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Every single of these games have extremely awkward combat that pales in comparison with Dragon Quest. I love DQ4 and FF4, and I am able to appreciate different kinds of design, but their influence and the obsession so many had towards AI controlled characters (DQ4's influence) and more action combat (FF4's ATB and its influence) was really nefast.

Having the action constantly interrupted and stopped by spells and menuing make the action feel shitty. In games like Star Ocean and Tales of Phantasia issuing commands to other characters is VERY awkward, in Star Ocean the menu controls and interface in combat is absolutely terrible. In Tales of Phantasia: what's that, you want to heal? Oops, sorry, Mint decided to cast a spell that doesn't fit the situation instead (and if you disable all her spells she's just deadweight), so now you gotta wait. So you wait a little an then at the split second you re open the menu it's the enemy's turn to cast a spell so you still can't issue a command. Meanwhile your protagonist is sitting ducks unless you use a special attack and bring up the menu during the animation (granted Mint didn't decide to use another useless spell on her own in the meantime). Every boss except the final one comes down to stunlocking the bosses with basic attacks anyway.

Terragnima, now that's a game with good combat. No trying to combine turned based and action in an awkward way, no awkward AI partner to worry about. It was best to stick to either pure turned based like DQ or pure action like Terranigma than those half assed combinations.
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Action-RPG has never been great

You can't just mix 2 antinomic genre and expect it to work

Action-RPG are neither great strategic/ressources management games like turn based RPG nor great action games
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>>12350573
It can work, A-RPGs were central in the birth of JRPGs, but I find that the ones that do work are the ones that go all in with the action instead of a half assed attempt to combine turn based and action.
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>>12350563
>In Tales of Phantasia: what's that, you want to heal? Oops, sorry, Mint decided to cast a spell that doesn't fit the situation instead (and if you disable all her spells she's just deadweight), so now you gotta wait.
You just need to set her tactic as "value HP over TP" and you won't have any problems.
Spells stopping the flow of the combat is an issue, having to micro manage your team is not.

>>12350573
I play RPGs for the immersive experience, not to manage resources.
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>>12350563
FRONT MISSION GUN HAZARD /THREAD
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>>12351159
>You just need to set her tactic as "value HP over TP" and you won't have any problems.

I tried that and she'd still tend to wait until someone's in the red to heal, like even if the healing spells heals 3k and the character has lost 4k she'd keep waiting.
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>>12351280
She will start healing once you lose 1/3 of your health.
She will always heal if a character lose 4K HP, since the max HP is 9999.
You're straight up lying.
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>>12350814
That's not true, Parasite Eve 1 is what you're describing and it had a great battle system, same with Vagrant Story (besides the equip/no equip for affinities which sucked), I will admit it's a rarity though.
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>>12350573
except that what you are describing are rpgs with real time combat. there are plenty of good action rpgs, they just tend to be diablolikes or roguelites.

>>12352092
>vagrant story
that is an excellent example
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>>12350573
Disagree
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>>12353146
Nobody cares



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