

(Discussion) What are some JRPGs with genuinely engaging combat to you like that don't involve Action Commands (dodging, QTEs, parries)? And why do you like them?
(===>SOME<===) people believe that JRPG combat is boring and dumb; that your characters just sit there and have to take attacks
and that things like Action Commands are the best and most innovative thing ever and that JRPGs that do it are rhe best thing since sliced bread
Now I'm a diehard UTDR megafan, so clearly I'm not against this as a concept; it can be very fun and engaging
But I do not personally agree with that sentiment at ALL lmfao
I think all a JRPG needs to have good combat is a sense of kinetictiveness and interactivity. Hence my two personal examples: Mother3 and Xenoblade Chronicles (my BELOVEDS)
Mother3 is a textbook turn-based JRPG, and whilst it has inspired many creators for its comedy and emotional sincerity (my included)
The thing that I actually love the most about it is its combat system. Mainly the rolling HP meter and the Rhythmn combos
In most JRPGs, damage is instant, but in Mother 3, your HP rolls down over time. If a character takes lethal damage, you still have a short chance to heal them before the counter reaches zero (it doesnt matter how much damage they take. All you have to do is heal them before they collapse)
Mother3's rhythm combos let you time normal attacks to the music. If you keep hitting the beat, you can chain extra hits, up to 16 total. Different battle songs have different rhythms, and every character and enemy has their own hit and miss sounds
These mechanics make the combat feel more active and kinetic even if you're just standing there. You're constantly scrolling through menus, optimizing who holds what due to character speeds, and if you're actually paying attention you can squeeze that extra bit of damage out of a boss with Rhythm Combos
Honestly it's absurd more indie rpgs haven't stolen its combat system lol
And for Xenoblade Chronicles I just really like its MMORPG-like combat system. You're naturally autoattacking alot, which makes it feel like an ongoing battle
But you also have to pay attention to the commands/skills you use in battle. As depending on when/how theyre used, they can have a variety of effects
Like Shulk's backlash, which deal bonus damage if you use it behind an enemy (duh)
But you also have to be careful because if you start swinging like a maniac and spamming your strongest skills, then you wont be able to synergize well with your party members (which is VERY important for things like Topple Stacking)
And if you draw too much aggro? Guess who becomes the main target for the enemy to focus on?
This sense of push&pulls anticipation made me locked in for every battle. I cant wait to play the other installments of the series ^^