I really think you're missing a trick over circle versus diamond arts. Everything about this game suggests that you're supposed to move about more. You've got to hit low area buff puddles, get close to your allies, hit your positionals. All of that stuff is going to be way, way easier for Kevas classes than Agnes because they can be charging their talent arts while moving.
Also charging during other attack animations. Not to mention that stutter stepping seems to be removed (unfortunate) so Agnes might actually be just as slow, possibly even slower in practice
@@TARDISES Is it how it works? I was under the impression the cooldown style was character based and not class based so Noah would always be cooldown based no matter the arts and Mio always auto attack but maybe I'm wrong. It would be a bit confusing if it was class based when you start to mix and match everything together.
I also think that if Agnes arts are indeed faster, they may balance it by also making them a bit weaker than Kevas arts. Since Luxin plays FF14, let me speak in his language. This may be a case where Agnes arts are like your GCDs, you're doing constantly but they're weak overall. Meanwhile Kevas arts are your strong oGCDs, yo do them every so often, but they pack mean punch. And if we mix arts, then maybe we are weaving the slow, strong Kevas arts inbetween the fast, weak Agnes arts.
To be fair for Noah and Mio, I would argue the developers are intentionally holding their cards close to their chests as they are literally the main pair of the game, saving that for the players to experience themselves Like I'm pretty sure we weren't given much of personality for Rex and Pyra/Mythra before release and yet the story ended up being all about making you care for them, which a fair number of people ended up doing
And shulk was even worse he looks like the most boring chosen one at first she the stuff with fiora early helps giving him personality but still it takes time for him to grow as a character.
@@drewhazel1121 personally, I didn't care about it in the first place, and that turned out great for me. Now I just can sit back and laugh at Nintendo still using AskJeeves-era Internet
"I hate that waiting Is a mechanic in this game." bruh, auto attacking for Agnes arts is also waiting lol. Plus, the charging over time is probably more useful in this game since it looks like you gotta move around a lot, which u can't auto attack while moving, so ye.
Yeah like I’m kind of confused since they removed stutter stepping and we don’t know how food is going to work (aside from the exp bonus they showed), so we don’t even know if Agnes arts are going to be faster.
In 2 you're at least attacking _way_ faster and have better control in how often you attack. Plus there's pouch items to speed up recharge on arts on top of stutter stepping. In 1 you might auto attack every five seconds or so regardless of affinity or tension while being forced to move so it'll even happen _and_ you don't have any way to speed up the animation itself or reset it or shrink the window between each attack.
As much I like your analysis on this so far, but my gripe on this is how you sound so sure how the Battle System Work with Agnes vs. Keves Arts. Especially if we have little idea what type of Enemies we're dealing with and how much you can customize the whole Party.
I definitely feel like the reaction to the Keves arts is very dramatic. The arts are clearly balanced out. You have to wait for your character to auto attacks anyways. Stutterstepping is gone. So in a way, Keves arts are superior because they still charge even while youre toppled or blowdown. Granted, there was a Sena art that charged 33% per auto attack so thats dope. But the Keves charge times aren't even that long. And they are still significantly faster than xc1. And we can switch characters whenever so who even cares?
Since Mia is a Flesh-eater, and Sena looks to be a normal blade, Taion is either going to be just a Human or a Blade-eater. The Keves members consists of Homs, Machina, and High Entia. With Nopon on both sides of course.
Or artificial blade if that’s still a thing, hiding his artificial nature could be why he hides his chest and why he can run around in 2 turtlenecks at once without breaking a sweat. Could be a neat bonding thing between him and Lanz too
@@xandermcdonald8543 I could see artificial blade technology getting so good that they are nearly identical to normal blades. Blades themselves were artificially made by Klaus, so by the time of XB3 they may have very few differences. Maybe artificial blades still have those orange ether furnaces instead of the normal blue ones, and Taion wants to hide his nature for whatever reason.
He has to be a human since he doesn’t have an American accent. The only blade in Xenoblade 2 that doesn’t have one is Nia, but I always took that as Nia disguising herself as Gormotti. Mio is probably also going to be a special case since she definitely is somehow connected to Nia with all the parallels between them.
@@eeeeggnog._. who was awakened by her gormotti "father" and Nia. And he's a beast rare blade. Any beast rare blades likely came from elsewhere and thus different accent. or else he was strongly influenced by whomever originally awakened him.
I’m kinda down for not knowing much about Mio and Noah before the release, it’ll be cool seeing what they’re actually like in the full game. Especially Mio since, if we follow Noah’s perspective, we will probably be piecing together her life from the memories we see from her
Xenoblade 2s auto attack recharge is only better because of pouch items and stutter stepping. Btw not only does stutter stepping seem to be gone, but if pouch items exist they'll affect keves arts anyway I can move and still recharge. Agnes can't.
They can't _auto-attack_ while moving. All Mio has to do to charge hers is attack the enemy aggroing her. and that doesn't require movement. If they did it correctly none of the agnus characters should have to move hardly at all and if any need to get into position for their gauge to fill, the dash mechanic exists to shorten the time not attacking while they need to get into position (in two you still needed to do this so its inevitable all them will need to shift around anyway).
I really don’t see how making everyone into an Agnus classes fixes your issue. Like you said you will have Keves arts equipped on them anyway. It’s vice versa for the Keves classes that will be able to equip Agnus arts. I think it’s cool that there are so many systems in the game that fuse aspects of the previous two. Two different types arts available at the same time, being able to fuse those two kind of arts, being able to fuse two characters; I am already loving the way they are incorporating the story through these different mechanics.
Either they wanted variation in the chain attack cinematic or else it was Noah using a different art as he starts the chain attack; the angle for the cinematic is different between the English and japanese trailers. I just find that curious.
Waiting for your arts to recharge isn’t necessarily a bad thing because that just means your incentivized to move around more in battle and stand by your Allies for passive buffs like Eunie and Lanz. Also the return of pouch items and general scaling of cooldowns will naturally decrease as you gain the ability to craft pouch items and level up arts.
@@gilbertguerrero2916 honestly him complaining about "waiting for art recharge" feels so weird... at least it isnt ruining actually decent animations with stutterwalking like in 2(yes, i find XC2 to be the worst in terms of combat simply because stutterwalking exist, and the argument of the community is "there exist a pouch item that aleviates the problem with not recharging over time, so it snot an issue" and i am sitting here and think "if you need to spend ingame money, and a resource, to FIX a problem in your system, while also destroying animations to make the game fun... the game isnt fun) XCX still had the best implementation of movement during combat with being able to jump, move, and do everything while autoattacking, the auto attack being able to be semi canceld into your other weapons autoattack with good timing and setup, AND providing resources in form of TP
@@weberman173 I feel like the complaint about using a pouch item in XC2 to fix something you don't like about it is weird. Like I kinda get where you're coming from, but at the end of the day the game let's you have something that if I'm remembering correctly, isn't hard to get at all to alleviating something you don't love about it, what's the issue? The end result you want is the same with very little effort, imo complaining about it at that point is just sorta complaining to complain but that's just me.
Based on the clip of Sena's gameplay, I'm being led to believe that Mio's fast recharging might be the exception instead of the rule. It's possible that Mio's main thing is striking frequently rather than hitting hard. Plus, stutter stepping seems to be gone and if what we know about cooking is any indication, recharge pouch items aren't in the game either. Maybe "counter-attacks" could mean art recharge. With this in mind, it's possible that, excluding Mio or those in her class, the speed of Agnus characters' art recharge is somewhat mitigated by the arts not charging during art animations. This in turn makes me less concerned over Lanz's slow animations since Monolith may (or may not, we don't actually know yet) have compensated for those slow animations with shorter cooldowns that also happen to be charging during those animations. I could be completely wrong though, so don't take my word for it. I think art recharge is going to be more balanced than we initially thought, and I'm all for it. Edit: I was, in fact, wrong. Hooray. Something else has occurred to me. I don't think it's a stretch to say that Reyn and Zeke can be considered counterparts to each other. They are both buff, yet goofy men with high strength/low agility stat spreads who lug around massive weapons like it's nothing. However, one is a tank and the other is (by default) an attacker. From the looks of things, Lanz and Sena will also have these stat spreads and also wield massive weapons like it's nothing. And one is a tank while the other is an attacker. Reyn focuses on drawing aggro and being a shield for his allies, and Lanz seems to do the same thing. Sena's description indicates that she hits hard, bypasses guard rate, and doesn't have good aggro management. When using Pandoria, Zeke has hard hitting arts and nothing to reduce aggro, and Pandoria has guard annul on her Affinity Chart. Lanz and Reyn's weapons double as shields, making them tanks, while Sena and Zeke's weapons are equally as massive yet possess no defensive qualities, thus making them attackers. Sena may not be a buff man (and we haven't quite seen yet if she's goofy), but gameplay wise at least... Lanz and Sena are just Reyn and Zeke respectively.
It would also be interesting if slow weapons like Lanz's sword benefit greatly from art canceling. Like a good amount of the animation seems to be returning to auto attack position, so if you can skip that and go to your next art it would be a good bit faster. Or maybe Lanz gets a skill tree ability that makes the animation speed faster(if we even have skill trees/charts/lists in this game) Just hope its not locked behind NG+ like Zeke's eye of shinning justice.
I was hoping the same, but unfortunately it is still called Wild Down in the japanese version. Granted, the localization team could still rename Lanz's art to Wild Down for the english version, but I wouldn't count on it.
I think the actual vessel part of the gem crafter is like some sort of blast furnace where the actual gems + materials get refined and that’s why the simpler ether furnace Poppi has doesn’t cut it for gem crafting
I was in the middle of typing this myself until I saw your post, but yeah it seemed pretty definite to me in Xenoblade 1 that the whole gem crafting furnace setup wasn't just a power source, but a literal furnace. The quest to obtain the portable furnace involves securing an "Ultra Small Reactor" developed in Colony 6, which going by the name is clearly a miniaturized power supply. The actual crafting process, as well, involves you stoking flames of some kind as you blast the crystal into shape, collecting the spillover in cylinders. It's a literal blast furnace, as you say. So presumably the whole portable contraption is shaped that way for functional reasons, and the power source back in Shulk's day could very well be as small as Poppi's "furnace" which is essentially just a reactor that metaphorically ignites ether.
If we are going with non conventional healer weapons, lets bring the knife into this game. Tactical Knife : Healer Arts Smooth recovery - Heal within area + evasion up Repair - Heals target + removes debuffs Absorber skin - Nearby allies are granted barrier Slit edge - Deals damage + from the sides: damage up + inflicts bleed Black butterfly : Deals damage + inflicts vulnerability up Talent art: black bane - Deals damage + more damage for each debuff on target I would love to see memes about how most of the healing weapons in 3 are not typically depicted as healing weapons. Gun? thats a healing tool. Gunstaff? The gun is for healing, the magic for blasting. Knife? Obviously it repairs damage dealt to you. Katashiro's shikagami? Its kind of a weird thing so it gets a pass since no one expected it at all.
A art from Xenoblade X was a simple heal, like the simple heal from Sharla, but in X this art is exclusive to the knife weapon class. So, healer knife already exist in the series
@@maxsmash2199 I'm not sure what you are getting at. There is not even an art called simple heal in 1 or X. Sharla has an ether rifle, and Eunie has a similar ether rifle combined with a staff like Melia. So XB3 is not staying away from using old concepts. All of the arts I listed are from X because they are pretty cool and I didn't want to spend a few hours thinking of art effects and names, I don't actually expect everything to be a 1 to 1 copy from X. X gave knifes a strange role, and so I would like to see that role be expanded upon in 3.
A rather niche thing I hope they do with leveling characters down is allowing you to bank _all_ experience gained instead of just your non-combat experience. I've come across situations in DE (lategame Tephra AP/SP grinding, specifically) where I'd like to set my characters to a certain level and have them stay at that level instead of having to level them back down every ten minutes.
@@oygemprime3864 Nope, only quest, landmark/location, and achievement exp; combat experience is applied when the enemy is defeated as normal. The exception is for characters already at level 99, in which case all experience is banked (and functionally useless, though you can still apply all of it by pressing ZR) when expert mode is active.
yeah, the weapon doesn't necessarily mean these belong to _her_ (look at the first trailer and some of the images showing the regular Keves and Agnus anonymous helmeted cannon-fodder foot soldiers - that you can fight as enemies as seen in the second trailer... and the weapons they use... and yeah, some of them even have rifles and/or machine guns - will these be a "blade", I wonder... It's in the vol.0 blog post, for example... even seems like the two nations have same weapons at disposal, as there's an Agnus dude with the dual swords, but they're green/yellow, Ethel's are blue, and Ethel is Keves... on the same image there's a lance dude, and five rifle girls... On the other image with Keves soldiers, there are two shield dudes, the same weapon Lanz have, two dudes with machine guns, one with Noah's sword, or Noah-like, because it's not red... nad one I don't know what that is, some polearm-type weapon, he's kneeling and the weapon is stabbed into the ground... and there's a third Keves picture, but there's nothing new, just, again, noah swords, lanz shield-swords, couple machine guns... and last picture, Agnus this time: two or three, one's kinda off-screen, dual sword dudes, a lance dude - same lance as the purple hair girl, sans the banner, and similar to "hammurabi's" - I always forget how his name's spelt... The weapons or "blades" might just be standard-issue kinda deal, maybe?) links to the images (you can look yourself): topics-cdn.nintendo.co.jp/image/2022/01/28022112091550/0/02.jpg topics-cdn.nintendo.co.jp/image/2022/01/28022122346313/0/03.jpg topics-cdn.nintendo.co.jp/image/2022/01/28023126119066/0/04.jpg topics-cdn.nintendo.co.jp/image/2022/01/28071502152786/0/13.jpg
The pre-order process for the game itself should be fine. It's just the special edition that you won't have any chance of getting any time soon. I do hope that they eventually release that artbook separately.
22:22 範囲 攻撃全体回復 "range attack whole recovery" is the literal meaning. the "whole" refers specifically to attack so i assume it means that all attacks (done on the party) will be healed within the range of the spell.
Regarding Taion's Talent Art, it's description is: 範囲 攻撃全体回復 Which reads: 範囲 = range/scope (this means AOE) 攻撃 = attack 全体 = whole/all 回復 = recovery/restoration My interpretation is that it will fill up everyone's Art's cool downs, which would fit with his tactician role and be really interesting.
If a good amount of arts had effects like that, it could be very interesting. Imagine an endgame setup where half of the party is support constantly refreshing each others cooldowns. No idea if it would be good, but it would be neat to see.
Considering each character gets double the arts of xbc2 and any character can mix’n match arts from either nation, i dont see cooldowns being a problem. It was likely a purposeful design choice considering you’ll need to be paying attention to up to 7 party members, their positions and your own positional attacks. You’re also able to switch characters mid-battle so calling “waiting” a negative mechanic seems pretty hyperbolic. Naturally, none of us have played the game so we can’t say how the combat will feel. I’d like to hope Monolith Soft understand how best to make their game, and considering they’ve had much more time and man-power to develop it over xbc2 for example, i’d be pretty confident that it will be a solid, satisfying system for the most part.
43:25 Actually Infinity Blade’s always been on Noah; the first time we saw it, he was using Sena’s Crusher class. That makes me think that Infinity Blade is actually *Noah’s* special talent art and it either replaces the talent art of whichever class he’s using once he goes through the Obligatory Protagonist Suffering to unlock it or he can freely switch it in for the base talent arts once he unlocks it.
Maybe something like a returning 2 character (ie Pyra and Mythra with possibly Rex) they meet will give him that special (cuz I guess Shulks equivalent to Infinity blade or Omnislash or the like is basically impossible to repeat).
All the complaints about the XC1 style charge arts could be very funny in hindsight if some of the game's best arts that you'd want on everyone are of that style.
funnily enough that may very well be the case as stutterstepping is gone(thank god) it may very well mean that XC1 style recharge is more advantagious at higher levels as it recharges DURING art animations and movement
My #1 hope is that the combat will stay fun, fresh and satisfying for hundreds of hours, like in XBC2. I really hope they will make some great QOL improvements so that menus are cleaner and faster and collectibles aren't completely random and grindy to get.
I wouldn’t be surprised if the class promotion system of X returned; it’d definitely be more simplistic given what we know about classes so far, but I’m leaning towards all six main party members will get a higher class
I wouldn't be surprised if we end up getting THREE love stories in this game! It makes sense to me that something like "the power of friendship" can make the Ouroboros fusions better, or even evolve into new forms by doing certain tasks in the game... I can see Noahs and Mios being story related, but i can also see the other two pairs getting their own relationships during the game, and they might even be tied to sidequests, kinda like when you get Poppis third form in 2, or the additional skill branches in 1. I wouldn't be oppossed to the game making it clear that we have three pairings right from the start, and even though they start out as just having the same type of conviction in order to use Ouroboros fusion, you can work hard and do their sidequest chains to to not only make them more powerful, but also help them become closer as people, with the story doing it for the main characters... This way, even if you don't go for their sidequests, you can at least get one full power fusion along with the main romance, so you at least get a sense of what you would get from doing the other pairs sidequests... I would see it kinda like supports in Fire Emblem, where just doing a few between characters get you benefits and some extra dialogue, but if you max them out, you get an even bigger bonus, and the S-rank supports can lead to romances later on
I think it's too early before playing the game to be worried about circle Vs diamond arts. Personally I preferred 1 cooldown system way more than 2 attack system. There's some thing that make cooldown stronger by the way such as the fact that you can use them back to back even if you have all 6 of them. As soon as the first is finished it will start going on cooldown which is not true with diamond arts since you need to stop and attack to do that. To me it makes the flow of battle more stable and allow you to cycle through your arts constantly while performing other actions whereas diamond arts force you to do nothing but attacking to recharge arts which is at least to me less fun. And even if the system was broken and unbalanced the fact that specific arts are tied to specific systems instead of their character user as I thought before means that all arts could be balanced around that fact and comprensate for it.
For me 2's art system was the opposite. Mainly due to pouch items being OP, I rarely had to auto attack at all and could endlessly cancel arts into each other, or only require 1 or 2 auto attacks to go back to that cycle. Those auto attacks fueled specials, which by the time they were over, my arts have refilled. Meanwhile 1 and X's non overdrive arts have more available to you at once, but many character/art set ups can leave you autoattacking for 20s for your big arts to come back. Its better when you level the arts up, but sometimes you just have to wait for Magnum Charge/ Sword Drive to deal big damage. Both of which have 50-60s cooldowns at max, so pretty long. I know Ryen has a lot of arts with around 15s cooldowns, but it feels different when you have to wait for those big ones. So some arts do have very long cooldowns in 1, but there are enough short ones where downtime may only be 5s. In X it's better because normal cooldowns are shorter(besides a few like combat limbo, its super rare for arts to have 60s+ cooldowns at max, and auras have long cooldowns, but with effects longer than the cooldown with secondary/tertiary). This however comes at the cost of secondary cooldowns existing outside of overdrive. Most of the time bonus damage or immediate reuse is not super needed so if your just building TP to activate overdrive its fine. However when you do have to wait for them (like sliding slinger who's secondary cooldown increases TP) its agonizing because your just stuck auto attacking. Effectively, it doubles your cooldown so a 15s art becomes a 30s recharge art. The longer the base cooldown, the worse the secondary will be. Stuff like secondary accelerator augments or the skill help with this problem a lot but its pretty annoying. Overdrive however, solves this problem by making cooldowns so short, and requiring arts to be chained in a certain way, nothing is on cooldown for long, and if it is, there are many other arts you can use. Just don't forget to refresh ghost walker asap against strong enemies and your good. There is a skill in X that makes ranged/melee combos reduce that arts cooldown by 50% at max, which if that was the default I would be a lot happier with it, because it rewards good play with less waiting. My hope with 3 is that because you have access to both types of arts, you can always use something while waiting for 1 art/art pair to recharge. Oh, and a way that using arts in a specific way can reduce cooldown, that would be great too. In one clip we see Mio recharge an art without auto attacking, so it could be a pouch item effect, a character effect, class effect, or something else. If reaction combos (break/topple/daze/launch/smash) filled the arts cooldowns on all characters, that would be amazing.
@@PenguinSage I get it but you are talking about 2's combat in a specific situation with pouch items being broken. The base combat doesn't work like that really. But I get what you mean.
@@sombrego2260 Ideal circumstances for 2(Max recharge from 2 0.4 items + favorite bonus) are best compared to ideal X circumstances(cooldown reducer augments, combo skills, secondary reducer skill), where arts can be recharged very fast. X did 1's system a lot better for the most part, so I would like Keves to act more like X. The big difference is that Narcipear jelly is available before you even get your first blade so that skews things a bit. Its not quite faster than 1's combat, you do have to wait a good bit, but its pretty nice. I think the big thing is that arts have short-ish cooldowns and long cooldowns are transferred to specials. You don't wait for them, you build up resources, even though technically, they are the same mechanic, just with specials able to be sped up through canceling. But it feels different to me still. I could see a mid game skill in 3 completely overturn this dichotomy with arts too. Hypothetically, around level 30 the player unlocks a trait that makes arts used in fusion arts have reduced cooldowns. The gameplay characters have not unlocked this so we find it out later/when playing the game. Thats just a hypothetical, but they can do a lot to make circle arts just as good, or even better than square arts.
@@PenguinSage To me the gameplay loses a lot of its strategy when you are able to mash cooldowns non stop like there's no tomorrow and I never enjoyed 2's combat because of that. You can just spam like there's no tomorrow even without any cooldown reduction (I never realized they were a thing in my first playthrough and still felt the game was way too spammy). Sure it was made worse by the fact that arts had no identity especially on the tank and healer roles (hi 50 copies of the two same potion generating art and aoe healing art). X was superior in a lot of ways in terms of combat to me it just got nuked hard by the skells being way stronger than ground combat (and also way more boring) and the fact that only the main character was pretty fun to play as the others were a bit limited in terms of choices. 3 combines the best all of 3 games in my opinion being having access to a decent amount of arts at any given time (6 + the talent + Ouroboros shapeshift), having a lot of customization similarly to X with the class system on all party members and the few good ideas 2 introduced like art cancelling and to some extent launch and smash (I love to smash monsters but it was way overpowered and the launch animation was just ridiculous).
@@sombrego2260 I personally do like to use spam arts and not have a lot of downtime, but different people have different taste. X had the best solution for art spam, in that many arts combed into each other so you couldn't just use anything. Skills that added more combos made this even better. For me, Skells are indeed the worst part, but ground builds are strangely stronger with less effort thanks to ghost walker(reflect too but you need to kill superbosses to get the most out of it). I can easily kill Luciel, the Eternal in 1 minute and 4 blossom dances, but my skells struggle to deal with Luciel even with topple resist XX before they are all destroyed. I haven't gotten lucky enough to get diskbombs to really make my skells op despite farming them for a bit, but generally Skell combat has been both slower and weaker than ground for me.
Unless there's other personal matters going on, its too early for review copies to be in people's hands right now anyway. Reviewers probably won't get review copies until a week or two before launch (assuming shipping doesn't suffer a massive screw up). We'll have to see if there's a direct next week or treehouse event to show it off since theres no e3.
Surprised they’re not being even more stingy with the review codes these days to prevent rom dumps. Switch emulation has come a long way. Friend of mine beat SMT V with better framerate and graphics before I even got my legit copy
Also one thing of note, the entire Noah with the Monadoception Blade seems to be something Noah is doing around Level 30, which is usually the level you would be around Prison Island in Xenoblade Chronicles or the Great Stairway in Xenoblade Chronicles 2. This means Noah is likely going to get his Monadoception Blade as something akin to the Monado II or Mythra. So if we go off of Ouroboros and what it is meant to be, this is different to a lot of Xenoblade titles in the sense that the actual Xenoblade in question seems to just be an aspect of a character this time around, rather than a power that is sought out, since it will be more likely that Ouroboros will be getting the third form. However, we still have the entire class system going on, so nothing is really concrete yet. This is also strange since if Noah is able to use a secondary weapon come a certain point in the story, then shouldn't Mio be able to do the same around the same point in the story? Maybe by unlocking the second form of both of their weapons they might be able to access a different form for Ouroboros? Maybe other party members will be able to gain access to different Ouroboros forms when unlocking a new class that happens to be related to story events? Hell, maybe Ethel's swords are going to be a story class that gives Noah a way to access a new form for Ouroboros at the end of the story. Maybe Mio gets hers from Cammuravi?
Why are charge over time arts worse than charge over auto-attack? Like auto-attacks also take time to do, you can adjust it by stutter-stepping but pressing forward over and over again isn't exactly "engaging gameplay"
You can speed up the process to fill in the arts instead of just waiting for the slow ass auto attacks to fill them in while being forced to move without the need of gems. Pouch items help to fill up arts but not speed up the attack animations themselves. I always thought they should've sped up the auto attacks without the need for gems either when the tension is high or based on level of affinity between the party. Like certain levels of affinity granted a percentage in their auto attack speed or something like that. It makes sense that the more comfortable with a weapon, others, or battle experience you have, the easier and faster you should be able to (auto) attack. I know auto attacking won't be your primary method to deal damage and generate aggro but there's no reason for the base auto attack speed for all weapons to remain the same the entire game.
Why would it be a plot twist if Taion is a blade, considering blades function independently and seem accepted in society as party members are blades, leaders are blades and Nia is a flesh eater exposing her core? Why would it matter enough to hide it? There could be another reason, but him hiding being a blade doesn't make sense in 3s world so far.
The best answer to that question is 1. Taion just likes wearing jackets, there is no twist 2. Taion is an artificial blade, who are not accepted/feared for something they did in the past/can be more easily controlled by their creators and are feared as spies. The artificial blade option seems the most interesting, but Taion wearing lots of clothes all the time could lead to funny heart to hearts, so I'm all for either option.
Gotta wait for more story information for that one. It could be a total non-issue or it could just be something the trailers have yet to give us perspective on.
Taion could be a Blade Eater which could probably have a lot of reasons to hide it. The biggest one I can think of is that it takes away Blade immortality but only gives benefits to the recipient, but without knowing how blades work in the game it's hard to say whether they're still immortal. Another possibility is that Indol is gone, so much of the technology has been lost by the game's events, so the process of creating a Blade Eater could have become outlawed because of the potential risks but minimal benefits besides the life saving part.
At 49:38 there is an energy tether, not unlike bonds in XBC2, between the left & right side arts. Only for middle & lower arts, not upper arts because it was just used.
Also considering we have a Zehpyr (dodge tank class) a face tank class and counter attacker class, Sena might not be able to shutter step but hits really hard, Mio may be to stutter step or learn and run but be weak and Lanz may be the slowest but hit really hit , slow animations but hae the biggest art gauge fill each second cus Machine. Also, I just thought of something funny and terrifying. I we end up fighting best bird and cat girl, they could both have an art which basiclly break topple Daze for Melia and Break topple launch Smash for Nia and Melia could float around in circles like Xbc1 encourages to and Nia moves around it straight lines and shutter steps while Melia tries to go for positionals. Also,I would kinda thing since corvin in xc2 with moon matter chip allows you drive up the chain attack bar at a ridiculous fast pace,if you chain attack them since both would how potent chain attacks are, if you fail to do an action in a certain period time between rounds, they attack cus they recognize what is going on.
A really cool thing is that Defense and Ether defense are Percent based, making it closer to X’s Resistances rather than 1’s defense stat. Yet another thing that is just “we wanted to steal X gameplay mechanics but not actually follow up on the seven year cliffhanger (or steal X’s best mechanics like Secondary Cooldown, multiple weapon auto cycling, or overdrive)” Also, you can see in the cancel attack clip that Sena is standing still but not auto attacking, seems like Auto Attacks will still have required intervals and you can’t move cancel to charge attacks quicker. That just sucks bc it takes the disadvantages of 2’s standstill autos and the disadvantages of 1’s moving autos with none of the benefits (Edited to add more information and update my comment to be more accurate, thanks to @kirbinato)
I’m part of the copium theory believers that X is the tenth game timeline wise, so we’re just building towards it. Kinda like how Fast And Furious Tokyo Drift came out third, but would he placed after the sixth movie.
I wasn't very hyped for this game, but it's Xenoblade, so I wanted to try and get more excited about this. So I've binged every since Xenoblade 3 video you've made over the course of two days. This hour long video is the last one until I'm caught up. I've gone from not being very jazzed to thinking this might very well become my favorite of the three. That I would have played. I really wanted X, but had no Wii U.
Yasunori Mitsuda has praised the story of Xenoblade 3 and says it is great on his twitter yesterday. I just thought you'd like to know and we should probably expect a Xenogears/Xenosaga level story here. In other words I'm way way more excited than I was originally.
I don't know what you're problem is with the talent art cinematics. Even if it wasn't framed like something special with the camera moving, you'd still need to go through the whole animation, just like any other art. And the ones we've seen don't even seem that long. Having QTEs wouldn't solve anything because those aren't exactly the most stimulating things, but I see no problem with what we're seeing now.
Exactly, all arts give animation lock, and some of them are just longer than others. ULFSM takes more time than a few specials in 2, and something like Violence Streak in X also take a while. The QTEs don't really add much of anything.
Fusion Arts confuse me some; I don't see how there's a significant difference between fusing two Arts vs just casting them back to back (other than saving a very small amount of time). edit: A couple possibilities I can think of is something like an Art that heals a percentage of damage done (and would thus benefit from being combined with something that does more damage), or an Art that reduces aggro being combined with a powerful heal. edit2: Or combining a "partial recharge on crit" Art with an Art with a long cooldown. Now that I think about it there are actually quite a few possibilities here.
I think the talent art animations are done to make you contemplate the weight of your decisions by prioritizing your diamond arts. As you watch the animation you can feel every agonizing second of it while you could be doing auto attacks to charge your diamond arts.
Crying about missing special edition preorder even though I got on the my nintendo store 10 minutes after it opened. Hopefully it opens again. But great, vid, looking forward to what you'll say about Valdi next week since we just got info on him. I'd like to see info on more heroes like Zeon, gormotti girl (?), and lance girl
Ironically, I feel like despite it being from Xenoblade 1, haste would actually be a big boost to Agnus characters in particular unless it also sped up art recharge from Keves.
I really feel like there MUST be some way they will balance circle vs diamond arts. Maybe auto attack cancelling doesn’t work the same or as well? Maybe positionals and fulfilling class role with skills can fill circle skills really well? Also, maybe to compensate for the faster up time on Agnes arts, they will be way weaker across the board. Like, Keves circle arts are slow to charge but hit huge numbers, and Agnes arts are fast but weak. Maybe then it would cancel out to roughly equal dps potentials? Idk man, if one nation’s art style is just outright better and OP, that would be so disappointing and a very off-brand misstep
@@benduford3746 yeah I think that’s an obvious potential way to fix it. I hope it’s something like that. I do ACTUALLY like the idea of the playstyle being different between the two nations. That’s a really cool concept. It needs to be balanced tho, and this stuff rightfully has people a bit concerned. I think we’re all missing a piece of the puzzle tho.
Something I haven't seen anyone else point out; that one Talent Art clip with the party in the high 40s, it looks like they are right outside Colony 9. As in the original site of Colony 9, as seen in XC1.
What will happen if you use a pure support art as your main part of a fusion art mixed with damage on the other side? I guess if it takes only the added effect of the second part of the fusion it won't damage still but can I break an enemy as I heal in aoe for example? Fusion alone push customisation so far it's crazy I love it.
I think fusion arts take all effects of both arts and use them at once, at the cost of having both arts be put on cooldown. I'm not sure if the damage is (art 1 potency + art 2 potency) or (art 1 damage + art 2 damage) but I think they are supposed to be very strong. It builds up chain attack meter too, so they want you to use them, but they are still pretty mysterious. I think it would be cool if the 2 fused arts do the same thing, the effect is increased. So say break arts reduce break resistance, topple last longer, or debuffs are given a greater tier. That would make the fusion arts really interesting to use and make good setups. The fact that you can switch characters mid battle also means you don't have to worry as much about character setups, because you can always control them to do what you need to do.
@@PenguinSage I wouldn't rely too much on swapping characters honestly especially when they are all 6 on the same order and they can use the art before you planned to do it manually. As for the effects of art I feel the arts on the left side will only have their additional effects when fused otherwise it could be really weird. Just imagine if you use an AOE damage in a fusion with an art that is neither aoe, nore damage. Will you magically do damage in an aoe despite the animation of your art not implying that at all ? "Only" having secondary effects is already really cool honestly because you can create sort of custom arts in the end the list of arts will be huge we know for sure we'll have at least 35 arts per "side" (and probably way more considering we have seen a lot of hero classes). That means that any art you like can have the secondary effects of dozens upon dozens of other arts, it's just bananas. And it's really refreshing after 2 being so restrictive with each weapon type and basically be only about which weapon you combine with which and then spam them like crazy.
Infinity blade was on the ouroboros actually and it was a normal art that had high crit Edit: personally The Who bravely default class obtaining doesn’t make sense as that would be close to 22 additional characters that will blanks with next to nothing in terms to interesting characters like how blades were, and that it also wouldn’t make sense to just sum up Cam’s weapon as a “lance” considering how different the two are and how he holds it so close to himself, possibly wielding it like an uchigatana
Nice as this game is looking in previews...I have a really hard time imagining that a game that looks this nice is going to run well on the switch. Xenoblade 2 already had problems with inconsistent frame rates and I get the feeling that this will just be worse.
Experience with a console makes a huge difference. Xenoblade 2 was released during the Switch's first year of release. They have an additional five years of Switch development experience. That makes an enormous difference. Switch games releasing now are going to make better use of the hardware in general because people have figured out the best ways to use it more. (Also, Breath of the Wild stole a lot of the development team while they were working on 2. Now, they have additional teams to work on other Nintendo projects.)
I really think you're missing a trick over circle versus diamond arts. Everything about this game suggests that you're supposed to move about more. You've got to hit low area buff puddles, get close to your allies, hit your positionals. All of that stuff is going to be way, way easier for Kevas classes than Agnes because they can be charging their talent arts while moving.
Also charging during other attack animations. Not to mention that stutter stepping seems to be removed (unfortunate) so Agnes might actually be just as slow, possibly even slower in practice
He’s acting insane. Waiting for a cooldown or waiting to build a gauge by attacking you’re still fucking waiting lol
@@TARDISES Is it how it works? I was under the impression the cooldown style was character based and not class based so Noah would always be cooldown based no matter the arts and Mio always auto attack but maybe I'm wrong. It would be a bit confusing if it was class based when you start to mix and match everything together.
@@sombrego2260 Not really confusing, like at all, if the art is a circle then it is cooldown based, if it is a diamond then it is auto attack based.
I also think that if Agnes arts are indeed faster, they may balance it by also making them a bit weaker than Kevas arts.
Since Luxin plays FF14, let me speak in his language. This may be a case where Agnes arts are like your GCDs, you're doing constantly but they're weak overall. Meanwhile Kevas arts are your strong oGCDs, yo do them every so often, but they pack mean punch. And if we mix arts, then maybe we are weaving the slow, strong Kevas arts inbetween the fast, weak Agnes arts.
To be fair for Noah and Mio, I would argue the developers are intentionally holding their cards close to their chests as they are literally the main pair of the game, saving that for the players to experience themselves
Like I'm pretty sure we weren't given much of personality for Rex and Pyra/Mythra before release and yet the story ended up being all about making you care for them, which a fair number of people ended up doing
And shulk was even worse he looks like the most boring chosen one at first she the stuff with fiora early helps giving him personality but still it takes time for him to grow as a character.
Finally Something to Watch While we Queue in the line for the Special Edition of XC3
Is it just me or is Xenoblade 3 the most I've ever seen people rush to get the special edition?
@@samt3412 yeah it's crazy, glad this series is getting the love it deserves
@@drewhazel1121 personally, I didn't care about it in the first place, and that turned out great for me. Now I just can sit back and laugh at Nintendo still using AskJeeves-era Internet
@@samt3412 we selling Three Trillion Copies SWEEP
I didn't realize it had dropped today. . . I got the special edition for 2, I really want the art books side by side.
"I hate that waiting Is a mechanic in this game." bruh, auto attacking for Agnes arts is also waiting lol. Plus, the charging over time is probably more useful in this game since it looks like you gotta move around a lot, which u can't auto attack while moving, so ye.
Yeah like I’m kind of confused since they removed stutter stepping and we don’t know how food is going to work (aside from the exp bonus they showed), so we don’t even know if Agnes arts are going to be faster.
In 2 you're at least attacking _way_ faster and have better control in how often you attack. Plus there's pouch items to speed up recharge on arts on top of stutter stepping. In 1 you might auto attack every five seconds or so regardless of affinity or tension while being forced to move so it'll even happen _and_ you don't have any way to speed up the animation itself or reset it or shrink the window between each attack.
As much I like your analysis on this so far, but my gripe on this is how you sound so sure how the Battle System Work with Agnes vs. Keves Arts. Especially if we have little idea what type of Enemies we're dealing with and how much you can customize the whole Party.
I definitely feel like the reaction to the Keves arts is very dramatic. The arts are clearly balanced out. You have to wait for your character to auto attacks anyways. Stutterstepping is gone. So in a way, Keves arts are superior because they still charge even while youre toppled or blowdown. Granted, there was a Sena art that charged 33% per auto attack so thats dope. But the Keves charge times aren't even that long. And they are still significantly faster than xc1. And we can switch characters whenever so who even cares?
Not to mention every character can use arts from either nation
Since Mia is a Flesh-eater, and Sena looks to be a normal blade, Taion is either going to be just a Human or a Blade-eater.
The Keves members consists of Homs, Machina, and High Entia. With Nopon on both sides of course.
Or artificial blade if that’s still a thing, hiding his artificial nature could be why he hides his chest and why he can run around in 2 turtlenecks at once without breaking a sweat. Could be a neat bonding thing between him and Lanz too
@@xandermcdonald8543 I could see artificial blade technology getting so good that they are nearly identical to normal blades. Blades themselves were artificially made by Klaus, so by the time of XB3 they may have very few differences. Maybe artificial blades still have those orange ether furnaces instead of the normal blue ones, and Taion wants to hide his nature for whatever reason.
He has to be a human since he doesn’t have an American accent. The only blade in Xenoblade 2 that doesn’t have one is Nia, but I always took that as Nia disguising herself as Gormotti. Mio is probably also going to be a special case since she definitely is somehow connected to Nia with all the parallels between them.
@@Frogthings dromarch also doesn't have an American accent
@@eeeeggnog._. who was awakened by her gormotti "father" and Nia. And he's a beast rare blade. Any beast rare blades likely came from elsewhere and thus different accent. or else he was strongly influenced by whomever originally awakened him.
I’m kinda down for not knowing much about Mio and Noah before the release, it’ll be cool seeing what they’re actually like in the full game. Especially Mio since, if we follow Noah’s perspective, we will probably be piecing together her life from the memories we see from her
Xenoblade 2s auto attack recharge is only better because of pouch items and stutter stepping.
Btw not only does stutter stepping seem to be gone, but if pouch items exist they'll affect keves arts anyway
I can move and still recharge. Agnes can't.
yea stutter stepping does not reset the combo
They can't _auto-attack_ while moving.
All Mio has to do to charge hers is attack the enemy aggroing her. and that doesn't require movement. If they did it correctly none of the agnus characters should have to move hardly at all and if any need to get into position for their gauge to fill, the dash mechanic exists to shorten the time not attacking while they need to get into position (in two you still needed to do this so its inevitable all them will need to shift around anyway).
@@ShadowSkyX That's for talent arts, not regular arts.
oh how i missed the 1+ hour long analyses
I really don’t see how making everyone into an Agnus classes fixes your issue. Like you said you will have Keves arts equipped on them anyway. It’s vice versa for the Keves classes that will be able to equip Agnus arts.
I think it’s cool that there are so many systems in the game that fuse aspects of the previous two. Two different types arts available at the same time, being able to fuse those two kind of arts, being able to fuse two characters; I am already loving the way they are incorporating the story through these different mechanics.
Either they wanted variation in the chain attack cinematic or else it was Noah using a different art as he starts the chain attack; the angle for the cinematic is different between the English and japanese trailers. I just find that curious.
Waiting for your arts to recharge isn’t necessarily a bad thing because that just means your incentivized to move around more in battle and stand by your Allies for passive buffs like Eunie and Lanz. Also the return of pouch items and general scaling of cooldowns will naturally decrease as you gain the ability to craft pouch items and level up arts.
@@gilbertguerrero2916 honestly him complaining about "waiting for art recharge" feels so weird...
at least it isnt ruining actually decent animations with stutterwalking like in 2(yes, i find XC2 to be the worst in terms of combat simply because stutterwalking exist, and the argument of the community is "there exist a pouch item that aleviates the problem with not recharging over time, so it snot an issue" and i am sitting here and think "if you need to spend ingame money, and a resource, to FIX a problem in your system, while also destroying animations to make the game fun... the game isnt fun)
XCX still had the best implementation of movement during combat with being able to jump, move, and do everything while autoattacking, the auto attack being able to be semi canceld into your other weapons autoattack with good timing and setup, AND providing resources in form of TP
@@weberman173 I feel like the complaint about using a pouch item in XC2 to fix something you don't like about it is weird. Like I kinda get where you're coming from, but at the end of the day the game let's you have something that if I'm remembering correctly, isn't hard to get at all to alleviating something you don't love about it, what's the issue? The end result you want is the same with very little effort, imo complaining about it at that point is just sorta complaining to complain but that's just me.
Based on the clip of Sena's gameplay, I'm being led to believe that Mio's fast recharging might be the exception instead of the rule. It's possible that Mio's main thing is striking frequently rather than hitting hard. Plus, stutter stepping seems to be gone and if what we know about cooking is any indication, recharge pouch items aren't in the game either. Maybe "counter-attacks" could mean art recharge.
With this in mind, it's possible that, excluding Mio or those in her class, the speed of Agnus characters' art recharge is somewhat mitigated by the arts not charging during art animations. This in turn makes me less concerned over Lanz's slow animations since Monolith may (or may not, we don't actually know yet) have compensated for those slow animations with shorter cooldowns that also happen to be charging during those animations.
I could be completely wrong though, so don't take my word for it. I think art recharge is going to be more balanced than we initially thought, and I'm all for it.
Edit: I was, in fact, wrong. Hooray.
Something else has occurred to me. I don't think it's a stretch to say that Reyn and Zeke can be considered counterparts to each other. They are both buff, yet goofy men with high strength/low agility stat spreads who lug around massive weapons like it's nothing. However, one is a tank and the other is (by default) an attacker.
From the looks of things, Lanz and Sena will also have these stat spreads and also wield massive weapons like it's nothing. And one is a tank while the other is an attacker.
Reyn focuses on drawing aggro and being a shield for his allies, and Lanz seems to do the same thing. Sena's description indicates that she hits hard, bypasses guard rate, and doesn't have good aggro management. When using Pandoria, Zeke has hard hitting arts and nothing to reduce aggro, and Pandoria has guard annul on her Affinity Chart.
Lanz and Reyn's weapons double as shields, making them tanks, while Sena and Zeke's weapons are equally as massive yet possess no defensive qualities, thus making them attackers. Sena may not be a buff man (and we haven't quite seen yet if she's goofy), but gameplay wise at least...
Lanz and Sena are just Reyn and Zeke respectively.
It would also be interesting if slow weapons like Lanz's sword benefit greatly from art canceling. Like a good amount of the animation seems to be returning to auto attack position, so if you can skip that and go to your next art it would be a good bit faster. Or maybe Lanz gets a skill tree ability that makes the animation speed faster(if we even have skill trees/charts/lists in this game) Just hope its not locked behind NG+ like Zeke's eye of shinning justice.
Is Reyn’s talent art called Wild Down in Japan? There might still be hope, if it’s different in Japan, the localization could bring it back.
I was hoping the same, but unfortunately it is still called Wild Down in the japanese version. Granted, the localization team could still rename Lanz's art to Wild Down for the english version, but I wouldn't count on it.
@@Bawk_Bawk That's a crying shame...
I think the actual vessel part of the gem crafter is like some sort of blast furnace where the actual gems + materials get refined and that’s why the simpler ether furnace Poppi has doesn’t cut it for gem crafting
I was in the middle of typing this myself until I saw your post, but yeah it seemed pretty definite to me in Xenoblade 1 that the whole gem crafting furnace setup wasn't just a power source, but a literal furnace. The quest to obtain the portable furnace involves securing an "Ultra Small Reactor" developed in Colony 6, which going by the name is clearly a miniaturized power supply. The actual crafting process, as well, involves you stoking flames of some kind as you blast the crystal into shape, collecting the spillover in cylinders. It's a literal blast furnace, as you say.
So presumably the whole portable contraption is shaped that way for functional reasons, and the power source back in Shulk's day could very well be as small as Poppi's "furnace" which is essentially just a reactor that metaphorically ignites ether.
Raise your hand if your having trouble with getting the XC3 Special Edition on the Nintendo site right now.
🤚🏻
🖐️- since it's not available in the UK until mid-July 🙄. Oh the irony
🤚
✋✋✋
The website keeps reloading on me
Maybe Mio will be yhe one to go to and back from the military district under 9 seconds and archive the respect of the colonel Vangar
If we are going with non conventional healer weapons, lets bring the knife into this game.
Tactical Knife : Healer
Arts
Smooth recovery - Heal within area + evasion up
Repair - Heals target + removes debuffs
Absorber skin - Nearby allies are granted barrier
Slit edge - Deals damage + from the sides: damage up + inflicts bleed
Black butterfly : Deals damage + inflicts vulnerability up
Talent art: black bane - Deals damage + more damage for each debuff on target
I would love to see memes about how most of the healing weapons in 3 are not typically depicted as healing weapons. Gun? thats a healing tool. Gunstaff? The gun is for healing, the magic for blasting. Knife? Obviously it repairs damage dealt to you. Katashiro's shikagami? Its kind of a weird thing so it gets a pass since no one expected it at all.
A art from Xenoblade X was a simple heal, like the simple heal from Sharla, but in X this art is exclusive to the knife weapon class.
So, healer knife already exist in the series
@@maxsmash2199 I'm not sure what you are getting at. There is not even an art called simple heal in 1 or X. Sharla has an ether rifle, and Eunie has a similar ether rifle combined with a staff like Melia. So XB3 is not staying away from using old concepts.
All of the arts I listed are from X because they are pretty cool and I didn't want to spend a few hours thinking of art effects and names, I don't actually expect everything to be a 1 to 1 copy from X. X gave knifes a strange role, and so I would like to see that role be expanded upon in 3.
@@PenguinSage simple heal is what the art do, not this name, and is exclusive to the knife class
A rather niche thing I hope they do with leveling characters down is allowing you to bank _all_ experience gained instead of just your non-combat experience. I've come across situations in DE (lategame Tephra AP/SP grinding, specifically) where I'd like to set my characters to a certain level and have them stay at that level instead of having to level them back down every ten minutes.
doesn't expert mode prevent you from gaining combat xp?
@@oygemprime3864 Nope, only quest, landmark/location, and achievement exp; combat experience is applied when the enemy is defeated as normal. The exception is for characters already at level 99, in which case all experience is banked (and functionally useless, though you can still apply all of it by pressing ZR) when expert mode is active.
yeah, the weapon doesn't necessarily mean these belong to _her_ (look at the first trailer and some of the images showing the regular Keves and Agnus anonymous helmeted cannon-fodder foot soldiers - that you can fight as enemies as seen in the second trailer... and the weapons they use... and yeah, some of them even have rifles and/or machine guns - will these be a "blade", I wonder... It's in the vol.0 blog post, for example... even seems like the two nations have same weapons at disposal, as there's an Agnus dude with the dual swords, but they're green/yellow, Ethel's are blue, and Ethel is Keves... on the same image there's a lance dude, and five rifle girls... On the other image with Keves soldiers, there are two shield dudes, the same weapon Lanz have, two dudes with machine guns, one with Noah's sword, or Noah-like, because it's not red... nad one I don't know what that is, some polearm-type weapon, he's kneeling and the weapon is stabbed into the ground... and there's a third Keves picture, but there's nothing new, just, again, noah swords, lanz shield-swords, couple machine guns... and last picture, Agnus this time: two or three, one's kinda off-screen, dual sword dudes, a lance dude - same lance as the purple hair girl, sans the banner, and similar to "hammurabi's" - I always forget how his name's spelt... The weapons or "blades" might just be standard-issue kinda deal, maybe?)
links to the images (you can look yourself):
topics-cdn.nintendo.co.jp/image/2022/01/28022112091550/0/02.jpg
topics-cdn.nintendo.co.jp/image/2022/01/28022122346313/0/03.jpg
topics-cdn.nintendo.co.jp/image/2022/01/28023126119066/0/04.jpg
topics-cdn.nintendo.co.jp/image/2022/01/28071502152786/0/13.jpg
so we can all collectively agree that regardless of what happens in game the worst thing about xc3 is the pre-order process right
The pre-order process for the game itself should be fine. It's just the special edition that you won't have any chance of getting any time soon.
I do hope that they eventually release that artbook separately.
22:22 範囲 攻撃全体回復 "range attack whole recovery" is the literal meaning. the "whole" refers specifically to attack so i assume it means that all attacks (done on the party) will be healed within the range of the spell.
wasn't there a mention of there being 10 colonies on Bionis in a Xenoblade book? I swear I heard that was a thing
Are you going to make a lore and story refresher before 3 comes out? I know they probably exist out there, but I just enjoy your content.
Being able to put the arts from classes you master is going to be so fun.
These analysis are my favorite thing to watch while going to sleep, thank you Luxin for making the best Xenoblade content on yt
Regarding Taion's Talent Art, it's description is:
範囲 攻撃全体回復
Which reads:
範囲 = range/scope (this means AOE)
攻撃 = attack
全体 = whole/all
回復 = recovery/restoration
My interpretation is that it will fill up everyone's Art's cool downs, which would fit with his tactician role and be really interesting.
If a good amount of arts had effects like that, it could be very interesting. Imagine an endgame setup where half of the party is support constantly refreshing each others cooldowns. No idea if it would be good, but it would be neat to see.
Considering each character gets double the arts of xbc2 and any character can mix’n match arts from either nation, i dont see cooldowns being a problem. It was likely a purposeful design choice considering you’ll need to be paying attention to up to 7 party members, their positions and your own positional attacks. You’re also able to switch characters mid-battle so calling “waiting” a negative mechanic seems pretty hyperbolic. Naturally, none of us have played the game so we can’t say how the combat will feel. I’d like to hope Monolith Soft understand how best to make their game, and considering they’ve had much more time and man-power to develop it over xbc2 for example, i’d be pretty confident that it will be a solid, satisfying system for the most part.
43:25 Actually Infinity Blade’s always been on Noah; the first time we saw it, he was using Sena’s Crusher class. That makes me think that Infinity Blade is actually *Noah’s* special talent art and it either replaces the talent art of whichever class he’s using once he goes through the Obligatory Protagonist Suffering to unlock it or he can freely switch it in for the base talent arts once he unlocks it.
It would be neat if every playable character had a unique talent art different from the class art they share with everyone.
Maybe something like a returning 2 character (ie Pyra and Mythra with possibly Rex) they meet will give him that special (cuz I guess Shulks equivalent to Infinity blade or Omnislash or the like is basically impossible to repeat).
All the complaints about the XC1 style charge arts could be very funny in hindsight if some of the game's best arts that you'd want on everyone are of that style.
funnily enough that may very well be the case
as stutterstepping is gone(thank god) it may very well mean that XC1 style recharge is more advantagious at higher levels as it recharges DURING art animations and movement
Cant believe we are LESS than 2 months away from this game. My god.
So close, yet simultaneously so far
More Lanz can blow my back out analysis
My #1 hope is that the combat will stay fun, fresh and satisfying for hundreds of hours, like in XBC2.
I really hope they will make some great QOL improvements so that menus are cleaner and faster and collectibles aren't completely random and grindy to get.
I wouldn’t be surprised if the class promotion system of X returned; it’d definitely be more simplistic given what we know about classes so far, but I’m leaning towards all six main party members will get a higher class
I wouldn't be surprised if we end up getting THREE love stories in this game!
It makes sense to me that something like "the power of friendship" can make the Ouroboros fusions better, or even evolve into new forms by doing certain tasks in the game... I can see Noahs and Mios being story related, but i can also see the other two pairs getting their own relationships during the game, and they might even be tied to sidequests, kinda like when you get Poppis third form in 2, or the additional skill branches in 1.
I wouldn't be oppossed to the game making it clear that we have three pairings right from the start, and even though they start out as just having the same type of conviction in order to use Ouroboros fusion, you can work hard and do their sidequest chains to to not only make them more powerful, but also help them become closer as people, with the story doing it for the main characters... This way, even if you don't go for their sidequests, you can at least get one full power fusion along with the main romance, so you at least get a sense of what you would get from doing the other pairs sidequests...
I would see it kinda like supports in Fire Emblem, where just doing a few between characters get you benefits and some extra dialogue, but if you max them out, you get an even bigger bonus, and the S-rank supports can lead to romances later on
i knew itd somehow be live before i get the preorder
Ah let this video soothe the destruction of the Nintendo shop website.
was about to lay down.. time to postpone that for an hour
I think it's too early before playing the game to be worried about circle Vs diamond arts. Personally I preferred 1 cooldown system way more than 2 attack system.
There's some thing that make cooldown stronger by the way such as the fact that you can use them back to back even if you have all 6 of them. As soon as the first is finished it will start going on cooldown which is not true with diamond arts since you need to stop and attack to do that. To me it makes the flow of battle more stable and allow you to cycle through your arts constantly while performing other actions whereas diamond arts force you to do nothing but attacking to recharge arts which is at least to me less fun.
And even if the system was broken and unbalanced the fact that specific arts are tied to specific systems instead of their character user as I thought before means that all arts could be balanced around that fact and comprensate for it.
For me 2's art system was the opposite. Mainly due to pouch items being OP, I rarely had to auto attack at all and could endlessly cancel arts into each other, or only require 1 or 2 auto attacks to go back to that cycle. Those auto attacks fueled specials, which by the time they were over, my arts have refilled. Meanwhile 1 and X's non overdrive arts have more available to you at once, but many character/art set ups can leave you autoattacking for 20s for your big arts to come back. Its better when you level the arts up, but sometimes you just have to wait for Magnum Charge/ Sword Drive to deal big damage. Both of which have 50-60s cooldowns at max, so pretty long. I know Ryen has a lot of arts with around 15s cooldowns, but it feels different when you have to wait for those big ones. So some arts do have very long cooldowns in 1, but there are enough short ones where downtime may only be 5s.
In X it's better because normal cooldowns are shorter(besides a few like combat limbo, its super rare for arts to have 60s+ cooldowns at max, and auras have long cooldowns, but with effects longer than the cooldown with secondary/tertiary). This however comes at the cost of secondary cooldowns existing outside of overdrive. Most of the time bonus damage or immediate reuse is not super needed so if your just building TP to activate overdrive its fine. However when you do have to wait for them (like sliding slinger who's secondary cooldown increases TP) its agonizing because your just stuck auto attacking. Effectively, it doubles your cooldown so a 15s art becomes a 30s recharge art. The longer the base cooldown, the worse the secondary will be. Stuff like secondary accelerator augments or the skill help with this problem a lot but its pretty annoying. Overdrive however, solves this problem by making cooldowns so short, and requiring arts to be chained in a certain way, nothing is on cooldown for long, and if it is, there are many other arts you can use. Just don't forget to refresh ghost walker asap against strong enemies and your good. There is a skill in X that makes ranged/melee combos reduce that arts cooldown by 50% at max, which if that was the default I would be a lot happier with it, because it rewards good play with less waiting.
My hope with 3 is that because you have access to both types of arts, you can always use something while waiting for 1 art/art pair to recharge. Oh, and a way that using arts in a specific way can reduce cooldown, that would be great too. In one clip we see Mio recharge an art without auto attacking, so it could be a pouch item effect, a character effect, class effect, or something else. If reaction combos (break/topple/daze/launch/smash) filled the arts cooldowns on all characters, that would be amazing.
@@PenguinSage I get it but you are talking about 2's combat in a specific situation with pouch items being broken. The base combat doesn't work like that really. But I get what you mean.
@@sombrego2260 Ideal circumstances for 2(Max recharge from 2 0.4 items + favorite bonus) are best compared to ideal X circumstances(cooldown reducer augments, combo skills, secondary reducer skill), where arts can be recharged very fast. X did 1's system a lot better for the most part, so I would like Keves to act more like X.
The big difference is that Narcipear jelly is available before you even get your first blade so that skews things a bit. Its not quite faster than 1's combat, you do have to wait a good bit, but its pretty nice. I think the big thing is that arts have short-ish cooldowns and long cooldowns are transferred to specials. You don't wait for them, you build up resources, even though technically, they are the same mechanic, just with specials able to be sped up through canceling. But it feels different to me still.
I could see a mid game skill in 3 completely overturn this dichotomy with arts too. Hypothetically, around level 30 the player unlocks a trait that makes arts used in fusion arts have reduced cooldowns. The gameplay characters have not unlocked this so we find it out later/when playing the game.
Thats just a hypothetical, but they can do a lot to make circle arts just as good, or even better than square arts.
@@PenguinSage To me the gameplay loses a lot of its strategy when you are able to mash cooldowns non stop like there's no tomorrow and I never enjoyed 2's combat because of that. You can just spam like there's no tomorrow even without any cooldown reduction (I never realized they were a thing in my first playthrough and still felt the game was way too spammy).
Sure it was made worse by the fact that arts had no identity especially on the tank and healer roles (hi 50 copies of the two same potion generating art and aoe healing art).
X was superior in a lot of ways in terms of combat to me it just got nuked hard by the skells being way stronger than ground combat (and also way more boring) and the fact that only the main character was pretty fun to play as the others were a bit limited in terms of choices.
3 combines the best all of 3 games in my opinion being having access to a decent amount of arts at any given time (6 + the talent + Ouroboros shapeshift), having a lot of customization similarly to X with the class system on all party members and the few good ideas 2 introduced like art cancelling and to some extent launch and smash (I love to smash monsters but it was way overpowered and the launch animation was just ridiculous).
@@sombrego2260 I personally do like to use spam arts and not have a lot of downtime, but different people have different taste. X had the best solution for art spam, in that many arts combed into each other so you couldn't just use anything. Skills that added more combos made this even better.
For me, Skells are indeed the worst part, but ground builds are strangely stronger with less effort thanks to ghost walker(reflect too but you need to kill superbosses to get the most out of it). I can easily kill Luciel, the Eternal in 1 minute and 4 blossom dances, but my skells struggle to deal with Luciel even with topple resist XX before they are all destroyed. I haven't gotten lucky enough to get diskbombs to really make my skells op despite farming them for a bit, but generally Skell combat has been both slower and weaker than ground for me.
Chuggaaconroy is probably a play tester again like he was for Xenoblade chronicles 2
Unless there's other personal matters going on, its too early for review copies to be in people's hands right now anyway. Reviewers probably won't get review copies until a week or two before launch (assuming shipping doesn't suffer a massive screw up). We'll have to see if there's a direct next week or treehouse event to show it off since theres no e3.
Surprised they’re not being even more stingy with the review codes these days to prevent rom dumps. Switch emulation has come a long way. Friend of mine beat SMT V with better framerate and graphics before I even got my legit copy
Also one thing of note, the entire Noah with the Monadoception Blade seems to be something Noah is doing around Level 30, which is usually the level you would be around Prison Island in Xenoblade Chronicles or the Great Stairway in Xenoblade Chronicles 2. This means Noah is likely going to get his Monadoception Blade as something akin to the Monado II or Mythra. So if we go off of Ouroboros and what it is meant to be, this is different to a lot of Xenoblade titles in the sense that the actual Xenoblade in question seems to just be an aspect of a character this time around, rather than a power that is sought out, since it will be more likely that Ouroboros will be getting the third form. However, we still have the entire class system going on, so nothing is really concrete yet. This is also strange since if Noah is able to use a secondary weapon come a certain point in the story, then shouldn't Mio be able to do the same around the same point in the story? Maybe by unlocking the second form of both of their weapons they might be able to access a different form for Ouroboros? Maybe other party members will be able to gain access to different Ouroboros forms when unlocking a new class that happens to be related to story events? Hell, maybe Ethel's swords are going to be a story class that gives Noah a way to access a new form for Ouroboros at the end of the story. Maybe Mio gets hers from Cammuravi?
Why are charge over time arts worse than charge over auto-attack? Like auto-attacks also take time to do, you can adjust it by stutter-stepping but pressing forward over and over again isn't exactly "engaging gameplay"
plus if you look at 50:16 Stutter stepping is gone
You can speed up the process to fill in the arts instead of just waiting for the slow ass auto attacks to fill them in while being forced to move without the need of gems. Pouch items help to fill up arts but not speed up the attack animations themselves. I always thought they should've sped up the auto attacks without the need for gems either when the tension is high or based on level of affinity between the party. Like certain levels of affinity granted a percentage in their auto attack speed or something like that. It makes sense that the more comfortable with a weapon, others, or battle experience you have, the easier and faster you should be able to (auto) attack. I know auto attacking won't be your primary method to deal damage and generate aggro but there's no reason for the base auto attack speed for all weapons to remain the same the entire game.
Frankly I feel Ethel is going to be a main party member.
Atleast I have this video to help me cope with the probable lost chance of getting the special edition
YOU POST THIS MINUTES BEFORE 1 AM GOD DAMN YOU LUXIN
Imma watch this while I still Hang in there, for when they get to me soon, for like 7 hours
Yay, a new 1 hour luxin analysis! Sure is a good day to be a Xenoblade fan!
(checks twitter)
oh...
Why would it be a plot twist if Taion is a blade, considering blades function independently and seem accepted in society as party members are blades, leaders are blades and Nia is a flesh eater exposing her core?
Why would it matter enough to hide it?
There could be another reason, but him hiding being a blade doesn't make sense in 3s world so far.
The best answer to that question is
1. Taion just likes wearing jackets, there is no twist
2. Taion is an artificial blade, who are not accepted/feared for something they did in the past/can be more easily controlled by their creators and are feared as spies.
The artificial blade option seems the most interesting, but Taion wearing lots of clothes all the time could lead to funny heart to hearts, so I'm all for either option.
Gotta wait for more story information for that one. It could be a total non-issue or it could just be something the trailers have yet to give us perspective on.
Taion could be a Blade Eater which could probably have a lot of reasons to hide it. The biggest one I can think of is that it takes away Blade immortality but only gives benefits to the recipient, but without knowing how blades work in the game it's hard to say whether they're still immortal. Another possibility is that Indol is gone, so much of the technology has been lost by the game's events, so the process of creating a Blade Eater could have become outlawed because of the potential risks but minimal benefits besides the life saving part.
At 49:38 there is an energy tether, not unlike bonds in XBC2, between the left & right side arts. Only for middle & lower arts, not upper arts because it was just used.
hello luxin! glad it's finally out! don't worry about it being late, do whatever you need to get these out well!
Also considering we have a Zehpyr (dodge tank class) a face tank class and counter attacker class, Sena might not be able to shutter step but hits really hard, Mio may be to stutter step or learn and run but be weak and Lanz may be the slowest but hit really hit , slow animations but hae the biggest art gauge fill each second cus Machine. Also, I just thought of something funny and terrifying. I we end up fighting best bird and cat girl, they could both have an art which basiclly break topple Daze for Melia and Break topple launch Smash for Nia and Melia could float around in circles like Xbc1 encourages to and Nia moves around it straight lines and shutter steps while Melia tries to go for positionals. Also,I would kinda thing since corvin in xc2 with moon matter chip allows you drive up the chain attack bar at a ridiculous fast pace,if you chain attack them since both would how potent chain attacks are, if you fail to do an action in a certain period time between rounds, they attack cus they recognize what is going on.
I guess I’ll watch this while waiting to pre order
A really cool thing is that Defense and Ether defense are Percent based, making it closer to X’s Resistances rather than 1’s defense stat. Yet another thing that is just “we wanted to steal X gameplay mechanics but not actually follow up on the seven year cliffhanger (or steal X’s best mechanics like Secondary Cooldown, multiple weapon auto cycling, or overdrive)”
Also, you can see in the cancel attack clip that Sena is standing still but not auto attacking, seems like Auto Attacks will still have required intervals and you can’t move cancel to charge attacks quicker. That just sucks bc it takes the disadvantages of 2’s standstill autos and the disadvantages of 1’s moving autos with none of the benefits
(Edited to add more information and update my comment to be more accurate, thanks to @kirbinato)
2 used percentage defense not a number
@@kirbinato5201 it did? Didn’t know that, I’m surprised there aren’t 100% damage reduction builds
@@3XHS it did, defense was determined by the blade and you just couldn't get 100% defense
@@3XHS The most you could get was somewhere around 50% on Poppi alpha.
I’m part of the copium theory believers that X is the tenth game timeline wise, so we’re just building towards it. Kinda like how Fast And Furious Tokyo Drift came out third, but would he placed after the sixth movie.
I've been waiting for this!
I wasn't very hyped for this game, but it's Xenoblade, so I wanted to try and get more excited about this. So I've binged every since Xenoblade 3 video you've made over the course of two days. This hour long video is the last one until I'm caught up.
I've gone from not being very jazzed to thinking this might very well become my favorite of the three. That I would have played. I really wanted X, but had no Wii U.
Can't wait
Yasunori Mitsuda has praised the story of Xenoblade 3 and says it is great on his twitter yesterday. I just thought you'd like to know and we should probably expect a Xenogears/Xenosaga level story here. In other words I'm way way more excited than I was originally.
19:00 that sets up her agility tank status well
Noah having to perform his own funeral rites. Thanks google translate.
I don't know what you're problem is with the talent art cinematics. Even if it wasn't framed like something special with the camera moving, you'd still need to go through the whole animation, just like any other art. And the ones we've seen don't even seem that long. Having QTEs wouldn't solve anything because those aren't exactly the most stimulating things, but I see no problem with what we're seeing now.
Exactly, all arts give animation lock, and some of them are just longer than others. ULFSM takes more time than a few specials in 2, and something like Violence Streak in X also take a while. The QTEs don't really add much of anything.
Fusion Arts confuse me some; I don't see how there's a significant difference between fusing two Arts vs just casting them back to back (other than saving a very small amount of time). edit: A couple possibilities I can think of is something like an Art that heals a percentage of damage done (and would thus benefit from being combined with something that does more damage), or an Art that reduces aggro being combined with a powerful heal. edit2: Or combining a "partial recharge on crit" Art with an Art with a long cooldown. Now that I think about it there are actually quite a few possibilities here.
I think the talent art animations are done to make you contemplate the weight of your decisions by prioritizing your diamond arts. As you watch the animation you can feel every agonizing second of it while you could be doing auto attacks to charge your diamond arts.
GOAT CONTENT
I’ve only seen the first trailer footage and seeing actual gameplay is amazing
"The most personality in any of it is Eunie's one second reaction" wow, Eunie bias is one heckuva drug.
Crying about missing special edition preorder even though I got on the my nintendo store 10 minutes after it opened. Hopefully it opens again. But great, vid, looking forward to what you'll say about Valdi next week since we just got info on him. I'd like to see info on more heroes like Zeon, gormotti girl (?), and lance girl
Yet more algorithm food, enjoy this meal good Luxin.
5:57 “ready access”? I don’t think Tora was that open with his research with the rest of the world, since Poppy was the only one.
I wonder if they will bring back haste gems from xc 1
I prefer the deeds or key items you could make in torna for the permanent buffs
Ironically, I feel like despite it being from Xenoblade 1, haste would actually be a big boost to Agnus characters in particular unless it also sped up art recharge from Keves.
the thing im dying to see next are the menus
Hello, Luxin
The possible combination with fusion arts must require a ton of animations
This is indeed a good hour to spend for maintainance jail to end
5:48 how would you fit crystals into one that small? I think it needs to be a certain size to hold them.
In the end, fetch quests at least got a ton of QoL. Like mail order.
Do you think you can launch from Daze and not just topple? What’s the difference between topple and daze anyway?
These machine translations are fun to listen to
I really feel like there MUST be some way they will balance circle vs diamond arts. Maybe auto attack cancelling doesn’t work the same or as well? Maybe positionals and fulfilling class role with skills can fill circle skills really well?
Also, maybe to compensate for the faster up time on Agnes arts, they will be way weaker across the board. Like, Keves circle arts are slow to charge but hit huge numbers, and Agnes arts are fast but weak. Maybe then it would cancel out to roughly equal dps potentials?
Idk man, if one nation’s art style is just outright better and OP, that would be so disappointing and a very off-brand misstep
The Agnes faster to use but lower the damage would be reasonable just to keep everything fair between characters
@@benduford3746 yeah I think that’s an obvious potential way to fix it. I hope it’s something like that. I do ACTUALLY like the idea of the playstyle being different between the two nations. That’s a really cool concept. It needs to be balanced tho, and this stuff rightfully has people a bit concerned. I think we’re all missing a piece of the puzzle tho.
@@spiderdude2099 in all honesty it just be bad game design if it wasn’t.
UWAAA GWAAA EJCUA EJ SOAA AA SOMETHINF GREAXE AKHOS JOKE OUUUWUU RIUUO
6 hours of special edition waiting is not good for me
12:04 taking inspiration from mobile game design for some reason
I just noticed all six characters have two Kanji names.
Will the two tanks be fighting over agro or what? Will one be redundant?
Haaaaa you released the video just before bed I'm ded.
Something I haven't seen anyone else point out; that one Talent Art clip with the party in the high 40s, it looks like they are right outside Colony 9. As in the original site of Colony 9, as seen in XC1.
How will they adapt Taion’s art names?
What’s Nintendo Everything? How did they get exclusive images?
What will happen if you use a pure support art as your main part of a fusion art mixed with damage on the other side? I guess if it takes only the added effect of the second part of the fusion it won't damage still but can I break an enemy as I heal in aoe for example?
Fusion alone push customisation so far it's crazy I love it.
I think fusion arts take all effects of both arts and use them at once, at the cost of having both arts be put on cooldown. I'm not sure if the damage is (art 1 potency + art 2 potency) or (art 1 damage + art 2 damage) but I think they are supposed to be very strong. It builds up chain attack meter too, so they want you to use them, but they are still pretty mysterious. I think it would be cool if the 2 fused arts do the same thing, the effect is increased. So say break arts reduce break resistance, topple last longer, or debuffs are given a greater tier. That would make the fusion arts really interesting to use and make good setups. The fact that you can switch characters mid battle also means you don't have to worry as much about character setups, because you can always control them to do what you need to do.
@@PenguinSage I wouldn't rely too much on swapping characters honestly especially when they are all 6 on the same order and they can use the art before you planned to do it manually.
As for the effects of art I feel the arts on the left side will only have their additional effects when fused otherwise it could be really weird. Just imagine if you use an AOE damage in a fusion with an art that is neither aoe, nore damage. Will you magically do damage in an aoe despite the animation of your art not implying that at all ?
"Only" having secondary effects is already really cool honestly because you can create sort of custom arts in the end the list of arts will be huge we know for sure we'll have at least 35 arts per "side" (and probably way more considering we have seen a lot of hero classes). That means that any art you like can have the secondary effects of dozens upon dozens of other arts, it's just bananas.
And it's really refreshing after 2 being so restrictive with each weapon type and basically be only about which weapon you combine with which and then spam them like crazy.
What’s wrong with a front positional?
Can you queu up arts for the character to us in a row like Xenoblade 1?
I still have hope for wild down, HERO ARTS??? hopefully
Mio can run 100m in 7 seconds.
Then there’s jin.
If you swap party members to set up positioning, won’t the AI just move again?
Infinity blade was on the ouroboros actually and it was a normal art that had high crit
Edit: personally The Who bravely default class obtaining doesn’t make sense as that would be close to 22 additional characters that will blanks with next to nothing in terms to interesting characters like how blades were, and that it also wouldn’t make sense to just sum up Cam’s weapon as a “lance” considering how different the two are and how he holds it so close to himself, possibly wielding it like an uchigatana
The chain attack start animation reminds me of Persona 5
Can Keves character auto-attack while moving?
Why does machine translate say 6 Noah’s in a sentence that didn’t mention Noah?
Will the ai use over lock after daze or be stupid?
I'm thinking KOS-MOS is going to be a hidden hero. This is pretty much the new blade system and I can't see Monolith not doing it.
Thank god i'm gonna have Fire Emblem Warriors: Three Hopes to keep me entertained until this releases...
Monapon?
Nice as this game is looking in previews...I have a really hard time imagining that a game that looks this nice is going to run well on the switch. Xenoblade 2 already had problems with inconsistent frame rates and I get the feeling that this will just be worse.
Experience with a console makes a huge difference. Xenoblade 2 was released during the Switch's first year of release. They have an additional five years of Switch development experience. That makes an enormous difference. Switch games releasing now are going to make better use of the hardware in general because people have figured out the best ways to use it more. (Also, Breath of the Wild stole a lot of the development team while they were working on 2. Now, they have additional teams to work on other Nintendo projects.)
Given that MHR runs rather flawlessly on Switch, I have no worries myself.