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The genius of FF Mobius' combat system
I have always been a fan of FF's combat systems (I didn't like X all that much, but I do love the rest). When I tried my hands on XII and XIII, I thought the series couldn't get any better. But Mobius really took home the gold.
Combat in Mobius is an act of balance, with just enough random chance in it to always keep it fresh. Playing FF Mobius is like playing a good game of Magic The Gathering. You gain resources by attacking. But the genius is the defend-skill system. You can horde your resource elemental orbs to unleash large moves, or use them for defensive purpose--at a cost of having less chance of drawing the same element again for the next few turns. This presents an interesting conundrum--turtle too much, and you won't be able to draw that element again to raise your shield next time. Horde the orbs, and you end up taking too much damage in the meantime, or you won't have enough space to draw different elemental orbs. You have to gauge when to break an enemy's defense (which can be done by applying a skill, then subsequently attacking it), what orb do you expect to have and spam when the enemy's defense finally breaks down. The best part, of course, is the fact that these elemental orbs are random. And juggling hording, using, and even absorbing them (defending) in order to decrease the chance of gaining useless elements, keeps the whole fighting mechanics fresh.
I kinda wished they had sold this as a full game, rather than having in-app purchases. I wanted desperately to give SQE some money for this, but man...when they tie the payment system to extremely expensive premium in-game CCY (called Magicite), I just feel a lot worse about forking over cash. I mean, the largest bundle they have costs twice as much cash as a PS4 game!! That's....absolutely nuts.