Originally Posted by
Lord Golbez
I pretty strongly disagree on that point, because I think there's substantial room for improvement in Vagrant Story's battle mechanics while keeping the same basic system so that a sequel would feel like it really belongs in the same series but remove some thornss. I guess I would say I don't have a problem with the mechanics themselves in terms of the way the game plays, but certain aspects of the implementation. To be honest, even the need to constantly swap weapons in order to keep them specialized to affinities for certain elements and creature types gets a bit cumbersome and annoying at times, but I could keep that, if they at least let the affinities develop a bit faster or, most importantly, don't include so many bosses of rare types so that it's unlikely you'll have a weapon with a decent affinity for that boss going into the fight. The amount of time I spent doing like 1 hit point damage just whacking bosses with a weapon over and over again is definitely something I could do without repeating. And I didn't really care for the increasing risk throughout the fight so you can finally do some attacks that do decent damage (I forget how this works to be honest, but I have some recollection that after hitting for 1 point of damage dozens of times I was able to intermittently do some more damaging attacks - took way too long though).