I feel like a lot of people are looking at combat in this game as if its an action game but for what I've seen its a tactical/strategy combat system with action elements
Apparently all gacha game need to action game only Hoyo was welcome to try different genre of game And if another game able to make 3d gacha game that has not same standard like another Hoyo title they will wish those game EoS already It's just sad
What normally drives me away from ARPGs is how watered down the tactics and strategy have become with most of them. So I'm happy to see that they're trying to do both with Endfield.
the reality is it's both. so they're not wrong. the only strategy/tactical is...just what he did in the video, combining good combo interactions. thats it. wow, no more tactical/strategy than genshin and doing the element reaction system. you cannot say it's tactical if you can't even command your units to defend/attack/change position/etc. Nor do the classes even have those elements. the whole class system in AK is thrown out the window here when each character just feels like a dps outside of like 2 units that are more block/healing based. Things that would be strategy like in arknights where "okay this level i need to bring casters to deal with heavy armor enemies" is not present in this beta. perlica/angelina? nah, just gonna use my main bread and butter combo team to beat ALL the content the same way, because the character roles are irrelevant and it's just whoever does the most damage and triggers combos the easiest wins every fight.
@@FangsOfKomodotheres actually more to it. Look at kukkazes vid about team synergies it shows how different builds of team synergies the overall combat effectivesness of the game
I also wanna add that some of them judge it way too early(lv 20 character, no gear set, only using 6* character), even before learning and using basic mechanic. Also it doesnt help that encounter during msq is decently challenging compared to its contemporary, which can lead to enemy feel like bullet sponge because theyre not using mechanic properly.
@@pallyplayerz there's still room for targetting and engagement gambits. And i think there's the usable tactical(?) items you can equip on characters and there could be room for when to use those too
@@pallyplayerz I think each character need to be even more unique. That's the biggest weakness in FF12 I think. The summons also should do much more other than just taking the hits.
@@AAAAnca im pretty sure tactical items already have built in conditions like use on lowhp etc. Im not a fan of automating stuff when u already dont have a lot of variables to work with, ff12 characters have dozens of abilities and use cases for each one thats why the gambit is satisfying, but when u manage just a few things like this game the combat will be mind numbingly boring if u can automate it even more
Personally, I would prefer the Final Strike from basic attacks retains your place in the chain following a perfect dodge. That way, you gain more SP from getting Final Strikes off consistently, and it opens up better flow for getting combos and stagger building up.
Very Excited for the released version. I think 4 SP bar would be nice. Maybe they will consider a really long-range sniper, shifter(puller/pusher), or even a vanguard but instead of regen DP, they regen SP.
Would’ve been better if you hid yourself or placed yourself on another corner when you showed the combat so we could see all the ui. Just a tip for the future…
@@Cha0tikXGryphline i know it isnt a ui showcase, but a combat showcase should include the ui area with the inputs so we can see exactly what is being pressed, and how it all comes together.
Very clear and insightful video! From what I can see the SP building is the only bad part of this system, it seems pretty unforgiving Like if you mess up your basic attacks you just barely get any SP to damage enemies? Sounds rough
Ohhh so they inproved on ex astris's system.. i think this system will benefit frm more characters. i watched some turret gameplay dude imagine combining combat with different turrets ucan use as traps against boss fights that would be cool
Honestly havent seen a game that blends the real time strategy roots with live action as well as Endfield. Just basing the game off that. Its an immediate 10/10. Now, I only hope the powercreep doesnt go out of control. Ive spent way more then I ever should have in Arknights simply due to the gratuity i feel towards the game and how friendly it is to their players. So the ball is on their court if ill do so again
Possibly but they aren't building a system so that you can do that. Combat will take much longer because the combo skills will not activate without a team and you'll be stuck with a skill, ultimate and basic attack. This isn't a game for solo fighting.
Is there a training dummy to practice our team composition ? I would love to have that with a total damage indicator like in monster hunter world and some customizable behavior for the dummy to practice dodge or parry skill.
I like the strategy aspect in combat here but the negative effect of this mechanic will be co-op experience. I love the fact my characters can just do things for me, it's excellent for when you encounter boss for the first time n you want to understand their patterns, you do that n the other characters will chip away the boss' hp. But when in co-op, the immersion will be completely different, even the chain attacks here might be confusing because like, who will be in charge of this mechanic in co-op? And my character might stop doing what I'm doing because someone else click my character's chain attack, they took control of my character in a brief moment n it ruin my momentum. Other part that might need attention is targetting, especially aggro. From the showcase here, the mobs actually target character that hit them the most n cause enemies scattered around as a result so grouping will be hard here. But when in boss battle, the active character will be the one getting targetted at all time. The aggro system is gone when in boss battle. I was thinking of using long range or healer as active character, hoping i can keep my distance from boss n let melee characters get the aggro. But nope, boss will target you no matter which character you use, even when you're not attacking the boss at all. Also I'm scared with the building system here. As the game progresses, the game might be lagging because of how much building i placed around the world, but making it disappears when it's too far away might also look weird as well and even tho it turn invisible, the building is there, the game registered that building exist in that location so it's still gonna cause the game to be heavy n laggy
You are aware that this is a single player game with no announced co-op right? All of these co-op mentions here have nothing to do with this game because they have only hinted at base building with friends. The game was developed with only one player in mind for the battle system... Not 2, not 3, and not 4. Co-op isn't about immersion, it's about playing with your friend and having a good time. If they ever choose to make co-op modes, it will not be for the purpose of immersion and the systems will be very different from anything chaos showed here. So why are you worried about it so much?
has anyone talk about the enemy priority is the controlled operator instead of the closest to them? cause than would be annoying if I want to control a range operator...
Idk man it looks easy to me and there's not much depth into it, there will be busted characters in the future who can generate sp and combo skill faster and so far all of the enemies when they have red circle to interrupt looks so slow, the only thing that looks difficult is just dodge with tight frame so it feels good when you master it. It may look amazing on paper but it's okay in practice.
The problem is. Most of the charm of combat in endfield is mostly on team synergies. I havent played the game my self but kukkikaze made a video creating teams that synergies with each other (honestly i would like more ccs have this explored) . Perhaps this is where the strategic approach of the game comes from.
I do not like the combo system simply because it prevents me from being able to try a solo character run or challenge. A portion of some of the characters kits is simply unusable. Some characters can proc their own but I think its bad design to completely limit a character and force a team dynamic if there are some players who might want to play differently
It's intended to be a team oriented game. It just simply isn't for you. The game is encouraging a different battle system for players who want something different instead of the same cookie cutter ARPG system. Bad design is creating something that doesn't work as intended or something that's easy to break. This is working as intended and encouraging the type of gameplay the developers wanted. Just because you want to "play differently" doesn't make this bad design, it means it wasn't designed for players who want the kind of game you want and that's okay.
The combat looks really fun! But saying it's more unique than PGR, Limbus Company, Alchemy Stars, World Flipper, and Kemono Friends just feels wrong. ^^;
It feels so mmo-rpg with bunch of things happen chaotically. So its just spam basic attack to accumulate an "universal mechanic resource" (SP) for all the team and to "summon" skills ? Is there synergies between the character's kit skills and characters ? I cant see that. It feel so basic. And the "final blow" means you need to finish your combo string basic attack to have SP ? wow such bad idea, when you will cross aggressive enemies which wont let you finish your combo you will rage of frustration. Its always trigger my when a character have a kit like that and you are stuck at a certain point of his mechanic and the enemy dont let you continue. I feel like if you play your character in aether gazer but with a more basic kit because you use when you want the skills from your teammates. But at least these was ult synergies. This type of system is so out of the action, you need to focus on the boss pattern to dodge/jump but just to do basic attacks most of the time and all the skill is out of your field of view. You dont feel the action and its totally desync, not at the same passe than the boss pattern which is far more action. Its a weird system mix. Maybe Im wrong because maybe its a type of gameplay you need to play to feel it, ok. But its not a good teaser for me that dont have the time to try it in deep. I will give it the benefice of the doubt because all this type of game need to reach the far end game content to reveal it self, with proper stuffs and teams. But I can left the idea that seams to be a fan game for Arknight fans that wanted a 3d game with the "hoyo formula".
I liked battle system before... now this is just genshin without needing to switch characters... before it was something unique, more non-target, like Sudeki. Now it's meh, don't like it anymore...
I believe I saw someone build around it to reduce the CD for skills. It's good that you can't spam skills in this game. It forces you to strategize around the skills you choose to work in synergy with the other ops.
@@Cha0tikXGryphlineyeah skill too long probably thier team synergy are not good enough i saw alot just put alot 6* i thier team and they unga bunga even though thier skill doesn't interact with any other teammate so after they press all skill they being put in silence state with can't do anything beside normal attack
My english isnt that good so its hard for me to explain it well. Imo someone like archlight is better bcs how fast her combo cd bcs she can stack stagger faster than someone like surtr who have high multiplier but high cd
@@Cha0tikXGryphline they meant that most combo skills have upwards of 20-30 second cooldowns (except Arclight's combo skill), so your team only gets to do the 1 synergy you've built your entire team around every 20-30 seconds
Why cant they make a combo system similar to literally almost all action games released since the 2000s? I wanna go XY and XXY and XXXY and XXXXY like its dmc!! This combat seems interesting but im still disappointed
because it's still a mobile game. and all you'll ever get is just that, x and y. with no directional input either because thats harder to do on phones. mobile holds a lot of these games back from being more skill based.
@@FangsOfKomodoI don't think so, it's actually easier to have two attack inputs on phone. IMO this trend of 3D gacha are focused on PC user (Where most people hv high specs hardware to run high graphics). Though some people rather using controller support on their PC. Most of them are using mouse & keyboard, and mouse only has left click for attack input.
because this isn't an action-adventure game; it's a real-time RPG with a JRPG vibe, similar to Xenoblade. You can't really compare battle system from two different genre
Good news, love to hear it. Rewarding perfect dodges with the ability to continue combos might help with the Sp regen.
I feel like a lot of people are looking at combat in this game as if its an action game but for what I've seen its a tactical/strategy combat system with action elements
Apparently all gacha game need to action game only Hoyo was welcome to try different genre of game
And if another game able to make 3d gacha game that has not same standard like another Hoyo title they will wish those game EoS already
It's just sad
What normally drives me away from ARPGs is how watered down the tactics and strategy have become with most of them. So I'm happy to see that they're trying to do both with Endfield.
the reality is it's both. so they're not wrong. the only strategy/tactical is...just what he did in the video, combining good combo interactions. thats it. wow, no more tactical/strategy than genshin and doing the element reaction system. you cannot say it's tactical if you can't even command your units to defend/attack/change position/etc. Nor do the classes even have those elements.
the whole class system in AK is thrown out the window here when each character just feels like a dps outside of like 2 units that are more block/healing based. Things that would be strategy like in arknights where "okay this level i need to bring casters to deal with heavy armor enemies" is not present in this beta. perlica/angelina? nah, just gonna use my main bread and butter combo team to beat ALL the content the same way, because the character roles are irrelevant and it's just whoever does the most damage and triggers combos the easiest wins every fight.
@@FangsOfKomodotheres actually more to it. Look at kukkazes vid about team synergies it shows how different builds of team synergies the overall combat effectivesness of the game
I also wanna add that some of them judge it way too early(lv 20 character, no gear set, only using 6* character), even before learning and using basic mechanic.
Also it doesnt help that encounter during msq is decently challenging compared to its contemporary, which can lead to enemy feel like bullet sponge because theyre not using mechanic properly.
i love how the combo skill is like a refined combination of Ex Astris' combo system and Guardian Tales' Chain Skill mechanics.
Guardian tales OG game
The more i see the AKEF gameplay, the more i wish there was some kind of a Gambit system from FF12
That brings memories.
It took time to set, but it's very satisfying when the Gambit system can complete Auto bosses.
There isnt nearly enough abilities per character in order to justify a gambit system, its literally skill ultimate and combo skill
@@pallyplayerz there's still room for targetting and engagement gambits. And i think there's the usable tactical(?) items you can equip on characters and there could be room for when to use those too
@@pallyplayerz I think each character need to be even more unique.
That's the biggest weakness in FF12 I think.
The summons also should do much more other than just taking the hits.
@@AAAAnca im pretty sure tactical items already have built in conditions like use on lowhp etc.
Im not a fan of automating stuff when u already dont have a lot of variables to work with, ff12 characters have dozens of abilities and use cases for each one thats why the gambit is satisfying, but when u manage just a few things like this game the combat will be mind numbingly boring if u can automate it even more
We need some SP recharge after perfect dodge attack and it's perfect.
Maybe some character will have it as their kit, but sure its gonna be good if it get implemented
Personally, I would prefer the Final Strike from basic attacks retains your place in the chain following a perfect dodge. That way, you gain more SP from getting Final Strikes off consistently, and it opens up better flow for getting combos and stagger building up.
Good job in showing the chain synergy attacks 😊
Snowshine is the goat with the heals and parry
If they ever add Vanguard class in the future, I hope Vguard would aid with the sp regen like every hit adds sp and they benefits from it
This is a really great visual demonstration of what good team synergy looks like. Cannot wait to play.
Very Excited for the released version.
I think 4 SP bar would be nice.
Maybe they will consider a really long-range sniper, shifter(puller/pusher), or even a vanguard but instead of regen DP, they regen SP.
4 SP bar would also make it easier for them to do COOP since if 4 players play together each could have 1 SP bar
2:40 but what if you cant do final blows for any reason, because for example you were forced to dodge midway, how are we gonna get SP
That's one of the things that i definitely feed needs to be addressed somehow. For now, we need to have a character that helps with SP gain.
@@Cha0tikXGryphline iirc Snowshine + Arclight is the meta rn, bc they're by far the best at building SP
@@Cha0tikXGryphlinesnowshine and arclight gain sp really well from what ive seen.
There is a set bonus that gives SP upon a certain trigger, can't remember what the trigger is tho.
Would’ve been better if you hid yourself or placed yourself on another corner when you showed the combat so we could see all the ui. Just a tip for the future…
This isn't a UI showcase. Sorry man, you won't be getting that for this kinda content.
@@Cha0tikXGryphline i know it isnt a ui showcase, but a combat showcase should include the ui area with the inputs so we can see exactly what is being pressed, and how it all comes together.
Some true gaming out here. Tired of ny brain going afk out of gameplay.
Thanks chaotik for increasing my vocabulary
Very clear and insightful video!
From what I can see the SP building is the only bad part of this system, it seems pretty unforgiving
Like if you mess up your basic attacks you just barely get any SP to damage enemies? Sounds rough
This feels like guardian tales but more layer of complexity
Ohhh so they inproved on ex astris's system.. i think this system will benefit frm more characters. i watched some turret gameplay dude imagine combining combat with different turrets ucan use as traps against boss fights that would be cool
Honestly havent seen a game that blends the real time strategy roots with live action as well as Endfield. Just basing the game off that. Its an immediate 10/10.
Now, I only hope the powercreep doesnt go out of control. Ive spent way more then I ever should have in Arknights simply due to the gratuity i feel towards the game and how friendly it is to their players. So the ball is on their court if ill do so again
PGR/Wuwa players here. Accorsing to the cambat mechanism can we solo a boss?
Like having on character on field.
Possibly but they aren't building a system so that you can do that. Combat will take much longer because the combo skills will not activate without a team and you'll be stuck with a skill, ultimate and basic attack. This isn't a game for solo fighting.
Man so far i love Endfield just wish they make low rarity stand out like High rarity on high level endgame
Since AK fans are will coming I and many Kuro fans will play it
❤
People were so easy to dismiss Endfield's combat as "WuWa/Genshin clone" not realizing the intricacies it has.
Any idea when is the game’s release?
Is there a training dummy to practice our team composition ? I would love to have that with a total damage indicator like in monster hunter world and some customizable behavior for the dummy to practice dodge or parry skill.
no
Not yet, at best you can look for mini bosses to use as a target dummy
I just want to see how well the controls will transfer to the mobile platform.
video about base building?
dp you work with gryphline? in your name
Will this game run without gup ?
I have a Ryzen 7 5700g
I like the strategy aspect in combat here but the negative effect of this mechanic will be co-op experience. I love the fact my characters can just do things for me, it's excellent for when you encounter boss for the first time n you want to understand their patterns, you do that n the other characters will chip away the boss' hp. But when in co-op, the immersion will be completely different, even the chain attacks here might be confusing because like, who will be in charge of this mechanic in co-op? And my character might stop doing what I'm doing because someone else click my character's chain attack, they took control of my character in a brief moment n it ruin my momentum.
Other part that might need attention is targetting, especially aggro. From the showcase here, the mobs actually target character that hit them the most n cause enemies scattered around as a result so grouping will be hard here. But when in boss battle, the active character will be the one getting targetted at all time. The aggro system is gone when in boss battle. I was thinking of using long range or healer as active character, hoping i can keep my distance from boss n let melee characters get the aggro. But nope, boss will target you no matter which character you use, even when you're not attacking the boss at all.
Also I'm scared with the building system here. As the game progresses, the game might be lagging because of how much building i placed around the world, but making it disappears when it's too far away might also look weird as well and even tho it turn invisible, the building is there, the game registered that building exist in that location so it's still gonna cause the game to be heavy n laggy
You are aware that this is a single player game with no announced co-op right? All of these co-op mentions here have nothing to do with this game because they have only hinted at base building with friends. The game was developed with only one player in mind for the battle system... Not 2, not 3, and not 4. Co-op isn't about immersion, it's about playing with your friend and having a good time. If they ever choose to make co-op modes, it will not be for the purpose of immersion and the systems will be very different from anything chaos showed here. So why are you worried about it so much?
has anyone talk about the enemy priority is the controlled operator instead of the closest to them?
cause than would be annoying if I want to control a range operator...
Idk man it looks easy to me and there's not much depth into it, there will be busted characters in the future who can generate sp and combo skill faster and so far all of the enemies when they have red circle to interrupt looks so slow, the only thing that looks difficult is just dodge with tight frame so it feels good when you master it. It may look amazing on paper but it's okay in practice.
The problem is. Most of the charm of combat in endfield is mostly on team synergies. I havent played the game my self but kukkikaze made a video creating teams that synergies with each other (honestly i would like more ccs have this explored) . Perhaps this is where the strategic approach of the game comes from.
I do not like the combo system simply because it prevents me from being able to try a solo character run or challenge. A portion of some of the characters kits is simply unusable.
Some characters can proc their own but I think its bad design to completely limit a character and force a team dynamic if there are some players who might want to play differently
It's intended to be a team oriented game. It just simply isn't for you. The game is encouraging a different battle system for players who want something different instead of the same cookie cutter ARPG system. Bad design is creating something that doesn't work as intended or something that's easy to break. This is working as intended and encouraging the type of gameplay the developers wanted. Just because you want to "play differently" doesn't make this bad design, it means it wasn't designed for players who want the kind of game you want and that's okay.
Release date??
The combat looks really fun!
But saying it's more unique than PGR, Limbus Company, Alchemy Stars, World Flipper, and Kemono Friends just feels wrong. ^^;
6:19 "see how this works?" No, not in the slightest, you are not really explaining anything 😅
Really? I'd love to hear how you got to that point without watching 1:13? It's almost like you, I don't know... Didn't watch the video?
It feels so mmo-rpg with bunch of things happen chaotically.
So its just spam basic attack to accumulate an "universal mechanic resource" (SP) for all the team and to "summon" skills ?
Is there synergies between the character's kit skills and characters ? I cant see that. It feel so basic.
And the "final blow" means you need to finish your combo string basic attack to have SP ? wow such bad idea, when you will cross aggressive enemies which wont let you finish your combo you will rage of frustration. Its always trigger my when a character have a kit like that and you are stuck at a certain point of his mechanic and the enemy dont let you continue.
I feel like if you play your character in aether gazer but with a more basic kit because you use when you want the skills from your teammates. But at least these was ult synergies.
This type of system is so out of the action, you need to focus on the boss pattern to dodge/jump but just to do basic attacks most of the time and all the skill is out of your field of view. You dont feel the action and its totally desync, not at the same passe than the boss pattern which is far more action.
Its a weird system mix.
Maybe Im wrong because maybe its a type of gameplay you need to play to feel it, ok. But its not a good teaser for me that dont have the time to try it in deep.
I will give it the benefice of the doubt because all this type of game need to reach the far end game content to reveal it self, with proper stuffs and teams.
But I can left the idea that seams to be a fan game for Arknight fans that wanted a 3d game with the "hoyo formula".
This game does has synergy so I hadn't seen anyone utilize it though
If hsr ‘s combat was open world
I liked battle system before... now this is just genshin without needing to switch characters... before it was something unique, more non-target, like Sudeki. Now it's meh, don't like it anymore...
I think it's more like real-time a bit toned down Ex Astris, I interested in the old combat more too.
@HeLpMeThInKmYnAmE Welp, i hyped cuz of factorio in this game, maybe this is how I'm gonna spend my time :D
Some combo skill cd is too long
I believe I saw someone build around it to reduce the CD for skills. It's good that you can't spam skills in this game. It forces you to strategize around the skills you choose to work in synergy with the other ops.
@@Cha0tikXGryphlineyeah skill too long probably thier team synergy are not good enough i saw alot just put alot 6* i thier team and they unga bunga even though thier skill doesn't interact with any other teammate so after they press all skill they being put in silence state with can't do anything beside normal attack
My english isnt that good so its hard for me to explain it well. Imo someone like archlight is better bcs how fast her combo cd bcs she can stack stagger faster than someone like surtr who have high multiplier but high cd
@@Cha0tikXGryphline they meant that most combo skills have upwards of 20-30 second cooldowns (except Arclight's combo skill), so your team only gets to do the 1 synergy you've built your entire team around every 20-30 seconds
@@lancergt1000kukkikaze managed to get a full loop thanks to arclight so im not worried
Why cant they make a combo system similar to literally almost all action games released since the 2000s? I wanna go XY and XXY and XXXY and XXXXY like its dmc!! This combat seems interesting but im still disappointed
because it's still a mobile game. and all you'll ever get is just that, x and y. with no directional input either because thats harder to do on phones. mobile holds a lot of these games back from being more skill based.
@@FangsOfKomodoI don't think so, it's actually easier to have two attack inputs on phone. IMO this trend of 3D gacha are focused on PC user (Where most people hv high specs hardware to run high graphics). Though some people rather using controller support on their PC. Most of them are using mouse & keyboard, and mouse only has left click for attack input.
because this isn't an action-adventure game; it's a real-time RPG with a JRPG vibe, similar to Xenoblade. You can't really compare battle system from two different genre
It's not a Character Action Game like DMC, it's an RTS-RPG similar to FFXV.
How well does this game work on mobile?