Thoughts on turn based combat?

This isn't an FF7R shill thread. I disliked a great many things about the remake however the combat is the best step in direction a JRPG series can take right now.
I am so fucking sick of getting to the mid to late game section of a JRPG and just wiping every encounter with a single move. In FF7 I actually felt like I was putting in effort to overcome battles and the gated hard mode was exactly the challenge I was looking for.
Some games are better for it but turn based is in an awkward situation where the battle end too fast with no skill or take too long and get boring. Once you get a multi hit phys skill in Persona the difficulty basically goes down the drain.

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I don't mind having both.

Turn based feels good when the game is fast. Turn based feels awful when all the animations are slow and the game wants you to watch a shitty sweeping camera fly around the battlefield. Also if it involves sleep inducing ATB.

SMT is one of the few turn based series that makes turn based feel good and fast. Tales games have the most fun JRPG combat in general though.

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>however the combat is the best step in direction a JRPG series can take right now.
Fuck no, if you want to play an action game, go play an action game and let me play my 4 niggaz in a row games

You dont like JRPGs if you dont like turn based combat. FF7R is closer to DMC5 than it is FF7. Another action adventure game wearing the skin of a beloved JRPG game

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/thread

disgusting
i hate it mostly
p5 did fine tho

thi-
>Tales games have the most fun JRPG combat
nevermind.

SMT and Persona do have really good turn based systems. They are the only ones I can really tolerate these days. However my problem comes with the difficulty drop off after early game. The only way to make SMT bosses hard it to make them unfair.

>Thoughts on turn based combat?
I like turn based combat, it is functional and much better than real time w/ pause in CRPGs like Pillars of Eternity.
But JRPG party based combat has run its course, there are literally thousands of those types of games back from the 90s, so I don't get why you can't just emulate them.

Turn-based >> real time > Xenoblade >> ATB

Swap Xenoblade and realtime and we have a deal.

Persona 5 proved how fucking lazy every dev using turn-based combat is.
It's one of the most fun ones and just because it is flashy and has some dynamic elements (like shooting guns). That's all it needed to do to be fun.
Every other RPG that uses it goes for a fucking 30+ year old mechanic of choosing a name on a list that removes numbers from the enemy who when uses a name that removes numbers from you.
It is absolute garbage 99% of the time and is almost NEVER fun.
Usual suspects are:
>boring looking menus
>shit animations/reusing animations - looking at you Pokemon
>too tedious/takes too long, regular encounter should be over in less than a minute
>random encounters - now mostly gone but some "le retro" fangames still use this retarded mechanic
Most of the times it sucks is because people STILL use solutions that were there only because of hardware limitations and do nothing interesting with the mechanic. It needs to have an engaging dynamic element because choosing something from a list is super boring.
Hell even fucking original FFVII had a time mechanic where you were sort of forced to make a move quickly because they wanted it to be more action oriented.

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Even simplistic trash like Ys is better than running around waiting for cooldowns.

>This isn't an FF7R shill thread.
No it's not, it's P5R shill thread.

Am I the only one who prefers Eternal Sonata combat overall?

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Except I very clearly criticized P5R's lack of difficulty in my post?

Except there's much more than just cooldowns, even in XC1.

>Thoughts on turn based combat?
Its boring as fuck but I managed to endure Persona 3,4 and 5 for different reasons. The story of P3/P4 grabbed me and P5 is actually pretty fun, the presentation never got old so I quite enjoyed the gameplay but thats it for turn based combat for me. I look at final fantasy, xcom or wathever and I start yawning right away.

You want action games play action games. Don't take turn based away from me because you're autistic

How to make a turn-based RPG hard without turning it into a grindfest or worse a RNGfest where losing is just determined by an enemy crit?

I would like to know

inb4 action commands

actually make encounters tactical. combat should require more brainpower than just
>heal your guys so they don't die
>do as much damage as possible

You make it like Nocturne

>Nocturne
>not a RNGfest

it isn't if you know how to properly buff and debuff. But I guess that is more braincells needed than the average Yas Forums user

Holy shit, this. The one thing I cannot stand is a turn based game wasting my time with unskippable animations.

>Turnbased combat is outdated and was only created because of technical limitations ar the time!!!1!1!”
As a classic resi evil fag, I feel you classic FF fans pain.

Once you gain the ability to buff and debuff you essentially break the game. The only time you will be dying from that point forward is from RNG bullshit like instakills. This is the problem with Nocturne. It's either unfair for you or unfair for them.

user I cleared Nocturne not even 5 months ago
>that skill inheritance system
>"X wants to replace a skill"
>Expel/Death if aren't immune
>fucking Mot
And obviously the very fact battle system gives additional turns for crits or weak hits that might happen all the time. You can know about the latter but only after you see demons using it.

And I am forgetting back attacks on Hard mode

I like playing as an entire party. Realtime RPGs generally do a shit job at that.