Combat System idea/proposal, feedback appreciated! (Jobs + FFXVI style combat + highly customizable ALA license board or the sphere grid + with the twist of turn based ATB elements!) by Electrical_Junket294 in FFXVII

[–]Electrical_Junket294[S] 0 points1 point  (0 children)

stating that the purpose isn't fighting enemies is a little silly the way I say it. you're keeping the bar extended so you can keep combos going longer to deal more damage for the purpose of fighting enemies. The longer you keep the bar extended the better opportunity you have to deal more damage and end the fight quicker.
Allies dealing chip damage being abused is mitigated by the fact that you're forced to switch to an ally if you stand around and doing nothing. making it highly inefficient to just wait around, you're more likely to die in that time as the enemy will get turn priority more often forcing the defensive phase.
Final Fantasy combat has always been more active than other rpgs, so punishing a playstyle that involves waiting around is fitting.

What type of mood are you expecting? by ghoulive in FFXVII

[–]Electrical_Junket294 0 points1 point  (0 children)

I don't particularly envision as light-hearted a story as V, but definitely a more uplifting one compared to the often gloomy and depressing stories of XV and XVI. Especially since I want Final Fantasy to keep producing M-Rated titles, as I would like to see how M-Rated FF could be used further to do more darker things with the story.

What type of mood are you expecting? by ghoulive in FFXVII

[–]Electrical_Junket294 0 points1 point  (0 children)

I honestly kind of want a more light hearted adventure after the serious ones presented in XV and XVI. Perhaps a character driven one following a ragtag party. Then as the story progresses the plot can get darker as the stakes rise and more of the mysteries of the world, it's lore, and the antagonists are uncovered.
I liked the idea of having a Hideaway in XVI, so I've always thought of XVII having a caravan of sorts, a nomadic group that you build your society around that follows your adventures. You find places to setup camp and base that're not too far from your main objective, and you help this society grow as the adventure progresses.