- Joined
- May 9, 2014
- Messages
- 132
- Reaction score
- 52
- First Language
- English
- Primarily Uses
- RMMV
In the most standard form of JRPG combat, the player is given very little (if any) in the form of Target Control, or ways of controlling who enemies attack.
I don’t think this is inherently a bad thing, (there are obviously ways to turn this lack of control into an exercise in risk management by balancing the game accordingly), but I’ve been thinking about forms of Target Control for a while and am curious as to people’s thoughts.
For one, the default option I seem to find is where one character has a “Taunt” skill that redirects all enemy intents and that to me feels… not exciting, just because it feels like it boils down to “the tank character does the tank thing” with little to no strategy on the player’s part.
I think what I find more compelling is if every character has some form of single target provoke, as this opens up more strategic options I feel. If an enemy is focusing down Kai, for example, Kai’s allies could use their abilities to take the heat off of Kai for example keeping them around.
Alternatively, if a boss uses Fire and Ice attacks for example, and the player has a Fire Resist Gem, and an Ice Resist gem, they could equip them both on one character to designate that character as “the tank” while the others focussed on attacking. Or, they could equip one gem on each character to try and distribute the enemy’s damage more evenly.
But that’s just my ramblings. Curious as to what other people think. How important does Target Control feel to you, and which mechanisms for using it are useful?
I don’t think this is inherently a bad thing, (there are obviously ways to turn this lack of control into an exercise in risk management by balancing the game accordingly), but I’ve been thinking about forms of Target Control for a while and am curious as to people’s thoughts.
For one, the default option I seem to find is where one character has a “Taunt” skill that redirects all enemy intents and that to me feels… not exciting, just because it feels like it boils down to “the tank character does the tank thing” with little to no strategy on the player’s part.
I think what I find more compelling is if every character has some form of single target provoke, as this opens up more strategic options I feel. If an enemy is focusing down Kai, for example, Kai’s allies could use their abilities to take the heat off of Kai for example keeping them around.
Alternatively, if a boss uses Fire and Ice attacks for example, and the player has a Fire Resist Gem, and an Ice Resist gem, they could equip them both on one character to designate that character as “the tank” while the others focussed on attacking. Or, they could equip one gem on each character to try and distribute the enemy’s damage more evenly.
But that’s just my ramblings. Curious as to what other people think. How important does Target Control feel to you, and which mechanisms for using it are useful?