I hoped so, the crazy combinations you could discover in the original was my fav part about the combat mechanics.
I'm not entirely sure what you meant here, but Support Materia in the original also didn't change stats. I'm pretty sure the rest will.Stats are going to necessarily be changed due to RT combat but glad to see it
Well against an enemy neutral to the element, it is a slight buff in damage compared to the original. However, against enemies weak to the element, going from +100% damage to +4% or so damage is a pretty massive nerf. If the multiplier for elemental damage multiplication is still done after the attack vs defense calculation, then it shouldn't matter how many attacks are made by the character either.Maybe? Maybe not.
Think about how often characters attack now, compared to the original. Barret alone is shooting like 15 bullets per "attack" animation.
Isn't it linked to the magic materia? So the ice materia would go from 100% to 102-104-105% in this case when the elemental materia is equipped?Well against an enemy neutral to the element, it is a slight buff in damage compared to the original. However, against enemies weak to the element, going from +100% damage to +4% or so damage is a pretty massive nerf. If the multiplier for elemental damage multiplication is still done after the attack vs defense calculation, then it shouldn't matter how many attacks are made by the character either.
If you know the weakness of upcoming enemies you can do double damage.Never found any use for elemental attacks in the original game, hopefully they've made it more useful in the remake.
If you attack 30 times per 30 seconds vs. attacking once or twice in that same timeframe, of course the number of attacks matters. Ultimately you might still be essentially making as much extra damage.Well against an enemy neutral to the element, it is a slight buff in damage compared to the original. However, against enemies weak to the element, going from +100% damage to +4% or so damage is a pretty massive nerf. If the multiplier for elemental damage multiplication is still done after the attack vs defense calculation, then it shouldn't matter how many attacks are made by the character either.
No, this is a materia from the original game. What it does is change the element of the character's equipped weapon to match that of the linked materia, which in this case is ice. In the original game, this let you deal double damage to targets weak to ice with your sword attacks. In the remake, it instead seems to give additional attack power that matches the linked element, kind of like the En- spells from FFXI.Isn't it linked to the magic materia? So the ice materia would go from 100% to 102-104-105% in this case when the elemental materia is equipped?
Summons are probably one per character given what we've seen so far. Which given the fact that this is just Midgar and at max getting 5 party members makes sense, despite the fact that there weren't any summons if I recall correctly until you get ChocoMog at the Chocobo Ranch outside of Midgar. They're clearly moving it all around.So can you link materia to accessories now or are summons just stored separately?
Summons are probably one per character given what we've seen so far. Which given the fact that this is just Midgar and at max getting 5 party members makes sense, despite the fact that there weren't any summons if I recall correctly until you get ChocoMog at the Chocobo Ranch outside of Midgar. They're clearly moving it all around.
The "armor/accessory" materia binding was always there. Summons are probably their own equips now.
on the subject of what's shown it looks like despite still having Elemental and stuff we're looking at probably Diablo level loot/statistic improvements across the board, mostly retaining to minor attack increases and stuff. Since counter and other automated systems are gone I'm still curious what they're going to do to make this system engaging seeing as 4% buff isn't much, and Elemental example here looks like aside from defense isn't worth the grinding for AP. We'll see though.
Not having Enemy Skill will be a deal breaker for me personally. Enemy Skill hunting was one of my favorite parts of the game, but I don't even know how Mimic would work here and 4x cut is useless now too. There's just so much you can't do with Materia in the new system :/It's gonna be real weird if yellow Command materia don't make a comeback.
Another thing to add to your long list of disappointments, Smasher. ;)
Not having Enemy Skill will be a deal breaker for me personally. Enemy Skill hunting was one of my favorite parts of the game, but I don't even know how Mimic would work here and 4x cut is useless now too. There's just so much you can't do with Materia in the new system :/
Having to "manipulate" a bad guy, have him cast a skill Big Guard on my party so I learn it was some galaxy brain shit that I never would have figured out as a kid without a guide.
Armour had materia slots but accessories never did. You're likely right about the character limit given that we've already been told the Remake caps summon usage. Still, equipment slots provided a reason for why materia is equipped the way it is. I wonder if in the new game whether they'll explain why summon materia is now treated differently. They could suggest that summon materia are a larger size from other materia and needs to be stored on person in a different manner.Summons are probably one per character given what we've seen so far. Which given the fact that this is just Midgar and at max getting 5 party members makes sense, despite the fact that there weren't any summons if I recall correctly until you get ChocoMog at the Chocobo Ranch outside of Midgar. They're clearly moving it all around.
The "armor/accessory" materia binding was always there. Summons are probably their own equips now.
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Yeah the problem with the popularity of KH and FFXV's systems is that they provide very little in the ways of experimentation versus a strategy system or turn based, so they have to do SOMETHING to make up for that deficit in a remake of a game that had such an open ended system like Materia was.To be fair, having access to a huge selection of summons and abilities all at once is one of the benefits of a turn-based combat system. Diluting that down to one summon at a time (and thus only being able to exploit one elemental weakness at a time) is not exactly a great change. Maybe you get more summon slots as you level up?
Yup. Enemy Skill is a big deal, as are the abilities that completely change the way your basic attacks work. Obviously 4x Cut won't really be needed in an action combat system but things like Flash are likely just gone.
Right it was armor before but now it's accessories. -shrug- Most likely to do with the fact that armor kind of makes no sense in the new system given the lack of soaking damage and emphasis on action/dodging/etc. They clearly still have status ailments and stuff so things like Ribbon and other elemental bangles will still be relevant at least.Armour had materia slots but accessories never did. You're likely right about the character limit given that we've already been told the Remake caps summon usage. Still, equipment slots provided a reason for why materia is equipped the way it is. I wonder if in the new game whether they'll explain why summon materia is now treated differently. They could suggest that summon materia are a larger size from other materia and needs to be stored on person in a different manner.
Yeah the problem with the popularity of KH and FFXV's systems is that they provide very little in the ways of experimentation versus a strategy system or turn based, so they have to do SOMETHING to make up for that deficit in a remake of a game that had such an open ended system like Materia was.
When you had a system that could allow a character to counter like 7 times or summon upon death, or something like that the only real place for materia in the system currently is buffing what currently exists.
So we're most likely looking at combos of
-Haste boosts/Damage quickening
-MP generating upon attacks and the like
- ATB generation
That's the only stuff that really fits with this new system as magic is linked to ATB and therefore being "automatic" is probably out of the cards and the way the system currently exists doesn't really leave room for as much variety to the system. Here's hoping SOMETHING comes to make up for that because it's still inferior to me as it currently exists.
Never found any use for elemental attacks in the original game, hopefully they've made it more useful in the remake.
Birth By Sleep is probably still my favorite incarnation of the KH style combat personally, so I agree there.Yeah. It's kind of the same problem Crisis Core had. The number of truly unique command materia was fairly low and almost everything was just incremental upgrades on stuff that already existed.
KH: Birth by Sleep's command system was good at giving players a lot of flexibility and customization, but nothing else in the Square Enix action-RPG front has ever come close to that.
Yeah the hope is you make the combat so that you need to use materia since it's action based meaning you're basically just chipping away and using attacks whenever they're off cooldown in this current system. Even if HP is buffed for enemies though a 5% increase in elemental damage will probably not be a huge difference from what I can tell with a slow attacker like Cloud. But again, it's all theoretical right now. Just because someone else didn't use it though doesn't mean it wasn't awesome to utilize in the original. You could expedite and/or break some fights with it.the game was so easy you didn't really need to use it.... better not be the case here....
It looks like more of the subway tunnels next to the area when they hop off the train and explore on the way to sneaking into the second reactor fight with airbuster. Which makes sense given what they've shown thus far. Because there's a ceiling it's most likely the area in the beginning after the alarms go off on the train and you can run south and grind for fights against some shinra troops. (still don't know why that was there)The screen was paused in the train graveyard right? I can't recall anywhere else in the original where you were around train tracks outside of the very opening, but that was alongside of a train and not 1 hour in, of course.
Maybe it's a new area within the Shin-Ra bombing, since the TGS demo had about an hour logged in it.
Maybe? Maybe not.
Think about how often characters attack now, compared to the original. Barret alone is shooting like 15 bullets per "attack" animation.
Oh yeah! I forgot about that area!It looks like more of the subway tunnels next to the area when they hop off the train and explore on the way to sneaking into the second reactor fight with airbuster. Which makes sense given what they've shown thus far. Because there's a ceiling it's most likely the area in the beginning after the alarms go off on the train and you can run south and grind for fights against some shinra troops. (still don't know why that was there)
With this system, and making it where Cloud can't (from what we've seen in the reactor fight) jump, is that they seem to be trying to make you want to play certain characters to deal with certain scenarios. So airborne enemies being taken care of with Vincent/Barrett. In theory this works, but if they make it where you can use Materia to bypass "Having" to have those characters it would technically provide more team build variety.
To be fair, having access to a huge selection of summons and abilities all at once is one of the benefits of a turn-based combat system. Diluting that down to one summon at a time (and thus only being able to exploit one elemental weakness at a time) is not exactly a great change. Maybe you get more summon slots as you level up?
Yeah the problem with the popularity of KH and FFXV's systems is that they provide very little in the ways of experimentation versus a strategy system or turn based, so they have to do SOMETHING to make up for that deficit in a remake of a game that had such an open ended system like Materia was.
When you had a system that could allow a character to counter like 7 times or summon upon death, or something like that the only real place for materia in the system currently is buffing what currently exists.
So we're most likely looking at combos of
-Haste boosts/Damage quickening
-MP generating upon attacks and the like
- ATB generation
That's the only stuff that really fits with this new system as magic is linked to ATB and therefore being "automatic" is probably out of the cards and the way the system currently exists doesn't really leave room for as much variety to the system. Here's hoping SOMETHING comes to make up for that because it's still inferior to me as it currently exists.