While most of the changes to the combat system I’d argue make for a much more fast and fun battle experience, a couple of the newer elements are slightly questionable in their execution. Chain Attacks allow you to smash enemies with massive damage. You complete Orders simply by attacking and building a gauge until it reaches 100% or higher - the bigger the better, but once an attack takes you to that magic number, the round will be ended there, so balancing your attacks to get as close to 100% as possible, and then throwing out the biggest move you can to make the number as high as can be is key. a chance to bypass the enemy’s defence, or buff their own stats). This remains the same, except at the start of each round of the Chain Attack, you now select an ‘Order’ from one of the characters, which means that they’ll end the round with one big attack, and be granted a bonus effect for that attack (e.g. Fans of the previous games will know that Chain Attacks have always allowed party members to fire off Arts in succession of each other without being interrupted by the enemy, giving you a perfect opportunity to pull off combos. Chain Attacks are also pretty different in this game.
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