This one is for discussion of the combo system, game design, etc. I was actually going to put it all in your thread, but I thought you would want to keep it focused on finding the secrets, etc. I can merge them if you want.So I guess this thread is more for speculation of the complete game? Discussion of gameplay in the prototype is here: http://skullheart.com/index.php?threads/indivisible-prototype-speedrunning-secrets-discussion.8255/
I mention that later in the sentence, that the fact that you don't know when you're going to be attacked means it can be difficult to know who to block with.
I've also had an enemy do an attack on the rear member of the party that also hits the front member, but only the rear member flashes red. However it's very possible that there's some animation cue in the way that the enemy moves that I've missed or some such.
i was just re-inforcing your statement.
I think there's plenty of indication atm, not only do you have the red flash but you also have the time most enemies are walking up to you which usually provides a decent indication of who is going to get attacked.
Fighting with her hands instead of her axe. It's that simple.
I like that, since it is a very obvious indicator that mashing the attacks isn't the best option to take. I don't know if there are changes to damage values or meter building if you hit with multiple characters at once instead of hitting sequentially, but even if that is the case it isn't an obvious problem with mashing, while missing attacks is.
if you do longer combos you gain more iddhi, it seemsOkay, so I was going to rep this game to some people, but I just wanted to ask a few questions first:
-What are all the benefits of doing combos, vs just using characters moves individually and not "chaining" things?
-As I understand it, some attacks build more meter, some delay the enemy turn, and some cause you to recover your next action faster. Is this true (I know the first one is)?
Not in the prototype, no. In the final game, yes.
Neither of those is true, no. Enemies only gain meter when you do, so you can see it pretty easily.Do enemies gain ATB when not in hitstun but before the green flash of positions being reset? Like punting an enemy with Ajna+Tungar then trying to time a full down-attack shotgun from Zebei as they're moving back to start. Does that technically count as a combo for metergain? Doesn't feel like either of these are the case but I figure I'd ask anyways for clarification.
I guess I don't really consider those important details, since they'll change and the meter is enough.
Another combo question I havn't fully been able to figure out yet: What about enemies being knocked down? Does them rising count as not being in a combo? Does them hitting and laying on the floor not count, thus meaning you should keep a juggle rolling once you actually start it if the victim is a light enough target?
is like trying to walljump in metroid zero mission after walljumping in megaman X, in one you basically mash, in the other, it is kinda difficult. =P