Kingdom Hearts III i want to be able to die in this game

Discussion in 'General & Upcoming Kingdom Hearts' started by 61, Jul 2, 2013.

  1. 61 No. B

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    Having recently played DDD, I was thinking about how using Second Chance and Once More in tandem makes you pretty much unable to die. How would you feel if they removed these abilities or any others that we've had in every game from III? Frankly, I'm getting a little tired of having the same recycled abilities in each game. I want something different in III, something new. Be it abilities that function entirely differently, or a system that has abilities in itself that function similarly to ones we've had for years. I don't care. I would even be satisfied with just changing the name of staple abilities like Combo Plus.

    You could say that if I want to die I can just not equip them, but that's dumb. If they're there I'm going to use them.

    Now, abilities like Second Chance and Once More are a requirement for secret bosses, and even some final bosses, in recent KH games. This is another problem I have. I'm sick of fighting bosses that can kill me in one hit. The novelty of that wears off almost immediately. These abilities also take away any challenge of the post-game. While this may be fun for just walking around killing things to your hearts content, and useful for grinding, I honestly don't feel like I need it or want it anymore. What is the purpose of leveling all the way up to 99 if you can't die anyway? Not only should the stats increase with each level, but the characters fighting prowess should increase as well. (I don't know much about gaming hardware and software, so I don't know if this would have been possible, but how cool would it have been if Flowmotion evolved the more you leveled up? If they weren't able to do that it would have been nice to unlock new Flowmotion abilities as you leveled more. That was a major complaint I had with the game.)

    You could suffice this to say that I don't want Second Chance and Once More in III, and I don't want to be put in a position where I need them. Give me something challenging, but don't give me something that 100% requires luck to beat.
     
  2. A Zebra Chaser

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    Second Chance and Once More are pretty much a requirement. It's vital to the balance of the game, and if anything I think you should start the game with them. Ramp up the difficulty, instead, and I don't mean give me unflinching infinity comboing dream eaters that do 70% of my health per hit difficulty.

    Second Chance and Once More are essential for mitigating frustration from unfair deaths, and in a 3D plain with as many options as KH, those are unavoidable. they're basically anti-frustration features, used try to stop people from being mad when Zack hits them with his omni slash and kills them instantly.

    My suggestion to you? Do a Critical Mode Level 1 run
     
  3. Shift Chaser

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    IMO, the only bosses that got cheap moves are the goddamn MF, Terranort spamming his dodge and block/countering any strike like you normally do (Staying still and blocking ruins him, but it kinda doesn't feel like a real fight), VS with the dark ball clone thing and his feints(Though I love those), Julius with his random thunder and the really big bosses from 3D fought on closed areas where it's hard to dodge(Like the gargoyle on TT or that bug on The Grid).

    But anyways, the Osaka Team seemed to get bosses right with BBS FM and end-game 3D.
    Most of the moves from Armor of the Master or No Heart don't kill you outright or are rather easy to block/dodge if there's any risk(But then again, you'll never take a hit if you mash square and aren't Terra anyways), same for 3D final bosses, except maybe ABC.
    Hell, Xemnas couldn't touch you at all if you decided to block whenever he got close, and even if he did the damage wasn't high enough to kill you most of time regardless of level.

    Still though, even if it's fair, outright removing Second Chance and Once More is kinda mean, sometimes you make mistakes, that's normal.
    So, if they manage to make a game with only fair bosses, I'd vote for making Once More and Second Chance work like their names suggest, only once each, even though I don't see they bothering to change support type abilities at all.
     
  4. Ars Nova Just a ghost.

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    SC/OM is a crutch for both the player and the developer and anyone who uses it is a SCOMbag 'nuff said

    As countermeasures they serve their purpose, but much like the Homunculus in Persona 3, the fact that it's needed hints at a much larger problem. Treating the symptom does not kill the disease. I would love to be able to die in KHIII - on Normal. I would like not to die every five seconds on Proud, always to something that hits a couple dozen times before relenting, stunlocks, takes off chunks of lifebar with every hit, or just plain voids your defensive measures through oblong hitboxes or absurd reach.

    Granted, I think 3D is taking steps in the right direction; I found Julius to be a genuinely fun secret boss, and I beat him as both Sora and Riku without SCOM.
     
  5. A Zebra Chaser

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    I think 3D is worse than ever before, in terms of design
    In the second Ansem fight, I could block Guardians' punches BEFORE it punched. Because the punch animation is nearly instantaneous, so they went for the cool anime effect and had the hit box PREEMPT the attack
    The Dream Eaters are really bad too, they never flinch unless you got with a VERY powerful attack... or Flowotion... and Flowmotion NEVER changes throughout the entire game so that's just tiresome.
    Another problem is that the powerful attacks that would normally flinch an enemy almost always have a lengthy period where lighter hits that DON'T flinch enemies occurs, giving the enemy ample time to casually graze your knee, cancelling the attack but still giving you cooldown.
    Never mind that casual enemies can use abilities designed for HUMAN players. They can INSTANTLY create a ring that gets you stuck in zero gravity, but very few enemies can actually take advantage of that, so you just end up wasting time
    And if two enemies can cast Balloonga and youg et hit, you might as well put down your 3DS because you're PROBABLY getting stunlocked
    Julius, I feel, WAS significantly better than Vanitas' Remnant or MF, mostly because they had freedom to create a unique boss built AROUND being a secret boss
     
  6. Ars Nova Just a ghost.

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    Meh, no hitbox will ever be as bad as KHII Sephiroth's. It was like he had an invisible paddle with the same length as his sword but quatrice the width.

    As far as enemies being too resilient, I think some of that could be solved either by directly reducing the amount of super armor the enemies have, or by giving you their tools - allowing you to adjust the number of hits you take before getting stunned. Then you could tweak it to your liking. That said, a lot of moves have super armor for the duration, particularly Riku's higher-level skills, and it usually just results in getting killed. They still need to reduce the number of hits enemies can get in at once (or the damage), imo.
     
  7. Vagineer Hollow Bastion Committee

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    True about the second Ansem fight. I wonder if it's just an oversight.....
    Yeah, Flowmotion get's kinda annoying after a while and it's flashy effects. And enemies not flinching is what I HATE the most about DDD!!!
    I actually got annoyed when the Dream Eaters keep on using Zero Gravity on me repeatedly.....
    Unless you have Stun Block...... which I usually have, but that's just me.....
    Yeah, but most of his attacks are blockable, even the lightning. and I usually spam Flowmotion attacks, Balloonga, Meteor Crash and Dark Aura for Riku and Ars Arcanum and Sonic Blade for Sora. It's kinda annoying that the only way to ACTUALLY beat the secret bosses nowadays is to spam the Dodge button and spam commands *Ahemthundersurgeandballoongaahem*