses unless you power levelled with NG+ grade bonuses.
And IGN just called Berseria the best Tales game of all time. But that seemed to be mostly story related.
Spent a couple hours trying to find anything else worth playing and couldn't, so I think I'll probably end up springing for that last-minute preorder anyway. Even if I don't love the game, it's a tiny bit of a nudge toward maybe porting some other 3D Tales games to PC, right?
Although gonna play through KH2.8 tonight. So Tales will have to wait to tomorrow!
It has TP. It's called something else, but it's TP.
No it's definitely not TP at all.
To expand, the souls things you get for continuing to do combos and play the game well.
TP you restore by stopping actually using mechanics and mashing regular attack in a random encounter until you are topped up.
It's like saying mana and energy in in WoW or LoL are the same just with different names.
It still has a resource but it is not TP at all.
But "continuing to do combos and play the game well" = mashing regular attacks. This isn't the first Tales game with a more limited combo gauge, either.
Although gonna play through KH2.8 tonight. So Tales will have to wait to tomorrow!
It has TP. It's called something else, but it's TP.
No it's definitely not TP at all.
To expand, the souls things you get for continuing to do combos and play the game well.
TP you restore by stopping actually using mechanics and mashing regular attack in a random encounter until you are topped up.
It's like saying mana and energy in in WoW or LoL are the same just with different names.
It still has a resource but it is not TP at all.
But "continuing to do combos and play the game well" = mashing regular attacks. This isn't the first Tales game with a more limited combo gauge, either.
Aren't basic attacks completely gone?
All four face buttons lead to different arte chains correct?
And I never said it was. Just the first one that both appeals to me and isn't complete butts(Zestiria)
All the buttons you'd mash to do basic attacks just get you fancier basic attacks now. There are still artes, too.
Aye but you build and use that all per battle. Yes? I mean there's a reason there are people that want TP back... because it plays differently.
My issues with TP are resolved by this system. It's not building and using a resource I'm talking about.
The consensus everywhere is that these new systems (not just this game) play different than the old TP systems. Many people have said this one is a much better take on these new systems. I'm not sure why just now after months of people talking about the new system this is first I've ever seen anyone try and say it's the same as TP.
Edit: read more to confirm and yea... it's not at all the same. It's about management per fight rather than an ongoing pool. That's the whole thing I'm talking about.
Oh, it's definitely different from TP--in many ways, it's actually more restrictive. It's a boon for casters, sure, but it's easy to get gauge blocked in Berseria, especially if you're not on top of things, and end up with very limited options.
Not disputing the differences at all, only the idea that the gauge somehow eliminates, or even cuts down on, mashing basic attacks in combat. It really doesn't (except for casters, obviously).
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I really loved the Hearts combat even though I was probably awful at it. All I wanted to do was just keep zipping all over the battlefield.
It feels really good to start smacking a boss all over the place.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Didn't delve too deep though as it seems like I would need to play around with.the combat more to get used to it.
Aside from that it seems to run beautifully well considering some of bamcos previous horrible attempts at PC gaming so that's nice.
Probably pick this up day one. Mostly go support more Tales as I'll probably be busy with other stuff for a while.
Fixed that garbage ToZ camera.
Better gear system.
IMO better character design.
I'm in.
And the biggest thing I reckon about making the combat more fun during the demo? Changing the default arte mapping because the one they gave you by default sucks ass.
I'm still salty how often they took Kohaku out of your party because I adored playing as her. A bit odd though as I could never really get into Milla or Judith and they have the same sort of "live enemy goes up, dead enemy comes down" kind of style.
3DS: 1607-3034-6970
Milla didn't juggle nearly as much as Judith.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The general consensus from people who have played the full version is that it's less mash-y when you play the real game because they teach you the mechanics one at a time and once you understand them all there's enough depth there where you get more benefits from using them correctly than just mashing.
That's kind of every tales game though. But if you can just mash through it there isn't much incentive to engage.
Things like the fields in Abyss can be completely ignored. While mashing in Zestiria meant you were out of TP more often than not and couldn't really do anything. Though even just a rudimentary nod to the system made it easy enough to regain to keep spamming water arrows.
Course in Hearts R the whole smashing and chasing thing could technically be ignored as well but it was fun and easy enough that you just kind of wanted to do it anyway.
So it kind of comes down to if the game of challenging enough to require it (going to guess not) or if the mechanics are easy/integrated enough to make people engage for the sake of it. (Who knows. Bamco makes weird decisions)
I don't actually mind mashing, really. That's pretty much all Symphonia and Vesperia had going for them and they were still good fun. (Ignoring Sheena because I never really knew anyone who played her except to abuse very specific strats for that sword dancer boss)
Most of the time doing damage can be devolved into spam. But it's not a fighting game and most of the time never intended to be. A few of them had some serious input skill (I can bring up Rebirth again because seriously its the best fighting engine they ever made) but most you pretty much hit attack 3-4 times and a skill or two. The strat came with great positioning, good lockdowns and good reaction to deal with things coming after they escape lockdown etc...
Which eventually all goes out the window when you can always have 16 life bottles and full hp heals because you pretty much never suffer for your mistakes.
You couldn't ignore the fields in Abyss in those early hard difficulty fights, for the record, if you wanted to finish some of those fights. They could be a legit resources management deal and wasted damage would mean you run dry and die.
And then, later game, Luke could due FoF combos by himself as well when you felt truly powerful.
// Switch: SW-5306-0651-6424 //
The harder difficulties add stuff like base xp being lowered with bonus xp being higher so your performance in every fight matters more to keep your levels from falling behind too far.
Well in later game you were basically doing the super attacks every battle, so it did kind of invalidate a lot of that.
But the thing you could add to skills to make them FoF upgrade on low level fields was considered super powerful for a reason.
I am fairly convinced in most Tales games, they balance it for the hard difficulty and then just dumb a lot of things down for normal.
We haven't had a summoner character in a Tales game in awhile have we?
I miss that!
How many are there even though?
Also, it's such bullshit how Sheena's summons basically couldn't be used in battle because of the overlimit requirement.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Eternia had 10 and Symphonia had 14.
From there they starting dwindling for some reason or another.
I'd love to see some of them come back in more modern graphics and updated designs.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Ohhh haha.
Whoops. That I'm not sure of!
All I know is there hasn't been one in the last few games.
Yet here I finished the first boss by simply hitting it then walking away repeatedly doing like 2 damage a hit til it died five minutes later. Not really what I consider a challenge. Mostly just a slog, and your options for doing anything weren't great early on. Abyss is even my favorite Tales and I wouldn't call it fun at all until about 4 hours in. Then I'd switch off to hard when you can at least have options.
Different experiences or expectations I suppose!
I'm trying to think of a Tales game that was actually challenging. Most of them just got boring. There wasn't any kind of DPS checks or such so you could always just hit then hop/run/block away and such. I guess if you never used movement it might be hard. But really most of them just plopped tons of stats on things that simply made fights take too long.
If nothing else at least xillia 2 had the good graces to have a lot of things just instantly kill you for not using your gauge/evading well enough. Though that led into a lot of fights being super damage spongy without abusing your transformation, too.
Hearts R might have done it the best with the guard breaking and such.
Though I'll always have a soft spot for manual input Destiny and being able to co-op infinite juggle things between characters for fun.
... Man Luke had the most awkward basic combo animation ever, thinking back on it.
Luke did feel and control like a tank to me. I switched to Guy as soon as he was available and only actually played Luke when the game forced me to. Made Abyss much more enjoyable to me.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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It always depends on the difficulty level you are playing on. For games like Xillia 1 and 2, the bosses can be very damage spongy on higher difficulties if you ignore the elemental weakness/break system. If you use those systems and are very good at dodging you can pretty much go through the game with a level 1 character and not suffer too horribly. The advantage of the transformation is that it could pretty much break things on it's own without having to do a complicated combo or taking advantage of a setup from another party member. Volt is a great example of this.
The game I ran up the hardest against raw stat requirements for fights was Zestiria on higher difficulties. Zestiria was a bit weird though in that the AI didn't get much smarter, it just raised the level of the enemies (and their stats) instead. It also wasn't prepared for spell spam at all, which was a bit of a throwback to some of the earlier games like ToE (ToD2).
The hardest fights in Graces, Vesperia, Xillia tended to be multi-enemy boss fights where the level of chaos and number of things to keep track of is larger. Fights can also end up being quite a bit different depending on which character you use and their playstyle. You can argue that on xillia 2 Ludger made all the fights boring and easy, but most other characters had to approach the fights with a lot more respect and strategy on higher difficulties. Playing as Jude or Milla or Gauis all give quite different play experiences and tactics (also depending on link partners). Playing as Repede or Yuri or Rita or Karol all have quite different playstyles and approaches to combat.
The blonde fist guy in the demo
3DS: 1607-3034-6970
On hard? Dunno how that was possible. The first boss in my mind was Arietta and she was such an interesting fight because she had 2 minions to deal with while herself being a caster. There is way too much going on in that fight to be done like that. Maybe I am forgetting something else as a first boss, but she was the first fight I remember considering a "boss" so that always stuck out to me. I also had trouble with and thus, a good time fighting the spider in the sewer.
There might not be like, DPS checks, but if there is anything like a caster you need to get in on them and get enough hits to break through their anti stagger or you are done. Sure you can prolong the fight for a good amount of time / avoid damage but you need to get in there eventually. It is not easy to avoid ALL damage AND hit something. If you are avoiding all the damage then you are quite skilled and thus proving the point.
The biggest issue with Tales games early is when you cannot switch characters mid battle. The real strategy of those tales games came from switching people constantly both to circumvent bad AI, but to set some things up as well (which is also dealing with bad AI I suppose).
What you describe does sound more like how I felt the "extra" difficulties in that game worked. They were pretty much a horrible thing for NG+ that made the enemy stats higher basically and thus most fights you did like no damage and they took forever unless you took the bonuses to NG+ to level absurdly fast and thus trivialize the stat increases, and thus be playing the same as normal difficulty.
Also I feelt that the one game that had some raw challenge overall was Rebirth. But since no one ever played that -_-
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Spent a couple hours trying to find anything else worth playing and couldn't, so I think I'll probably end up springing for that last-minute preorder anyway. Even if I don't love the game, it's a tiny bit of a nudge toward maybe porting some other 3D Tales games to PC, right?
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
yusssssss.
Although gonna play through KH2.8 tonight. So Tales will have to wait to tomorrow!
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
It has TP. It's called something else, but it's TP.
Because yeeeeeesh.
No it's definitely not TP at all.
To expand, the souls things you get for continuing to do combos and play the game well.
TP you restore by stopping actually using mechanics and mashing regular attack in a random encounter until you are topped up.
It's like saying mana and energy in in WoW or LoL are the same just with different names.
It still has a resource but it is not TP at all.
Speaking of, are any of the DLC outfits up currently?
I really want the one haircut for Eizen that comes with the swimwear and I don't want them to release it after I have the game beaten.
But "continuing to do combos and play the game well" = mashing regular attacks. This isn't the first Tales game with a more limited combo gauge, either.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Aren't basic attacks completely gone?
All four face buttons lead to different arte chains correct?
And I never said it was. Just the first one that both appeals to me and isn't complete butts(Zestiria)
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Aye but you build and use that all per battle. Yes? I mean there's a reason there are people that want TP back... because it plays differently.
My issues with TP are resolved by this system. It's not building and using a resource I'm talking about.
The consensus everywhere is that these new systems (not just this game) play different than the old TP systems. Many people have said this one is a much better take on these new systems. I'm not sure why just now after months of people talking about the new system this is first I've ever seen anyone try and say it's the same as TP.
Edit: read more to confirm and yea... it's not at all the same. It's about management per fight rather than an ongoing pool. That's the whole thing I'm talking about.
Not disputing the differences at all, only the idea that the gauge somehow eliminates, or even cuts down on, mashing basic attacks in combat. It really doesn't (except for casters, obviously).
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream