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How would you improve Final Fantasy XV's Combat System?

Unless accurate button presses offers serious advantage over holding (like say additional 30% damage and higher accuracy) and the gameplay is actually challenging enough to really encourage presses, then sure. If not, I don't see why I should press than holding if holding makes it easier.
 
Change it back to the KH style system it was supposed to be.

I agree.
At first I was interested in Versus XIII because it was supposed to get KH-like gameplay in preparation for KH3.
But I guess the Luminous engine debacle and switch to UE 4 impacted FF Vs XIII/XV too much.
 
The devs have said that changing to other party members is not going to happen.

Of course they have. It's a good mechanic that could turn the game from an automated KH-lite + XIII borefest to an actually engaging, dynamic, challenging and varied game. But of course Square Enix would get rid of it even though it was already in the game. I guess since it'd open the combat possibilites a ton, it made the combat "too caotic" or "very confusing" for the focus group idiots.

Thank you for clarifying what the devs have said, I now know what other thing is not going to happen: my money going towards this game.
 
Wait the combat systemm is really bad..? I always thought it was suppose to be just like KH's battle system more or less. even have the party member AI & everything.. why isnt it like that =/ it is one of tetsuya's creations no? or did him not being on the project anymore somehow change its combat to something slow & clunky -.-
 
Even though they said it's not going to happen, I would like to be able to switch party members. I feel it would add an element of strategy the game is currently lacking right now.
 
Wait the combat systemm is really bad..? I always thought it was suppose to be just like KH's battle system more or less. even have the party member AI & everything.. why isnt it like that =/ it is one of tetsuya's creations no? or did him not being on the project anymore somehow change its combat to something slow & clunky -.-

No it's not bad. At least I thought it was quite good for what it was. It's just not complete, as episode duscae is just a preview without a lot of the gameplay features put in.

I think OP should post this on the official forum though tbh. Might give them some food for thought.
 
I think the health and MP system is fundamentally broken, before even going into details about the combat. Not to mention that the AI characters were garbage in Duscae and needed babysitting.

It'll take a lot of work to make it a fun game with polish a FF title deserves.
 
Mmmh I've not been a fan of Type 0 combat and I was wondering how likely it would be that I wouldn't like XV's combat either. From what I've seen it just looked like you didn't have enough options, which is amplified by only controlling 1 character. So I was a bit hopeful that this will be remedied.

But it seems very likely now that XV won't be for me either with the problems being more fundamental. It really sounds like both elements of Type 0 combat(felt way too limiting, despite constant party switching) and XIII combat(which just made me feel like I wasn't doing anything) are present in the current state of XV.
 
Of course they have. It's a good mechanic that could turn the game from an automated KH-lite + XIII borefest to an actually engaging, dynamic, challenging and varied game. But of course Square Enix would get rid of it even though it was already in the game. I guess since it'd open the combat possibilites a ton, it made the combat "too caotic" or "very confusing" for the focus group idiots.

Thank you for clarifying what the devs have said, I now know what other thing is not going to happen: my money going towards this game.

Not being able to switch to another character shouldn't be a big deal if the combat is still good on its own right. See Dragon's Dogma.
 
No it's not bad. At least I thought it was quite good for what it was. It's just not complete, as episode duscae is just a preview without a lot of the gameplay features put in.

I think OP should post this on the official forum though tbh. Might give them some food for thought.

ok hopefully this is true. my heart kind sank.. like others my main hope was that the combat would be at least as responsive as one of the kh games. doesnt have to be exactly the same but please dont be slow & bleh.
 
I honestly feel like the combat is fine for an unfinished game. I don't see any areas where it needs a fundamental overhaul, but I expect the final system to have more to it and be more polished.

Otherwise, I'm quite satisfied with it.
 
Wait the combat systemm is really bad..? I always thought it was suppose to be just like KH's battle system more or less. even have the party member AI & everything.. why isnt it like that =/ it is one of tetsuya's creations no? or did him not being on the project anymore somehow change its combat to something slow & clunky -.-

The fundamentals of the combat system suck big time.
Its worse than any Kingdom Hearts combat (ignoring the card one) thats whats soooo mind boggling.
Its just all so freaking strange since they kinda solved most of those issues already in Kingdom Hearts especially how you make fighting against big enemies exciting, animations matching what actually hits you, enemy reactions to getting hit, enemies telegraphing attacks, lock on (beyond stupid in FF15), aerial combat, camera, speed, overall Kinetics...

In all honesty if we already can only control Noctis the usual Kingdom Hearts routine combined with being less floaty would be perfect fit for this game instead of forcing it to be 100% different and just not fun.

I mean taking a step back its all just a demo and they maybe fix all of this even if not everything is fixed the end result will surely be better :)
 
Unless accurate button presses offers serious advantage over holding (like say additional 30% damage and higher accuracy) and the gameplay is actually challenging enough to really encourage presses, then sure. If not, I don't see why I should press than holding if holding makes it easier.

That's fine. It's supposed to be an option. People that prefer holding can hold, while people that prefer responsive presses can do that.

Adding timed attacks for 20% extra damage for each sword strike is a nice idea though, and would make every single strike meaningful. Same system as Lightning Returns' Perfect Attacks. I'm all for it.

I think OP should post this on the official forum though tbh. Might give them some food for thought.

I have posted it there, but I don't expect any changes to come from some random forum post. I don't know why I even bother wasting my energy over this game anymore.
 
It's because we've been waiting for the game for nearly a decade and we want it to be good.

If people make enough noises about the button holding to attack aspect, maybe they'd rework that aspect, who knows.
 
Haven't tried duscae yet, but judging majority of the reactions here, it seems the combat system was changed from what ever it was before just for the sake of being different and fun factor weighed very little on their design decisions.
 
I don't know how similar or dissimilar it is to XV's, but as far as FF named games with real-time action go, I quite liked Crisis Core's system. Give me that and I'd be happy.
 
id really like to see them going back to a turnbased game, maybe not as strict as the PS1 FF titles but more like a system similar to Grandia or Legaia
or maybe even some sort of hybrid like The Legend of Dragoon
overall i think the turnbased system still offers a lot potential that just hasnt really been used yet
 
NOT HAVING WARP 5 MILES AWAY AND 'RESCUE TEAMMATE' BINDED TO THE SAME FUCKING BUTTON.

Ahem.

NO SERIOUSLY FUCKING HELL WHAT.
 
they kinda fixed that with 2.0, by having warp as 'holding' the button instead of pressing.

Controller has like a bajillion buttons, doubling up on such totally opposing actions is amateur hour. Especially when healing is the action that takes the longest so people assume you have to hold it down to do it.

Warp controls were by far the glaring "this needs a rethink" aspect of Duscae.
 
I don't like the weapons deck, or the fact that I have to stand in a certain spot to perform combos with my party members. I think once you filled your combo requirements it should be relegated to a single button press.
 
Make the action part of combats way more easy / automated, with even more push A for awesome parts. / Use the brain space liberated for more tactical difficulty.

Bam! You got yourself a final fantasy battle system!
 
COMMAND MENU
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COMMAND MENU
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I think this is a bad idea. Action combat using a 'in-combat' menu like that is unwieldy. In the end KH utilized shortcut for magic and a contextual button for block and dodge. For items or more specific abilities, should really go the way of Star Ocean/Tales. The pause menu style of SO/Tales also allows the player to fine-tune AI and change tactics on the fly, as well as swapping actions/abilities while in battle in case you messed up and brought your fire actions to a fire monster, etc.
 
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