FAVORITE KIND OF BATTLES/BATTLE SYSTEM?

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What's your favorite battle system or kinds of battles?

For example, if you're dungeon-delving, would you rather mow down tons of enemies with fast-paced quick thinking-based battles, or have to go down slightly less number of encounters but they're slow, tactical battles?
Porkate42
Goes inactive at least every 2 weeks
1869
I have 2
1. Turn-based

2. Real time


EDIT: But I perfer them in middle pace, not to fast but not to slow
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
For me it all depends on the length of the battle. If it's a short, quick battle like in the first ten Final Fantasy games, then I'd prefer turn-based so that I don't have to actively participate in every random encounter.

If the battles are going to be upwards of 90 seconds long, then I'd rather have real time or some kind of other engaging battle style, like in the Tales series or Star Ocean. For example, I enjoyed Star Ocean IV's two hour long final boss battle because I had to make decisions quickly and actively participate for the full two hours.
If I control a single character, I prefer Action RPGs that challenge me on every level: quick thinking, positioning, skill and reflexes, focus on offense or evasion, strategy and preparation, etc.
Ys games or Castlevanias for instance fall under this category.

In party battles I prefer to have complete control over every character... so turn-based battles are usually a safe bet. I'm also fine with games like the Tales Of or Star Ocean series, or Secret of Mana for instance, in which your allies may act on their own or be given a general strategy to follow.
Press Turn System such as Nocturne or Digital Devil Saga. My favorite system hands-down!
Fast-paced, requires thought, skill set-ups, quick thinking and reaction, as well as prediction.

Shadow Hearts (the first one) had a nice quirk while keeping it nice, relaxed and very natural. It was really more adding flavour, than a standout for combat systems ..

I prefer many quick battles far over few tactical ones. One of the reasons I find it hard to get into most tactical RPGs (Devil Survivor does it perfect, imho, tho) - at the same time I usually find the thought process lacking, as there are a few base strategies that will be repeated over and over and over, just that it still takes hours.
Really, nothing puts me off more than slow slow slow battles in my usual turn based rpgs. Far worse than tactical RPGs which can't do without it by setup.

Or slow dungeon crawler. UGH. Interface and animations have to be smooth and nice. Etrian Odyssey Untold having the option to speed up battle animations by default made it 30-40% more fun.
Turn-based that is fast paced and graphically amazing. Golden Sun did this perfect, at least on the GBA games.
Was in love with the graphics when I first got the game ages ago, and I still like them. Also like how it lets you skip long cast animations with a button press if you don't want to watch them.
I greatly love the two-row battle system that has you mind positioning and reach of weapons while still having the comfort of a typical turn-based system. I have yet to see a game doing this right, though.
How would "doing this right" be then? I see it in most dungeon crawlers.
author=Kylaila
How would "doing this right" be then? I see it in most dungeon crawlers.


A few games I played had some issues:

-Monster's Den barely makes use of the row system and has few means of adjusting your party towards different builds.
-Loren the Amazon Princess has overdrawn combats and a pointless stat allocation (There's 3 stats, with each one basically meaning 'put all points there if you're fighter/rogue/mage').
-Lords of Xulima is completely based on RNG in combat, with a poorly designed skill point system on top of that.
-Might & Magic X only allows variable positions for enemies - your group has to remain on the same tile at all times.
The SMT Nocturne and IV, as well as the games with the similar 'press turn' system (Persona 3/4, DDS) personally are my favorite turn based systems. You have to think of each move, and know your enemies so you don't screw up and lose turns, and can take advantage of the free turns you get. This turns 'turn based' from just hammering attack to a constant strategy and adjustment of skills/current party.

(For those who don't know, the press-turn system rewards you for hitting weaknesses and getting criticals by giving you extra 'half' turns, while punishing you for missing/getting a null attack by losing two turns, or if you really screw up and get reflected/absorbed, losing all your turns. It works for both sides, so you can abuse enemy weaknesses to get extra turns, just like they will hammer yours)
Deltree
doesn't live here anymore
4556
author=Sated
That there in the bottom right. That thing. More games should do that. Being able to visibly see how much you're delaying an enemy, and also seeing what they're preparing in advance so that you can try to slow-down/outright-cancel certain enemy skills was pretty damn amazing.


You should check out Child of Light if you have the means. It cribs this thing wholesale, and it's pretty much the only redeeming quality of the game besides some of the artwork. (Okay, so, don't pay more than $10 for it if you can help it).
author=Deltree
author=Sated
That there in the bottom right. That thing. More games should do that. Being able to visibly see how much you're delaying an enemy, and also seeing what they're preparing in advance so that you can try to slow-down/outright-cancel certain enemy skills was pretty damn amazing.
You should check out Child of Light if you have the means. It cribs this thing wholesale, and it's pretty much the only redeeming quality of the game besides some of the artwork. (Okay, so, don't pay more than $10 for it if you can help it).


In addition, the Penny Arcade RPGS, specifically 3/4, also do a similar bit. To beat it on the highest difficulties you practically have to master the action timing, as doing a delay attack right before they act shoves them all the way back to the end.
One of my favorite battle system was from Mega Man Battle Network. The battle will not be long if you use a correct tactics and a good preparation.
author=Sated
Grandia games had an amazing battle system. See that there in the bottom right? That thing? More games should do that. Being able to visibly see how much you're delaying an enemy with an attack, or seeing what they're preparing between COMMAND and ACTION so that you can delay/cancel certain enemy skills, was really amazing and also pretty important if you wanted to get through the game. Less so in Grandia 2 because it was a bit easier (and Millenia was OP), but the first one was damn difficult when it wanted to be!

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Grandia II got very easy once you knew what you were doing (it's best that I don't mention the final boss).

It is also my all time favorite RPG. I never finished the original, but I liked + it felt more challenging than II. I think Xtreme and III really nailed the battle system. I finished Xtreme and it was rather interesting in terms of combat, if a little too easy. I quit playing Grandia III because of those Temple/Forest Guardians or whatever (I simply could not figure out how to beat them.) I really want to go back to that game and finish it though, especially since it actually got challenging.

I absolutely adore the paper mario ttyd system, but i also very much love the persona and smt press-turn system (and its deriviatives.)



The paper mario system makes each input feel fun. Each attack has a minimum possible damage, and that makes when you succeed at an input feel like you are getting a bonus. Plus, the ability to defend during the opponent's turn rewards you for learning the system and makes you as a player feel good about when you defend well- especially when you start getting good enough to do stylish moves and superguards. And the play aesthetic is just fantastic, getting power from appealing to the audience to the audience's reactions impacting the battle- paper mario's systems are amazing.



On the other hand you have the press turn system in shin megami tensei 4 and it's counterpart with the persona series. These systems carry an incredible emphasis on strategy- unless you are massively overleveled, you usually cant just attack your way through each battle and come out fine. The enemies hit very hard, and the game knowingly restricts your recovery options, usually for mp. But when you hit the enemy's weak point, you get an extra turn, and you can keep on chaining extra turns and doing more damage. It rewards you in a very tangible way, and by doing so makes the player want to get as many extra turns as possible, because for every turn they get its another chance to deal damage to the enemy before the enemy can hit them.

My biggest complaint in the persona games is how if the main character dies its game over no matter if your other party members are alive, but persona 4 at least has several safeguards put in place and in SMT 4 it all out ignores that- though unless your demons in 4 can use items or a revive spell youre going to have to hope they can survive the rest of the battle (you revive at 1 hp after a fight).

I think the reasons i love these systems is because they reward you for thinking through every fight- each input has weight, either in paper mario's action commands or in megaten's selection of weaknesses. It makes every battle engaging.
author=luiishu535
author=Sated
Grandia games had an amazing battle system. See that there in the bottom right? That thing? More games should do that. Being able to visibly see how much you're delaying an enemy with an attack, or seeing what they're preparing between COMMAND and ACTION so that you can delay/cancel certain enemy skills, was really amazing and also pretty important if you wanted to get through the game. Less so in Grandia 2 because it was a bit easier (and Millenia was OP), but the first one was damn difficult when it wanted to be!
THISâ–˛


Hell yes, Grandia II had awesome battle mechanics. I loved that you could see when an enemy was preparing for a massive attack and you could have your party members use certain skills to cancel their action. I loved that feature so much that I'm incorporating it into the battle system for my own game.

I really wish more RPGs did something like this to make battles more interesting and strategic. So many RPG battles are just boring 10-60 seconds long of spamming the "attack" command and maybe using a spell or two to exploit a known weakness.
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