I have a bad habit of commenting in my own videos (is that a bad habit? I dunno...), but this is probably the only chance I'll ever get to talk about this. I'm not one to make conspiracy theories about "cut content" or "shaky development" and I usually roll my eyes at them, but while doing all the research for this stuff I couldn't help but notice something odd. Remember that weapon type list in the last video? Look closely at type B and C weapons. Almost all Royal arms are in those types, and the only directional attacks those Royal Arms have are either jumps in the air. Well, Trident and Sword of the Wanderer also have the instant combo finisher move, but even that is glitched. The only type B/C weapon that has decent moveset is greatsword. And that weapon is very glitchy and super weird when it comes to combos. My point is that this might explain why Royal Arm movesets are so lackluster. Type B and C weapons seem to be coded in a very different way from type A/D weapons. It almost feels like they ran into a problem with creating movesets for those because of the weird combo system they have. All those jumps in the air just cancel the combo, so you don't have to worry about them. The only attempts at other movesets resulted in either super complicated systems (like with the greatsword) or straight up bugged attacks (like with Trident/Swords). This is even more reinforced by the fact that the only two Royal Arms that do have somewhat unique directional attacks are Scepter and Bow. Both of which don't belong in the type B/C category. So yea, that's my conspiracy theory. Something went terribly wrong with the format on which they designed type B and C weapons, which resulted in them not being very compatible with directional attacks. I'm even willing to bet that Royal Arm "Finishers" are just a glitch where the game thinks you're performing a weapon swap. Half life 3 confirmed.
Huh, that sure is odd... you might be on to something ;) Seriously tough, I can't believe how messed up that Battle System is at times =( I am actually surprised how much "depth" someone can find in it if he/she wants to, like you do! I hope there will come a time where players that are able to do this will be rewarded ;)
NeroDeAngelo At least in my case, they already are, because battles are way more fun when I'm doing weapon swaps and engaging with the other mechanics.
It is rewarded to an extent, sadly it's usually super situational. I too hope that this would change a bit in the future, but I honestly don't even know what could be changed about the combat system to make combos, movesets or weapon swapping more effective. Let alone anything a patch-sized. Then again, I'm not a game designer and for a good reason :P It's just so bizarre. Here we have a combat system where you have so many good moves and options, yet most of the time none of them are worth using. I'm not even sure how that's possible...
Lulcy That implies that one person was responsible for designing the battle system and that the fault lays with them. In reality, it's probably closer to a team of a few individuals trying to make something work but technical/design/production limitations or constraints got in the way. Game development isn't like movies, there isn't really a single visionary sculpting the look and feel of the project, even though big companies like to posture that's the case.
you're awsum man i love final fantasy xv becuase of the combat in fact it's my first final fantasy other than this always loved kingdom hearts and nier. I'm more of an action fan than turn based. i always recommend your videos to people saying ffxv is trash. i used to play bloodborne before this and it's combat is tense and frustrating but now i can't stop playing ffxv.
I can't tell you how enjoyable these videos are for me. If you ever run out of ideas for videos, maybe various hunts or something on a lvl 1 run? You most likely have thought about it, but just a suggestion. To really flex the game's combo tech
How is this combat system so complicated? If we had to learn properly this combat to beat the game (Like FF XIII, for example, was), I wonder how many people would be able to complete it. Amazing video like always.
It's really a common Square Enix thing. KH2 for example has one of the most complex combat systems in an action JRPG that I know of, yet it is like the #1 example of "mash X to win" -gameplay for most people. And yea, the game could possibly be very hard if most this was required. I'm not sure if that would be a good thing, unless they vastly improved the tutorial. But if difficulty is an issue, then that's what difficulty settings are for! What is even the point of easy mode in this game?
Asetoni FFXV That's the mainline FF curse (turning SE curse) isn't it? The games are so mainstream that they want anyone to be able to complete an entry, so any real difficult stuff is locked away in post-game content or in depth of mechanics. Without meaningful challenges though, the depth of mechanics means little.
RekiWylls Pretty much that. Only, in XV's case there aren't even any really hard post-game challenges. Costlemark menace is maybe an exception, but even that can be cheesed so hard with elemancy (and now with Alterna). Making the KH2 comparison again actually gets me a little hopeful. The original KH2 was pretty much in the same spot as FFXV. There was one endgame superboss and the game overall was way too easy. Then the Final Mix version brought like 15 new superbosses and a new difficulty mode. If you want the game to be more accessible, that is exactly why difficulty modes exist! They just recently released Nier: Automata which on lower difficulty settings literally plays the game for you and on higher ones kills you for blinking at a bad time (then again, that was made by Platinum games).
It makes a lot of sence! I hope they introduce soon a hard mode, because soon I will do everything at lv 1... ohh, and I forgot to say, but that tip for doing aerial combos is amazing!! I will try to learn it!
Sadly I don't think a final mix version of FF15 would do much. Using KH2 as the example still - it already had really solid combat mechanics it just lacked content - FF15 on the other hand has loads of content but the foundation of the game needs a lot of work. But actually what I think comes down to is just differing design philosophies. Despite FF15 and KH2 both being action RPGs made by the same developers KH2 leans closer to a pure action game while FF15 leans closer to the RPG side of things. You can overcome most of FF15 just by planning ahead with equipment/tech choices, food buffs, stocking up on items, and proper skill tree choices (heck the skill tree alone is a crazy thing that breaks the game the more skills you unlock). It's easy to look at that as a design flaw from an action point of view but a lot of people love all that sort of game breaking rpg stuff.
Hey asetoni, i have a question, if you use Weapon changer with the weapon order ( Sword ~> Spear ~> Great sword) What happening? Noctis do a combo with sctruture like "Starter sword hit ~> Midle/basic Spear hit ~> Great sword finisher " Or He act like "starter sword hit~>starter spear hit ~> starter great sword hit" forever in loop ?
Shad Kuro Neko Neither, but the second example is closer. What it does is: Sword starter hit > first spear basic hit in the combo > first greatsword basic hit in the combo > first sword basic hit in the combo Every swap resets you at the start of the basic combo, so starter is only done once, but it then loops between their first hits in the basic combo. (well, not exactly because greatsword is a type B weapon so it screws the whole thing, but that's beside the point) Auto changer only does the inputs for you. It doesn't have other special properties.
great video always helpfull quick question when you switch between the sword and the Royal arms do u just swap them or do u air dance as well I'm having trouble
I have the air dance ability. I swap to the sword, push the analog stick to the direction where I want to airstep and then swap back to the royal arm. Then I just repeat this every time I airstep. It can be hard to do.
Do you need the infinite airstep ability to keep doing the weapon swap trick? Or does it not track how many air steps you've done if you swap off the weapon?
RekiWylls I actually don't know. I have never tried it on a save file where I don't have infinite airstep. I imagine it would not let you airstep more times even if you did swap weapons...
If you dont have infinite airstep, you can step 2 times, I think. You attack, swap and step, than attack again, than swap and step, than attack again. Only 2 or 3 times. Also, you cant do like 2 hits, I think with some swords. To do this trick with the katana, for example, you have to attack and than immediatly change weapons and airstep. I can be wrong... But I guess thats it.
It doesn't, as far as I've noticed. The question that plagues me is whether the Genji Blade (reward from the Episode Gladio DLC) has one or not. It has the same description as the Flayer spear, but as far as I can tell everything is the same?
I haven't tested Genji Blade myself (been taking a break from FFXV), but I don't think it has a unique moveset. Flayer was probably changed because not having a normal combo finisher on a weapon that gains bonus damage on combo finishers would be really odd (even though you could still have used "Finishers" with it).
I have a bad habit of commenting in my own videos (is that a bad habit? I dunno...), but this is probably the only chance I'll ever get to talk about this.
I'm not one to make conspiracy theories about "cut content" or "shaky development" and I usually roll my eyes at them, but while doing all the research for this stuff I couldn't help but notice something odd.
Remember that weapon type list in the last video? Look closely at type B and C weapons. Almost all Royal arms are in those types, and the only directional attacks those Royal Arms have are either jumps in the air. Well, Trident and Sword of the Wanderer also have the instant combo finisher move, but even that is glitched. The only type B/C weapon that has decent moveset is greatsword. And that weapon is very glitchy and super weird when it comes to combos.
My point is that this might explain why Royal Arm movesets are so lackluster. Type B and C weapons seem to be coded in a very different way from type A/D weapons. It almost feels like they ran into a problem with creating movesets for those because of the weird combo system they have. All those jumps in the air just cancel the combo, so you don't have to worry about them. The only attempts at other movesets resulted in either super complicated systems (like with the greatsword) or straight up bugged attacks (like with Trident/Swords).
This is even more reinforced by the fact that the only two Royal Arms that do have somewhat unique directional attacks are Scepter and Bow. Both of which don't belong in the type B/C category.
So yea, that's my conspiracy theory. Something went terribly wrong with the format on which they designed type B and C weapons, which resulted in them not being very compatible with directional attacks. I'm even willing to bet that Royal Arm "Finishers" are just a glitch where the game thinks you're performing a weapon swap.
Half life 3 confirmed.
Huh, that sure is odd... you might be on to something ;)
Seriously tough, I can't believe how messed up that Battle System is at times =( I am actually surprised how much "depth" someone can find in it if he/she wants to, like you do! I hope there will come a time where players that are able to do this will be rewarded ;)
NeroDeAngelo At least in my case, they already are, because battles are way more fun when I'm doing weapon swaps and engaging with the other mechanics.
It is rewarded to an extent, sadly it's usually super situational. I too hope that this would change a bit in the future, but I honestly don't even know what could be changed about the combat system to make combos, movesets or weapon swapping more effective. Let alone anything a patch-sized. Then again, I'm not a game designer and for a good reason :P
It's just so bizarre. Here we have a combat system where you have so many good moves and options, yet most of the time none of them are worth using. I'm not even sure how that's possible...
All this could be explained with just a simple "Flawed design made by just a flawed designer, who is a flawed human".
Lulcy That implies that one person was responsible for designing the battle system and that the fault lays with them. In reality, it's probably closer to a team of a few individuals trying to make something work but technical/design/production limitations or constraints got in the way. Game development isn't like movies, there isn't really a single visionary sculpting the look and feel of the project, even though big companies like to posture that's the case.
you're awsum man i love final fantasy xv becuase of the combat in fact it's my first final fantasy other than this always loved kingdom hearts and nier. I'm more of an action fan than turn based. i always recommend your videos to people saying ffxv is trash. i used to play bloodborne before this and it's combat is tense and frustrating but now i can't stop playing ffxv.
I can't tell you how enjoyable these videos are for me. If you ever run out of ideas for videos, maybe various hunts or something on a lvl 1 run? You most likely have thought about it, but just a suggestion. To really flex the game's combo tech
How is this combat system so complicated? If we had to learn properly this combat to beat the game (Like FF XIII, for example, was), I wonder how many people would be able to complete it.
Amazing video like always.
It's really a common Square Enix thing. KH2 for example has one of the most complex combat systems in an action JRPG that I know of, yet it is like the #1 example of "mash X to win" -gameplay for most people.
And yea, the game could possibly be very hard if most this was required. I'm not sure if that would be a good thing, unless they vastly improved the tutorial. But if difficulty is an issue, then that's what difficulty settings are for! What is even the point of easy mode in this game?
Asetoni FFXV That's the mainline FF curse (turning SE curse) isn't it? The games are so mainstream that they want anyone to be able to complete an entry, so any real difficult stuff is locked away in post-game content or in depth of mechanics. Without meaningful challenges though, the depth of mechanics means little.
RekiWylls Pretty much that. Only, in XV's case there aren't even any really hard post-game challenges. Costlemark menace is maybe an exception, but even that can be cheesed so hard with elemancy (and now with Alterna).
Making the KH2 comparison again actually gets me a little hopeful. The original KH2 was pretty much in the same spot as FFXV. There was one endgame superboss and the game overall was way too easy. Then the Final Mix version brought like 15 new superbosses and a new difficulty mode.
If you want the game to be more accessible, that is exactly why difficulty modes exist! They just recently released Nier: Automata which on lower difficulty settings literally plays the game for you and on higher ones kills you for blinking at a bad time (then again, that was made by Platinum games).
It makes a lot of sence! I hope they introduce soon a hard mode, because soon I will do everything at lv 1...
ohh, and I forgot to say, but that tip for doing aerial combos is amazing!! I will try to learn it!
Sadly I don't think a final mix version of FF15 would do much. Using KH2 as the example still - it already had really solid combat mechanics it just lacked content - FF15 on the other hand has loads of content but the foundation of the game needs a lot of work.
But actually what I think comes down to is just differing design philosophies. Despite FF15 and KH2 both being action RPGs made by the same developers KH2 leans closer to a pure action game while FF15 leans closer to the RPG side of things. You can overcome most of FF15 just by planning ahead with equipment/tech choices, food buffs, stocking up on items, and proper skill tree choices (heck the skill tree alone is a crazy thing that breaks the game the more skills you unlock). It's easy to look at that as a design flaw from an action point of view but a lot of people love all that sort of game breaking rpg stuff.
That bow to gun combo 10/10
Hey asetoni, i have a question, if you use Weapon changer with the weapon order ( Sword ~> Spear ~> Great sword)
What happening? Noctis do a combo with sctruture like
"Starter sword hit ~> Midle/basic Spear hit ~> Great sword finisher "
Or
He act like "starter sword hit~>starter spear hit ~> starter great sword hit" forever in loop ?
Shad Kuro Neko Neither, but the second example is closer.
What it does is:
Sword starter hit > first spear basic hit in the combo > first greatsword basic hit in the combo > first sword basic hit in the combo
Every swap resets you at the start of the basic combo, so starter is only done once, but it then loops between their first hits in the basic combo. (well, not exactly because greatsword is a type B weapon so it screws the whole thing, but that's beside the point)
Auto changer only does the inputs for you. It doesn't have other special properties.
How do I swap to combo finisher?
great video always helpfull quick question when you switch between the sword and the Royal arms do u just swap them or do u air dance as well I'm having trouble
I have the air dance ability. I swap to the sword, push the analog stick to the direction where I want to airstep and then swap back to the royal arm. Then I just repeat this every time I airstep. It can be hard to do.
Asetoni FFXV thanks I kinda got the idea now but ya it's a little tricky haha
Do you need the infinite airstep ability to keep doing the weapon swap trick? Or does it not track how many air steps you've done if you swap off the weapon?
RekiWylls I actually don't know. I have never tried it on a save file where I don't have infinite airstep. I imagine it would not let you airstep more times even if you did swap weapons...
If you dont have infinite airstep, you can step 2 times, I think. You attack, swap and step, than attack again, than swap and step, than attack again. Only 2 or 3 times.
Also, you cant do like 2 hits, I think with some swords. To do this trick with the katana, for example, you have to attack and than immediatly change weapons and airstep. I can be wrong... But I guess thats it.
Dude you gotta make an afrosword combat guide pls, square-enix should hire you btw too...
Thanks! I actually haven't had the time to grind for the Afrosword, so I don't know if it has a different moveset...
It doesn't, as far as I've noticed. The question that plagues me is whether the Genji Blade (reward from the Episode Gladio DLC) has one or not. It has the same description as the Flayer spear, but as far as I can tell everything is the same?
I haven't tested Genji Blade myself (been taking a break from FFXV), but I don't think it has a unique moveset. Flayer was probably changed because not having a normal combo finisher on a weapon that gains bonus damage on combo finishers would be really odd (even though you could still have used "Finishers" with it).