The character that they are going to attack flashes red and the screen has a yellow border while enemies are attacking.I've only played for like fifteen minutes, but I got a little irritated in combat since I couldn't tell when it was the enemy's turn to attack; as a result, when they would rush forward I wouldn't react in time to get the targeted party member to block.
Also, as an RPG, I'm hoping there will be character progression? EXP, level ups, all the good stuff?
I'm just surprised that there are players that think to release the button while leaping towards a wall that they want to hang on to for dear life. It makes sense that I'd wanna hold the button down as hard as Ajna should be holding that axe, right?
Actually, I've noticed in some playthroughs where people are struggling with the axe-cling, that they tend to have the most trouble with the first couple clings, but then they hit it more consistently at greater heights. This is probably because a lot of people naturally feel more desperate to hang on as they climb higher, and so they're instinctively pressing the button down longer to nail those clings. It's interesting to see those emotions conveyed through gameplay.
In any case, all that stuff is mentioned in the How to Play section of the Pause menu anyway. Oh man, if only every game I rented back in the day had an in-game How to Play section...
I think one of the nice things about Indivisible right now, is that it doesn't unduly punish this sort of behavior for defense. If you want to hold All-Block first to be safe, and then quickly switch to blocking with the targeted character, you're free to do so (You just have to make sure you build enough meter to accommodate that strategy). With this amount of flexibility, I think requiring players to be more observant is a fair trade off, but we'll see what the team decides to do based on everyone's feedback.
heh, Mike's gonna make it important. He's planning in having perfect blocking and other fighting game stuff so the whole thing about the frame rate staying at 60 will be super helpful for him and to the game it self.
I'm not so sure.
Best I've managed is 2-action Razmi. Granted it was because I didn't actually bother to get the 3rd action, but I still won.I've also been trying to do 1-Action Razmi Cat Boss, but that one's totally kicking my butt. Was anyone ever able to pull this off? I've managed to damage the Cat on its final stage, so it seems possible, but the course of those last two stages feel completely dependent on the Cat's behavior. It's crazy how much of a difference it makes just to have that one extra Action for Razmi.
Yeah 2-Action is way more manageable. With 1-Action, if Razmi ever casts a Super and then gets killed, she's pretty much out of the fight for good. I'm trying to find ways to push Ajna as long as she can go, but once we get to those last two Cat Forms, it doesn't seem like enough.
Yes, there will be Boss fights. Boss fights confirmed!
"Battle Speed" option probably, "Wait" no way. Get on your toes. :^)
Yeah ATB meter recovery plays too big of a role in move balancing and strategy for it be completely thrown out. Without that aspect, you'd basically be playing a different game. It's one of the big things that makes moves like Tungar's Up+Attack risky to use sometimes.
I'd like to try out different battle speeds though. I'm sure a lot of people might assume playing at higher speeds would be the better option, but the Prototype felt like it went at a very natural speed, so I wonder if playing faster might actually feel less enjoyable for me. That's like how I felt with speed options in Tetris Attack, where playing at Max-Speed just felt more limited and less fun in some ways.
Much like in fighting games, as you play you will probably develop a sense for when your actions are filled. Plus, most of the animations will happen during attacks and you will know how many actions you have so you can watch the characters.
The HUD won't necessarily be so separate from the characters! We do realize that new players tended just to look at the bars.
The HUD won't necessarily be so separate from the characters! We do realize that new players tended just to look at the bars.
Though, as people said, the more you play the better you get at knowing when things are ready...we still want to put that information on the characters.
Also, different battle speeds are only for bar filling, the actual action takes place at the same speed.