In ReDux complete, the SP system is going to be completely
revamped in order to become much more short-term oriented in general. This is
inspired by Grandia 3, which had a system where your SP would rapidly rise when
using normal attacks or taking hits, in return for skills generally costing
more. It was a great system in that it would not only reward players for
managing their SP more carefully, but not discourage them to use abilities in
longer fights or areas. Let’s go through why a longer-term, more resource heavy
system was not ideal.
Weapon skills are the bread and butter of any character –
the idea behind them is that they are more powerful than normal attacks while
defining the characters overall. This is all fine and good, and that’s what
they represent in the original game. The balance between using them however,
never really made much sense. JRPGs in general are notorious for long-term
resource systems and Grandia’s SP system was no exception. The problem is that
the game, especially early on, forces the player to save your SP and hinder the
use of your skills, only because the system was designed to make it difficult
to recover SP aside from item usage. And in-turn, late game scenarios often
allowed you to spam them because of SP pools in boss fights, in addition to
items needing to be constantly force fed to the player in order to use them to
a good degree. There were a lot of flaws in this, of course.
Firstly, for the most part, SP was tight enough that in most
fights you avoided using them unless you really needed to. They were powerful, yet had no tactful use
other than to blow what you have left to get through an area. And in boss
fights, once you blew all your SP, the fight had to be balanced to be almost
over since SP couldn’t realistically be renewed. End stages of the game would
cause you to use skills haphazardly since SP couldn’t really be balanced. And
of course, this ended up making normal attacks lacklustre and pointless to use,
since spells and skills alike had a flawed resource system which didn’t really
have the concept of downtime.
And that’s really the whole point of the new SP system;
Downtime. Weapon skills now cost an extreme amount of SP – often depleting your
entire pool with only a couple skill usages. However, using normal attacks will
refill your SP very rapidly, and when you take damage also. This results in the
concept of downtime where you can balance your skill usage, knowing that you
have the means of restoring SP fairly quickly. Therefore, all skills cost a lot
more now, with character base SP amounts being a lot higher (Justin has 100,
for instance).
For example, here's a list of Feena's weapon skills with their
associated SP costs:
Knifehurl: 30 SP [CRITICAL]
Randomhurl: 50 SP
Power Lash: 40 SP [CRITICAL] [DELAY]
Flame Lasso: 60 SP
Shock Whip: 80 SP [PARALYZE]
End of the World: 120 SP [FIXED]
Tree of Life: 160 SP [FULL RESTORE]
Time Gate: 140 SP [STOP TIME]
Invoke: 80 SP [RESTORE MP]
Name changes aside, Feena mostly has her old abilities
intact with her Icarian abilities now becoming weapon skills themselves. Invoke
can be learned by any character able to use magic and has a fixed cast time.
This a part of the tweaked MP system which will be detailed another time.
Functionality of some skills has been changed though.
Knifehurl and Power Lash are both low damage, but high interrupt skills. Like
the other Grandia games, each character has their own skill (always initial)
that has a guaranteed chance to cancel. However, Feena is the exception with
two of them, and Rapp's cancel ability is AoE rather than single target (Discutter).
Non-Ranged cancel skills (Such as V-Slash, Power Lash and Flying
Dragon Slash) also have 'Delay'. You may be able to work out what that means.
So what should this
new system result with? Generally speaking, this approach to the SP system should
enable you to use abilities a lot more, have more tactful usage of normal
attacks, as well as better management in boss fights. Dungeons runs should feel
less restrained on resources, with a better emphasis on balancing actions as
opposed to saving them, which should result in a more enjoyable experience.
Boss fights will become less bursty and more consistent, forcing use of combos
in particular. This adds to balance as well. As a result, this should keep
skills fun to both manage and use!
No comments:
Post a Comment