![]() It's doubly frustrating because, when the combat works against normal enemies and you get those combos off and build up to those boost strikes, it's genuinely a lot of fun and may be the best combat system in a Tales game. Opinions, of course, but I'm genuinely baffled by the praise it receives. Arise is just a mess of mechanics that do not work well together. That, the damage sponges, the lack of animation cancelling into dodge, the lack of party defense options when there's a greater emphasis on the limited healing resources. No to mention the bosses do so much damage that having the elemental resistance accessories is almost mandatory for their fights. A good boss fight shouldn't straight out lock you out of half the interesting mechanics of the combat system. I understand that they don't want players combo-ing bosses into oblivion, but, Jesus, implement a Revenge value like Kingdom Hearts 2 or something. There's a reason most of the strategies for bosses as Alphen tend to be "dodge and spam Reigning Slash". ![]() That makes the majority of your artes useless against them, one stat (penetration) entirely useless, and the entire boost strike mechanic relegated to a phase change signal. ![]() It's that their super armor can't be broken so they cannot be combo'd under any circumstances. The biggest problem with Arise's bosses isn't their health, though that's part of it.
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