@NAR_OW i would just make it on how good it feels to use each char
anran lower, sojourn higher (controversial but idc she fun to use)
most controversial kiriko higher sheโs flawed but so fun to use imo
@Praisedgg@hikuasian nah bro, an extra 30hp over 2 seconds with deflect is actually massive for survivability, it also gives ult charge for healing.. and the cooldown got reduced as well so, many blades, many blades.
@AbbyAZK he still has one of the highest burst in the game, but the extra heal and COOLDOWN reduc, will make him be in fights almost twice as much more.
I usually always grab meditation anyways since its more consistent, and the extra ult charge.. kind of busted.
thank you for this thread Dean. Very based takes on KH combat for sure.
For me, I feel like KH3 is just missing identity from its combat and that was something that was a big issue for me. The theme in KH3 i believe was just โspectacleโ, and Remind was implemented after the devs realized soras Kit was just too clucky for complex, post game bosses.
Like you said, i donโt think any part of Soras kit was executed โWELLโ, keyblade switching is super awkward, movement feels sticky even on the ground, being in the air is terrible yet at the same time air step turns KH3 into a straight combo show off video game.
But none of it feels intentional, just like a bunch of different happy accidents that gives sora SOME sauce.
For me, i do want aerial combat and ground combat to feel different, i actually disagree that air and ground should be equal in strength, it just makes KH feel like too much like a sandbox, where you just have broken options in any space.
They literally just need to be very intentional with his moveset, Itโs really sad that weโre thinking this much about it, and it probably wonโt receive that level of care.
The build mechanic to me just looks like FF16 Eikon abilities that Clive gets โ fire, aero, ectโ baked into his combos. I want KH to feel less like a DMC mindless hack and slash. We love KH2 because even though sora has some broken abilities, there is proper care and thought put into every attack. The way his combos are built, magic finishers, revenge values, drives and summons, limits, overall physics.
KH2 Sora can do some cheesy stuff but i feel like it takes some knowledge, and for example like navigating the command menu, those are some of the things i really enjoy.
One last thing, can they PLEASE fix the AI of enemies, in kh3 all the enemies in crit just seem like mini bosses with extremely high priority and tons of aggro, kind of like the dancers in kh2. Every mob fight in kh3 level 1 crit is lowkey just cheesy with what you have to do as Sora to win the fights.
I also think thatโs a product of how cinematic KH3 is, and less interactive. For example summons in KH1 could still be risky, you had to move in certain ways. Thatโs why i like KH4 going back to reaction commands because they are interactive, and hopefully not AOE bombs. Think like Soldier heartless kh2, or Reversal. Just classic RCs.
Anyways this is a big ass rant, i donโt know all the solutions, i just know what i like, KH3 to me felt like there were way too many insane options, that it kind of made it feel like meh.
Ironically enough, my fav part of kh3 is from olympus to toy box, where soras kit is still limited, and things are fairly balanced/grounded up to that point. We shouldnโt have to turn off attractions to enjoy the combat. Idk itโs just sad to me, game really plays it self.
I could go on but, i just hope Square take a decisive stance on how they want sora to move in this game. Thatโs all i want.
@Chibi__Hanako@SweisSenpai@Soraalam1 they couldโve easily patched these abilities into base game and balanced accordingly.. they should still do it IMO.
@ProdigyxCD i agree with you. its an amazing edition.
the people saying take this out have clearly never played the game in crit level 1, where an attack entirely off screen will end your run.
i beg for them to try to get past toy box crit level 1. LMAO
also i wanted to add that i believe the circle around soras guard is actually just a visual cue for how long he has i frames for, but iโm not entirely sure..
soraalam1 also pointed out how theres now indicators for when an enemy is attacking behind you, so i think the team is really trying to make KH4 a bit less janky. Not sure..
@Bizkit047 i had this exact thought when you made that connection in your video legit 5 mins ago.
Like in the Riku Vs Young Xehanort battle in DDD, and with YX looking like an ally, this is VERY likely.