The Force system rewards the player for pulling off combos (it doesn't have to be the main character that pulls off the combo, anyone in the party can do it, hence the Combo AI setting) on enemies in different circumstances. the Force system makes it even more interesting. why DO we care if enemies are lifted in the air, knocked back or knocked down? Well there are obviously advantages in gameplay as it's an action RPG and in these circumstances the enemy will be open to more combo attacks. If your AP bar is currently below the "target" indicator, you can use that skill to attack, and it'll take up MP as usual, but it will not lift the enemy into the air. What does this mean? Say you have a battle skill that can lift the enemy into the air. The AP bar on the right has a "target" indicator which shows you how full the AP bar has to be, at least, before the targeted enemy you're locked on to will suffer those effects when you use a heavy attack or battle skill. ![]() This can come in 3 possible forms - "knock back", "lift" and "knock down". At the same time, the heavy normal attack and most battle skills have "additional" physical attack properties. Battle skills takes up MP, but normal attacks do not. ![]() You have two normal attacks (normal and heavy) as well as 2 battle skills that can be equiped at any time. I'll try to explain it in more detail because it's a little tricky to understand. The Attack Point (AP) system is also explained in more detail, along with the Force system. Move freely, Split up and attack, Concentrate on one enemy, Stay behind and wait, Combo, and Conserve MP. There are 6 party AI commands that can be active at any given time. The Battle section is also updated with tons of more detailed gameplay specifics. ![]() They updated the world map, showing the 4 major regions in the world as well.
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