It's literally been years now, but the day is fast approaching when Final Fantasy XV is going to be seen in its "truest form" according to director Hajime Tabata. With March will come the one-year anniversary of Episode Duscae- our first taste of the game in its playable form- as well as a huge event promising to expose XV in close detail and share its release date nearly a decade after the project was originally announced. There's even an ATR dated for this very month which In a strangely bittersweet way, that means that our time for speculation regarding the game's battle mechanics is rapidly coming to a close. So I thought what better way for us to celebrate than to discuss and speculate while the speculatin' is still good?
Mognet Central continues to be the best place to discuss XV, just thanks to all the enthusiasm and positive energy you guys are never short of. To that end I thought that this would be the perfect place to get some reactions and hopes for the title, particularly concerning the aspects of the battle system we don't know much about yet. I'm making this thread because I'd like to hear what direction you fine people would like XV's combat to take and how you'd like to see certain promised elements materialize in the core gameplay. Just to give some potential suggestions, here are some battle system elements that may make some good talking points.
Or of course anything else you might think of! How would you like to see these implemented into the full game? What would you do with the battle system if it was up to you? I'm really looking forward to hearing from you all. I've seen a few of you do some really devoted theory crafting so please feel free to let it all out here. Even if it's just specific thoughts on how you think Duscae's combat should be improved to something as massive as a comprehensive idea for how set piece battles should be executed, don't be shy. And just to be polite, I'll get us started! I have a lot of thoughts on the battle system that will come out as we go, but for this first part here I'll just give my thoughts on magic. Here we go!
I'd like to see magic return in full form for XV in a way it hasn't in a long time. Preferably it will be a system that's every bit as robust as Noctis' physical options, which include his truly massive arsenal of weapons and the unique abilities they provide to him. There would be a full range of elemental options, from fire and thunder to oft-forgotten elements like earth and water (which thanks to Titan and Leviathan respectively I strongly believe are in the game). I'd make magic an extremely powerful option capable of dispatching crowds of small foes in a flash of fire and ice. Unlike prior titles, the real time nature of XV would be a great opportunity to utilize different areas of effect. I'd make sure each spell had a unique shape and utility, drawing inspiration from the fantastic Kingdom Hearts with expansion into more robust options. To an extent, Noctis' weapon skills in Duscae are a great example of this. Jump is an area of effect you can drop from afar, Full Thrust can pierce a line of foes and Tempest can control those close to Noctis. I'd apply a similar philosophy to magic, perhaps with a spell like fire exploding around Noctis and a spell like thunder sniping enemies from a distance.
Magic would be used just as much to shape the battlefield as to do direct damage, with intelligent use allowing Noctis to freeze troublesome foes in place or erect a wall of flame to corral slippery monsters. Elements would tie into more than just weakness and resistance as a player would come to expect earth spells to act a certain way and ice spells to act another. To facilitate this, the player would be able to pause combat in order to place area of effect spells just right, which I think would deliver well on the tactical aspect Tabata seems to be trying to realize.
And finally, we know that magic does not function on MP as in past titles. So, first of all, I'd rename MP as it is now to AP just to be snarky. For magic itself, I'd implement a sort of token system as seen in the 2011 Versus XIII trailer. Let's call it "MP" for simplicity's sake. Magic would be a powerful option that is a bit above regular physical attacks in terms of raw damage. To cast a spell you would need to spend an amount of tokens equal to the tier of the spell- so for instance 1 MP would equal one fire/blizzard/thunder level spell. Fira/blizzara/thundara would cost 2 MP. Each character would have a pretty modest total pool, probably not even breaking double digits for the brawlers with powerful mages like Ignis having the most. You would replenish that pool with physical attacks filling up a small gauge such that say about a half dozen physical attacks equal one point. Tier 1 spells would be quickly cast on a single target and would be able to be weaved into physical combos without interrupting them, providing a quick spike in damage. The second tier -ra spells and up would have much more complex areas of effect and would require a brief casting time but come with devastating effects. Spells of even higher tiers would cost more, with varying utility. For instance, flare would be able to be cast snappily like a tier 1 spell for 4 MP with much higher damage, while ultima would cost possibly an entire MP pool, have a long windup time and encompass a massive area.
By keeping the MP pools small yet relatively easy to charge and magic a powerful option that is limited yet readily available, this system would encourage players to embrace the best of both worlds, using physical attacks to build up magic and being certain to quickly use it so more could be built. Weaving swordplay and sorcery together would be the norm for optimal play as befitting our boys from Lucis. Meanwhile, devoted mages like Ignis would have the resources necessary to lean more heavily on magic and the option would exist for a properly equipped Noctis to do the same.
Sorry if that was a bit wordy! Please comment or share your own ideas if this thread interests you! I'm especially excited to see what certain folks might have in mind for the likes of summoning and the other elements listed above, but if you think of something else you have thoughts on that's great too.
Mognet Central continues to be the best place to discuss XV, just thanks to all the enthusiasm and positive energy you guys are never short of. To that end I thought that this would be the perfect place to get some reactions and hopes for the title, particularly concerning the aspects of the battle system we don't know much about yet. I'm making this thread because I'd like to hear what direction you fine people would like XV's combat to take and how you'd like to see certain promised elements materialize in the core gameplay. Just to give some potential suggestions, here are some battle system elements that may make some good talking points.
- Magic
- Summoning
- "Limit Breaks"
- Cross-Links/Slash-Links
- Weapons/Armor
- Enemies
Or of course anything else you might think of! How would you like to see these implemented into the full game? What would you do with the battle system if it was up to you? I'm really looking forward to hearing from you all. I've seen a few of you do some really devoted theory crafting so please feel free to let it all out here. Even if it's just specific thoughts on how you think Duscae's combat should be improved to something as massive as a comprehensive idea for how set piece battles should be executed, don't be shy. And just to be polite, I'll get us started! I have a lot of thoughts on the battle system that will come out as we go, but for this first part here I'll just give my thoughts on magic. Here we go!
I'd like to see magic return in full form for XV in a way it hasn't in a long time. Preferably it will be a system that's every bit as robust as Noctis' physical options, which include his truly massive arsenal of weapons and the unique abilities they provide to him. There would be a full range of elemental options, from fire and thunder to oft-forgotten elements like earth and water (which thanks to Titan and Leviathan respectively I strongly believe are in the game). I'd make magic an extremely powerful option capable of dispatching crowds of small foes in a flash of fire and ice. Unlike prior titles, the real time nature of XV would be a great opportunity to utilize different areas of effect. I'd make sure each spell had a unique shape and utility, drawing inspiration from the fantastic Kingdom Hearts with expansion into more robust options. To an extent, Noctis' weapon skills in Duscae are a great example of this. Jump is an area of effect you can drop from afar, Full Thrust can pierce a line of foes and Tempest can control those close to Noctis. I'd apply a similar philosophy to magic, perhaps with a spell like fire exploding around Noctis and a spell like thunder sniping enemies from a distance.
Magic would be used just as much to shape the battlefield as to do direct damage, with intelligent use allowing Noctis to freeze troublesome foes in place or erect a wall of flame to corral slippery monsters. Elements would tie into more than just weakness and resistance as a player would come to expect earth spells to act a certain way and ice spells to act another. To facilitate this, the player would be able to pause combat in order to place area of effect spells just right, which I think would deliver well on the tactical aspect Tabata seems to be trying to realize.
And finally, we know that magic does not function on MP as in past titles. So, first of all, I'd rename MP as it is now to AP just to be snarky. For magic itself, I'd implement a sort of token system as seen in the 2011 Versus XIII trailer. Let's call it "MP" for simplicity's sake. Magic would be a powerful option that is a bit above regular physical attacks in terms of raw damage. To cast a spell you would need to spend an amount of tokens equal to the tier of the spell- so for instance 1 MP would equal one fire/blizzard/thunder level spell. Fira/blizzara/thundara would cost 2 MP. Each character would have a pretty modest total pool, probably not even breaking double digits for the brawlers with powerful mages like Ignis having the most. You would replenish that pool with physical attacks filling up a small gauge such that say about a half dozen physical attacks equal one point. Tier 1 spells would be quickly cast on a single target and would be able to be weaved into physical combos without interrupting them, providing a quick spike in damage. The second tier -ra spells and up would have much more complex areas of effect and would require a brief casting time but come with devastating effects. Spells of even higher tiers would cost more, with varying utility. For instance, flare would be able to be cast snappily like a tier 1 spell for 4 MP with much higher damage, while ultima would cost possibly an entire MP pool, have a long windup time and encompass a massive area.
By keeping the MP pools small yet relatively easy to charge and magic a powerful option that is limited yet readily available, this system would encourage players to embrace the best of both worlds, using physical attacks to build up magic and being certain to quickly use it so more could be built. Weaving swordplay and sorcery together would be the norm for optimal play as befitting our boys from Lucis. Meanwhile, devoted mages like Ignis would have the resources necessary to lean more heavily on magic and the option would exist for a properly equipped Noctis to do the same.
Sorry if that was a bit wordy! Please comment or share your own ideas if this thread interests you! I'm especially excited to see what certain folks might have in mind for the likes of summoning and the other elements listed above, but if you think of something else you have thoughts on that's great too.
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Wazi the pa and APZonerunner