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Even though it's been quite the chore to plow my way back through the experience of the "Open Beta" period for this particular game, I feel like it's been an invaluable teaching tool. There's just SO MUCH stuff happening all at once in this thing that the ability to slow down, back it up, check again, and really start feeling like it's NOT so totally out of control as it initially seems. ... ... ...or, y'know, maybe I could've just decided to play a game that's way easier to understand. But what fun would THAT be?! --- Match #1 -- Midgar Red Team [Odin] Ace (Pandoristgaming), Lightning (Pawg_Pvtches), and Warrior of Light (TEKXIII) vs. Blue Team [Alexander] Sephiroth (SePhY-ClOnE), Lightning (DANomite93), and Ultimecia (YuuGiJoou) I know I've spoken before about the implications of having a team-based arena brawler with a roster featuring characters who focus on attacking from afar AND others who specialize in extreme close range... but Ultimecia feels like the character that will hammer the point home about projectile games most effectively. (And we saw quite enough of Jecht to see how the opposite feels.) Most of Ultimecia's projectile salvos are designed such that getting hit once will subject you to a string of further hits, generally until the attack ends... and maybe even beyond that, depending on environmental factors and whether or not another teammate gets in on the fun. As such, you really can't afford to take your eye off her, unless you want to get locked down by hitstun while your Bravery plummets. It just feels bad. She's... mean! --- Match #2 -- Besaid Island Red Team [Bahamut] Tidus (fresnokilla_559), Tidus (nomorethinking), and Cloud of Darkness (NSPENN) vs. Blue Team [Shiva] Kain (GkonGoldenBoy), Ultimecia (YuuGiJoou), and Warrior of Light (buddybwoi) But then what if you pay so much attention to Ultimecia that you ignore her more direct-offensive allies? It probably wont' be much fun for Ultimecia herself, but having teammates who can take advantage of just how distracted the enemies are looking at her... ... ...energy blasts... ... ...almost as effective! In fairness, I thought I was generating enough Bravery in my own clumsy play from being tossed around by close-ranged brutes that they'd have an easy time meeting the three-KO quota needed to finish the game, even if I got more careful not to get caught in their HP attacks myself. And I say that speaking for both myself in the footage and myself watching with the alleged benefit of hindsight, trying to write this description... (G-"good" job?) --- Match #3 -- Alexandria Red Team [Bahamut] Ultimecia (Bearded_Legend78), Tidus (NZLEthan), and Exdeath (hobofunimation) vs. Blue Team [Ifrit] Lightning (YuuGiJoou), Shantotto (Hinataponpon), and Exdeath (Leitchy117) Part of what I found MOST distracting about trying to play as Lightning is indeed one of those past games features that becomes way harder to figure out given the fact that THIS game elects to tell you very little about how anything works in your character's standard moveset... That's not to say this is actually that big a problem... Lightning's default means of doing battle is in many ways sufficient and probably wouldn't give you any indication that you're missing out on anything that big along the way. The one thing that IS different here from normal is that having her tag along in those Gauntlet battles got her enough "experience" to learn an alternate HP attack, the powerful and persistent Destructo Di-- Razor Gale. --- Match #4 --Pandaemonium Red Team [Bahamut] Lightning (POLOBROWN954), Tidus (KojoLIVEx), and Exdeath (Leitchy117) vs. Blue Team [Shiva] Tidus (kirito9023), Lightning (YuuGiJoou), and Cloud of Darkness (DANomyte93) We've been seeing a LOT of repeated faces in this particular crowd... both players and playable characters alike, actually. The players are one thing... something that I would really only have noticed in hindsight like this, but the characters are another matter. Case in point: Tidus is rather popular. Tidus specializes in attacks that have unusual approach vectors and movement patterns that aren't totally indicative of the timing or direction you can expect to be attacked from. Dodging and attacking has the dual benefits of letting you be aggressive, but not so predictable and ALSO being massively annoying. Which can lead to stuff like THIS. --- Match #5 --Narshe Outskirts Red Team [Ifrit] Ace (|FEARiiTSELF||), Vaan (MUGENbattle), and Kuja (Nameless Angel of Death) vs. Blue Team [Odin] Sephiroth (XeroBloodline), Lightning (POLOBROWN954), and Lightning (YuuGiJoou) As I'd find out WAY later, Vaan actually expresses his home game's mechanics in the form of specializing in repeated HP attacks rather than building up to one single big one... it's a tactical option in general you don't want to ignore any more than you want to make sure you keep close watch on any enemy that happens to accumulate a little TOO much Bravery all at once.