As Endwalker launched, its battle design was quite tuned toward accessibility, especially for melee jobs. The choices of larger hitboxes, fewer positional restrictions, and uninterrupted attack ...
Anyone who endured Final Fantasy 14: Endwalker as a melee main will know the pain of that expansion's raids and bosses—gigantic hitboxes, no positionals to hit, and virtually zero downtime to ...
The panel will center on the development of FFVII Rebirth’s battle system and the process of turning a formerly turn-based system into one more focused on real-time action and strategy.
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