Catwho wrote:
X's conditional turn based was a system I'd like to see come back. It allowed for more thoughtful and deep strategies during boss fights, deliberately swapping in and out players as part of the turn by turn tactics, and with the Sphere grid, allowed for extensive modification and customization of each character outside of just gear and levels.
The only thing I had against X, was the
requirement that every single one of your party members takes at least one action in a battle to get AP.
It made for very long boring dungeon crawls (if you swapped everybody in on every fight) OR lots of grinding (having to play catch-up if you didn't).
And of course, there's the brick wall at the end, where enemies in the last dungeon don't give enough AP, but the game is a breeze until you hit the final boss then you get your b*tt handed to you and you gotta go grind. Same stupid thing BoF4 did, easy sailing until a brick wall at the last dungeon and nothing gives enough XP to actually level up on in any reasonable pace.
But I will have to say the actual system behind FFX's ATB/Turn-based Hybrid was awesome. I loved its in-battle system. The Sphere Grid... eh, I'm not so huge on. It wasn't
bad and I can see what they were trying to do with it, but yet it was kinda like FF6 -- you could max everybody's stats out and then everybody becomes a carbon copy of each other 'cept for Wakka being able to hit long-range targets. There's no balancing factor there, which was the same gripe I had against FF6's esper leveling system, where everybody had 9999 health and did 9999 damage with nearly any weapon, including the little kid with a paintbrush, hitting just as hard as the knight with his sword attacks.