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Personally, I'm biased because the original game is one of my all-time favorites, but yes I enjoy it. It's got flow that the earlier random encounter games didn't have.
Warcraft worked on addiction and reward. With the idea that seasons are 'improvements.' In fact, they are simply seasons. Seasons work well for certain identities at different times, compelled to remain in the system.
Similar to the Joker at the hosp scene;
Do you need time, where you click the button, and it doesn't do anything.
People seem to forget that a lot of the other FFs were actually a lot less deep in terms of combat. If you think Gambit is "playing the game for you" but hitting x4 Slash fifty times in a row in FF7 is somehow engaging gameplay, you should probably think again ;)
Mechanically, this is one of the best combat systems there is in main series FF games.
!
This.
The combat system is an ATB system, like in all games below FF X. There is no difference, beside the presentation. The additional gambit system is for programming triggers, to lower the manual input during normal fights for your party.
It does not take away your reponsibility for tactical decisions during the fights. You have to alter or deactivate it even for some, if not most of the boss battles.
I do not know why people don't see this. It's so obvious similar to the ancient turnbased ATB systems.
The only thing different is, that you have the tactical advancement to withdraw slightly from a fight, untill your ATB meter is fully charged.
I usually did not use all gambit slots, only the essential function like heal and revive. It's like all things. If you don't like it, don't use it. Or restrict yourself. Or does somebody force you to use this or any cheats they implemented into the game, if they are ruining the fun for you?
People who are complaining about it are basicly saying "Choices are baaaad!" And that's the typical line of any PC or console peasant.
If you've played Dragon Age Origins, it's essentially the exact same system, except that the character you control is also guided by that system and the flexibility is somewhat more limited at the start since you have to obtain the various commands and statuses, like HP<20% or "Use Hi-Potion."
That being said, like other people have hinted at, if you set things up right you can literally walk away from the game and it'll play itself for a few hours while you're grinding XP/LP; that's really situational, though.
The lack of a job system in the original FFXII also made things much simpler, since any character could throw Poison at enemies instead of just the Saboteur.
I so agree. And think about what happened, if the front char dropped dead in FF XIII. I hated the devs for that decision. Dumbest design decision ever. And they never fixed this bug.
I assume it wasn't a bug. :P
I hate it.
find a universal gambit list.
There is certainly a learning curve on how to use the gambit system. But once you get the hang of it, becomes an amazing tool that allows you to play exactly how you want thanks to its incredible depth. Personally i think is the better combat system of the series so far, at least main entries (FFT is better and deeper but is in another completely diferent league)
What you really need is to experiment with gambits. See what works and what doesnt and take the learning curve slowly. Remember you can always pause to change your gambits anytime even in combat, and change both battle speed and between wait and active (turn based or real time).