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If i can survive more hits, that gives me more chances to parry, and a single parry does about 10 attacks worth of damage.
On story mode the enemies hit low enough in most cases that you could get away with missing parries, but then I just found it tedious to bother with.
The turn based strategy side of the combat is completely nullified by the twitch reflex based side of it, I didn't want to spend so many hours trying to learn bosses timings like a rhythm game and investing into the skills and trying to build a good combo felt so moot when a single parry would do as much damage as a whole setup.
The story and world hooked me strong at the start, so the way the actual gameplay behaved was really disappointing, it didn't feel like part of the "experience" it felt like a chore to delay my time between the good bits.
You deal with your own positioning on the field and like this game, you even deal with your own dodges and parries, but the way the ATB works means it still functions as a turn based system overall, it's just a good hybrid with actual action combat.
The FF7 remake stuff is just a lot more balanced, no single mechanic in those games dominates all combat encounters as much as parries do in this.
The only combat system that I enjoy at all is classic turn-based with no dependence on reflexes, and even then, only when it is well designed, as in Baldur's Gate 3. For any other type of combat, I'm simply not interested, and I want it to be either extremely easy or possible to skip entirely. This game looks great from a story standpoint, so if I can play the game like a walking simulator, I'll be satisfied.
The story is easily worth it just to play as a walking sim.
So good that parries and dodges invalidates defensive attributes and setups yep.
I think they should have made the dodge window significant on story mode though. Like a full second or something, but also you shouldn't be dying even if you don't dodge, right?
I could spend 3-4 turns setting up a burn stack and the right stance on Maelle to get a big attack out, but if i pulled off any parries during the setup, the enemy is dead before it matters.
My first few level ups I did put points into attack power, i had an augmented physical picto that I had on Gustave and I was actually trying to do the combat properly.
The parries just nullify the need for any other system in the game, and plenty of the enemies have frustrating feint animations or overly long combos.
"low damage" i meant anything that your team did that wasn't a parry.
I was hoping that turning it down to story mode would mean I could treat it like an actual turn based game and trade blows with the enemy, but non parry attacks were pathetically weak and if i pulled a parry off the fight was over anyway.
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