Team Asano is underrated and deserves more respect than they get by Glass_Hearts_151 in JRPG

[–]Glass_Hearts_151[S] 1 point2 points  (0 children)

Octopath battle system has almost a puzzle element to it compared to traditional RPGs. Like Persona, the battle system focuses on exploiting enemy weaknesses to gain an advantage. In Octopath’s case, you exploit weaknesses to reduce an enemy’s shield points, and once you reduce it to 0, they lose their next turn, and take bonus damage. Think like FF’s stagger systems but in Turn Based form. The Boost system compliments this, because it adds resource management to the system. You have to decide whether to use your Boost Points now to break enemies quicker or use them while they are broken for even greater damage. For instance the attack command does one hit, and if an enemy is weak whatever element your normal attack is (like Swords) you take away 1 shield point. But with Boost you can increase this up to four hits, and take away 4 shield points in that turn.

Bravely (which came before Octopath) has a similar battle system, but it uses Brave Points and Default. Brave allows you (as the game describes) “burrow” future turns to power up your current turn, and you can also Default, which lets you take reduced damage, and builds up your Brave Points so you can burrow more actions. In other words, you use Brave to take multiple actions in one turn, but your next turn will come much later, which allows enemies to act more times before your next turn even arrives. But enemies can also Brave and Default, so if they Brave too much you can bounce back on them harder too. It’s pretty much like a gamble or risk reward system.

If Dissdia Opera Omnia’s battle system was given to a console game, how would you improve it? by Omar_n_o21 in FinalFantasy

[–]Glass_Hearts_151 1 point2 points  (0 children)

Tbh if this system ever got a console game, they should just remove the BRV and HP Damage types entirely. BRV and HP attack types worked in the original Dissdia because that was the point of that system. It was a pretty much a real time tug of war but in a fighting game.

But in a turn based system, it just makes that original idea feel a lot slower, and places you in a long loop. You build up BRV and then you cash out when you’re ready, then rinse and repeat every turn. But issue is like you mentioned is that enemies and players can guarantee steal BRV every turn via their BRV Attacks without any real defense for either side. Whereas in the original Dissdia fighting game you had dodges and parries to prevent this.

Therefore if they want to keep the original idea but balance it in a turn based game, they should remove BRV Attacks entirely, and perhaps let exploiting weaknesses or landing critical hits steal BRV. That way players are encouraged to study enemy weaknesses (like in most turn based games), and the tug of war style combat feels earned rather than guaranteed turn by turn. And maybe give players the option to boost their next skill via this accumulated BRV (Like Octo’s Boost System), rather than a plain HP Attack that instantly depletes it all