It definitely feels a little early to be judging the xc1 classes off 20 seconds of combat footage. Early showings of xc2 made it's look glacial compared to what we got so I definitely trust monolith to nail what ever they decide to do with it
I agree so much. There was so much to Xeno 2 combat beyond art cooldowns, like blade combos and affinity charts making attack stronger. Heck, the pouch items by themselves played a huge part of why art cooldown was faster overall in Xeno 2. If you brought the pouch items to Xeno 1, I'm sure the difference in speed would be small, kinda like Xeno X's overdrive making cooldown much faster. That said, now that we switch between 6 different characters, that also means that we can potentially spam even more arts than X and 2, but like you said, we just haven't seen enough gameplay to draw any conclusions. We didn't even see a full length fight lol
Don't say that, he will say that you're a Xenoblade 1 fan and that's unfair because Xenoblade 1 fans hate Xenoblade 2. Oh and Xenoblade 1 is unplayable garbage btw.
@@Cless he's the one being toxic. He's the one comparing Xenoblade 1 and 2 when analyzing Xenoblade 3 battle system, he's the one who got mad just because people were defending Keves side. "Nooo don't defend Xenoblade 1 side, people are trash talking my Xenoblade 2, your game is unplayable trash :'( " No they weren't defending Xenoblade 1, they were defending Xenoblade 3, this game isn't "Xenoblade 1 and Xenoblade 2 at the same time", it's Xenoblade 3. I know you will defend his toxic behavior because he's a content creator, but just so you know yes I'm a Xenoblade 1 fan, but I'm a Xenoblade 2 fan as well, and I know that both fanbases can be very toxic, Luxin is a toxic Xenoblade 2 fan.
That seems like a safe bet... Without upgrading arts and using pouch items, some XC2 arts take almost an entire battle to build up, so glacial paced early combat isn't exactly a new thing in Xenoblade! The game also has to spend time to help all of us idiots unlearn past habits, because "it worked in the other games!" It's one thing that games like Pokemon and Fire Emblem also have to do, as their systems can look very similar between games, but the mechanics change to a degree where you can REALLY screw yourself by thinking in old mechanics... I can't count how many times i heard "weapon triangle" from new players in Fire Emblem Three Houses, when the mechanic isn't even in the game! But it was just so ingrained in people, just like the physical/special split drasticly changed which pokemon were good in the past, but now kinda suck...
Another reason is that we can use skills from other classes, so in the time these come out of cooldown, we can use the arts that recharge by auto attacking. Or maybe characters will get access to skills that lower these cooldowns. There's too much we don't know about the combat to be making any kind of assumptions.
Yeah i think a big part of this game will function like FFVIIR's combat optimization. swap characters, use their useful skills accordingly, swap to new character, rinse repeat. seeing as you have access to six members most of the time I can see this being a very satisfying combat loop. I also feel like Agnes arts will be noticably more utility oriented and likely significantly weaker in raw power than Keves arts. I don't see Sena being as strong as Noah in the damage department. She might also have a slower attack animation to balance even further.
Yeah like, arts recharge items are severely worse in torna because there's not much penalty for switching characters so you can just do that and pretty much always have arts charged, so it will probably be something like that. I feel like arts recharge in base game 2 was only so important because switching blades wasn't as readily available and usually penalized you by resetting blade arts and battle skills
I think this is spot on. Both XC1 and XC2 has a big emphasis on teamwork in combat, either through Topple combos or Fusion combos, and I imagine XC3 will be even more designed around that with the knowledge you can switch characters to avoid the frustration of the AI just not cooperating. This is probably part of why they felt comfortable having the Driver combo path being confirmed to split into both Launch and Daze - you can control it much better. You're probably meant to be constantly switching around and getting off bits of your combos manually, and by the time you get back to someone their arts are all recharged (or maybe you even get a free full recharge upon switching back in).
I expect the whole art recharging “handicap” for Keves characters will come with some major benefit, like them doing way more damage or something. Idk, I just REALLY doubt that it’s gonna be as simple as “Agnes characters will just flat out be better because they auto charge”. That’d be lame
Many people have missed this but Fusion art allow players play both style at same time. If you plays as Keves your left arts will be Agnus style and vica versa. ThAT IS Probably reason why they designed whole system. If you want trigger your Fusion art you need autoattack.
@@abbasaltake1414 Yeah, that seems likely. It may be balanced for all characters to have both types of arts at the same time. The diamond arts would feel like the ones your actively focusing on, while the circle arts are used when they come off of cooldown. It also feels like there may be some other mechanics we just don't know about yet. Something about how the Keves characters play early on just doesn't feel right yet.
As apparently one of the few people that genuinely enjoyed the combat of both 1 and 2, I'm honestly not worried about the art recharge for the Keves characters. I fully trust they'll be able to balance it, if not make it enjoyable to play.
Arts recharge is slower because of the sheer amount of Arts you are able to access while playing. In Xenoblade 1, you were only able to play one character during combat. This means that you were able to access 8 arts and 1 special during gameplay. In 2, you were able to carry three blades, which means that you had access to 9 arts and 3 specials during gameplay. In 3, you have access to [S I X] characters at the very least, which means you have access to 18 arts and 6 specials, which is an absolutely insane amount of Arts. Cooldown was increased, at least at the beginning of the game, to encourage players to use the FRICKING EIGHTEEN ARTS they have at their disposal right off the bat ! Feel free to correct me if I'm wrong of course 😊
In terms of your concern around 18:00 about the battle system being initially slower than XB1, I think it's a non issue since no doubt combat will eventually be sped up by leveling up arts. There's also the fact that art take a higher time to recharge due to 6 people ganging up on the enemy so making it initially slower makes sense.
I'm calling it now, Ethel's attack on the party is gonna occur at the end of a chapter, and the flashback of her rescuing Noah, Eunie and Lanz will show right at the beginning of the next.
58:09 I am literally fighting Tyrannotitan Kurodil as I'm listening to this. The tombstone DOES NOT disappear when you rematch an unique monster in Xenoblade 2 unless my game glitched or Kurodil is an isolated case. Edit: I just went and tested it on Rotbart's tombstone after restarting my game (to make sure there's no memory leakage.) Rotbart's tombstone remained after I resummoned him. I also tested it in Torna as well and it's the same thing. So unless my copy of the game is really bugged, tombstones didn't disappear in Xenoblade 2. So it's likely that that big lizard enemy is the UM of that tombstone. I also want to say that I really appreciate what you're doing with these videos. Keep up the good work!
@@famillesabot5719 just to be sure I went and watched one of Enel's videos (specifically his Mythra guide: th-cam.com/video/VvMFjJYARis/w-d-xo.html ) and at 14:20 it clearly shows that the tombstone is still there as he fights Kurodil. So unless some players including Enel have a messed up copy of the game, I don't think it's a bug.
I’m gonna pray that they have some sorta Affinity Chart-type perk to unlock that enables Xenoblade 1 characters/classes to get the auto-attack recharge bonus and Xenoblade 2’ to get the automatic cooldown bonus. If the idea is mixing the games, let us actually mix the systems.
That would be amazing. Agnus characters being able to move around and recharge arts while not attacking and Keves characters cancelling auto attacks to recharge theirs. There's so much potential
I just don’t have a problem with the cooldowns since it seems that you should be switching characters regularly anyway. oh one other thing, if you look at Lanz on the AI, his attacks honestly don’t look that slow, they look a lot slower when you get the hard-hitting slowdown.
One thing i'm ALWAYS hoping for in games, is when a villain becomes playable! So i really hope we get a former enemy duo as a very late game protagonist pair, kinda like how Morag started out as an enemy, but have them start much more antagonistic, and maybe leave them for only the final stretch of story and side content... They don't even have to do it for you, the world or "friendship"... They could simply aid you, as them working together and helping you is the most efficient way of reaching their goals, and if you ever become not useful to them, they would leave you behind in a heartbeat, and only really at the very end do they full commit to the cause
hopefully after the conflict with them and the "real" enemy Vandham mentions is encountered, Melia and Nia realize what they're doing is wrong and they decide to help the party. would be sick, especially having Nia and Mio fight beside each other
I’ve played xbc2 so many times that I’m starting to notice different characters have different foot print sizes and the noise is different running over wood and carpet. I swear this series is going to steal my sanity and I’m going to love it XD
I think the cooldowns are so long because they are encouraging you to switch members to use their arts. While youre doing that the first member is still recharging.
I never see anyone talk about this but the enemies ARE SO COLORFUL. Like that clip with Noah as the main focus, the Brog HAS SUCH GOOD COLORS. The game LOOKS MUCH BETTER THAN TORNA I can’t wait
The longer cooldowns might make more sense in light of the larger number of party members (that you can switch between, so it's not like you have nothing to do while waiting on cooldowns). It might actually be a deliberate choice to encourage a gameplay style where you switch more frequently. There's also the fact that you apparently have like ~5-6 arts available later on, which is more than in XB2. The main possible issue with this is that you'd need some way to know when other party members have arts available.
Many people have missed this but Fusion art allow players play both style at same time. If you plays as Keves your left arts will be Agnus style and vica versa. ThAT IS Probably reason why they designed whole system. If you want trigger your Fusion art you need autoattack
Personally, every concern, no matter how big or small, that formed with old footage has been alleviated with new footage so I'm honestly not too concerned. I have faith that Monolith know what they're doing. I share some of the same concern with Keves classes but we literally know nothing about abilities and customization outside of the basics. The clip with Mio's arts recharging with a successful cancel was done about 10 levels above Noah's clip so I'm willing to bet that it's just an unlockable for every character that you get later on. Plus we don't know what pouch items/food buffs will do and I'm also willing to bet that there will be one that speeds up arts recharge. There's also the high probability of an affinity chart-like system where something like crit recharge could be unlocked given that they kept the crit recharge mechanic in Torna, albeit a bit nerfed. Also in terms of the character switching, my speculation is that the L and R buttons just scroll you to the character like switching gear in a menu and you'll have to press a second button, probably just letting go of the tactics button, to confirm the switch which would solve the issue of arts potentially being on cooldown with a change and the issue of being forced to change one character at a time on a cooldown. Honestly, the bigger concern to me is whether we'll be able to play as/gain the class of the 7nth party member like recruitable characters in X. The tweet's wording sounds like they're permanent party members so that's at least one concern assuaged tho.
I doubt that we will be able to play as anyone occupying the seventh slot, because i suspect that even though they share HP the two Nopon will be treated as seperate characters for some purposes, and able to move and/or attack independently.
@@alexstewart9592 Maybe, but I feel like just because one character would be somewhat difficult to implement doesn't mean they'd all be unplayable, especially if they all actually have fleshed out kits. It could be that either just the nopon are unplayable or they get creative with how you control them. Luxin noted in his previous analysis that in the healer clip, Eunie doesn't actually heal the nopon pair despite Manana being in the healing aoe so it seems like Riku is the main nopon of that pair. It could just be that if they're controllable, you just position with Riku with Manana following behind like a Driver Blade pair and their arts are split across the face button and dpad.
I don't think there are actually more item orbs on the ground in that screenshot than in 1 or X - I don't know if you remember some of the dense areas in either of those games, but it wasn't uncommon to see a couple of orbs within feet of each other. If anything, what we've seen so far implies that they're more scattered and rare. That's probably because we haven't seen any actually important areas yet though.
On the topic of the very slow arts, it kinda makes sense to me with the new "ward" system, where healers and tanks can place ward areas for protection and healing... If your character had very fast recover times on those skills, it would make them incredibly overpowered, as you would probably be able to put down a new ward skill of the same type by the time the old one expires, and the focus of the tank isn't really to deal damage in the first place, but prevent party members from taking damage. So my guess is that tanks are gonna be slow by design with longer cooldowns to not make them unkillable, but their aggro builds the fastest, healers be faster but drawing aggro fast too, and attackers have the fastest cooldowns, but spamming them will likely draw aggro faster than any tank can... One of the big problems i have with XC2, is that the roles of tank, healer and attacker meant basicly nothing outside what weapons they use, as several healing blades could barely heal anything, some attackers barely outdamaging even average healing blades, and some tank blades couldn't even build aggro over time or really take a hit well enough to outlast simply healing the damage off or nuking the enemy before they were needed! So if XC3 makes the roles much more defined, with the big differences simply being some characters being better at doing certain things, like Lanz of course being best at tanking, while Taion is best at healing and so forth... If a game bothers with having roles, the things that FIT that role should also ACT like that role! Why have something be classed as a tank, when other things not classified as that be better at the job than the thing whos job it is!? So i'm fine with very slow tank, medium healers and fast attackers, and i have to play the game to see how it feels before i make any decissions either way...
I have a solution for the character swapping thing. When you switch characters, art recharge speed for the character you were just playing as increases by 60%. That means Noah's 24 second cooldown would be reduced to 10 seconds. Swapping is unlimited. No matter who you switch to, all their arts will be ready when you switch to them, as AI cooldown is seperate from player cooldown. So even if they AI used an art right before you switched, you would have the art of the character you switched to but if you switch to yet another character the cooldown of that art when the AI used it still applies. TLDR: Make it so that the cooldown for arts the player themselves triggered and the arts the AI triggered are seperate, and raise player art cooldown on characters you aren't controlling by 60% to 80%. Swapping is unlimited.
I’m still surmising that there are pouch items or “dinners” that give you buffs like in 2. God qol would be to allow for you to hold multiple unlike the restrictive 2’s one. It might also be that kevess characters get higher level arts(8-12) while they have the shorter level 5 arts for the other characters and make it even easier to gain sp to get these arts higher levels because you can switch classes. The only other thing that I’ve really thought of is the passives. There might be a whole different skill tree like a combination of XC1 and XC2 where they have just one sorta branch tied to certain characters or they have the two different types for each respective nation and then classes are a third thing on top of that. It’s really interesting to think about since affinity is in the game but classes look to be tied to ouroboros with the info and screenshots and other things that we’ve got. “Blade quest” might also be in as “character quest” to, like you can team up with these new characters but to get their classes you have to do this quest. Really there is a lot they could do and considering that I myself originally put in close to 600+ hours, not including torna, in XC2, this game might make me go way past the 800+ hour mark
Regarding character swapping and cooldowns, a solution I had in mind was letting arts recharge for the character you swapped to, but only once per some preset interval - let's say 30 seconds. It's inspired by how Paradigm Shifting works in Final Fantasy XIII, in which your ATB gauge will be refilled the first time you shift and when you shift after (roughly) two rounds of actions. Much like in that game it would further reinforce frequent switching as a core tactic for optimal play and make combat more dynamic. While it might be a misguided attempt at balance like you said, I think part of the reason for longer cooldowns on Keves arts is due to their apparent monopoly on break, topple, and daze outside of Ouroboros arts. Thus, giving them set, longer cooldowns is to prevent the player from being able to stunlock the enemy with these reactions.
Many people have missed this but Fusion art allow players play both style at same time. If you plays as Keves your left arts will be Agnus style and vica versa. ThAT IS Probably reason why they designed whole system. If you want trigger your Fusion art you need autoattack.
Thing I noticed in the Ethel video relating to the ether orbs we see in the title art and trailers! We specifically see a lot of distinct red ether orbs floating around in the footage. If you look closely in the first trailer too we see them a lot in the battle scenes with the Keves army and mixed in the embers when the main party is fighting each other (hard to tell with camera focus in some shots but it's definitely distinct from the fire effects). It could likely be tied to people burning off their life forces with the tattoo's getting less red at their time is burned away. Potentially important to the offseers role as we know their role sees off the dead and produces blue ether balls the blonde flute guy in trailer 1 produces yellow ones no idea what it means though? We also see green ones when Eunie heals in the extended clip of the red Ouroboros fight.
I’m kind of wondering if there will be something akin to Torna where swapping between characters (particularly two characters sharing the role) will be a thing too. Like swapping between Taion and Eunie will have some cooldown benefit. I’m happy that it seems like we will get a full party sooner too. One thing that always makes me impatient was that I was forced to have Tora in my party for so many hours.
It was mentioned at some point before that you could switch between all members of the party in battle. Also yeah, having the full party as soon as it sounds like we'll get them is honestly a big improvement
I honestly thought I was the only person who would think this. A large portion of the video is him doing pure speculation on art cooldown instead of moving on. I had to put the vid on 1.5x so I could get to the other stuff.
I suppose it's possible that the UM tombstones just don't disappear. ...I wonder if that would allow you to resummon the same UM multiple times...? -If so, the challenge run I want to see is fighting ten Territorial Rotbarts at once.-
@@KyogresHideout_Vegito2121 Game definitely won't let you do that. Mostly because that would crash the Switch. For a model as detailed as Rotbart, the Switch just can't handle quite THAT many at once. Ignoring resurces used by the rest of the game, 50 is achievable, but the models of party members may get in the way of getting quite that high.
We're eating great this month ladies and gentlemen. Thank you Luxin for these analyses. Always appreciated, especially for someone like me who can barely keep up
my dream equipment combo from 1 and 2, I will miss the weapons of 1 and X, but here is what I think a mix of the 2 can be Weapons, them having a more Poppi like system, and as you progress in the game, either by story and/or quests expanding them like from [a] to QT to QTpi, as for the "base" weapons, like core chips or drop weapons, I dont know, I like more the 1 style there since I love the 1 and X gem system Armor/Accesories, Armors like 1 with Gems, but more expanded and having not only defensive gems on armor, but lets say the gloves can also equip Haste like Gems, yet more like X were unque effects with slots could be found, yet also add a small "restriction", lets say a glove equipment has 3 slots, then a simple Stat Up takes 1 slot peer, even if its of the highes value peer, but a Haste takes 2 slots, and Haste, and the Unique Equimpments can have wilder effects, like Crit related one or things that normally cant be obtained with gems of course, Im not saying them be a copy of their respective ones also adding Skills, I want 1 style Skills to be back, Skill links more than anything
looking back at 2:40 with the benefit of hindsight is so funny cause no thats not someone Noah watched die but also they're watching their *other* friend die tragically
I know this is technically for next video but Manana and Riku did get revealed today and confirms Colony 9 is the place where Noah, Eunie, Riku, and Lanz come from. It is the town in the trailer and Young Ethel scene... you were right! And also Manana's shield has Nia's 3 diamonds on it... further confirming Nia is Queen of Agnus, lol.
Just wanted to leave a quick comment saying to keep up the good work! I've seen all stress, abuse and hate you've been under over the last couple of days due to you simply "Sharing your opinions". I know its tough but try to keep up the good work my friend and stay positive 😁👍
I don’t think circle arts are gonna be that much of an issue, I really think the cool downs will become a lesser issue as characters and arts level up and eventually when cross class arts are brought into the gameplay fold it will (hopefully) bring the characters up to the same capabilities
I wonder if Ethel's time ran out, but whatever is giving her the red eye is allowing her to keep living. So same for Isurd I guess if that's true. I was looking forward to this video coming out after all the updates. I still have hope that the combat for Keves characters won't be slower than in 1, but I have no evidence for this. Also I want some clips of the player controlling Sena and Taion because we haven't seen them yet and I want to see how Taion's weapon will function.
I'm gonna guess that stuff like Pouch Items, Art levels ups and Skill Trees are gonna shorten the cooldown times, there's just no way it's gonna stay this slow
Some interesting stuff I found about the Ouroboros and Moebius. Moebius strip is depicted as a upside down 8 (infinity) and Ouroboros is also the very same symbol meaning infinity. If we put what we know so far together... I think Moebius are ACTUALLY the Ouroboros but the Ouroboros that the party controls are actually sapping their strength as a plan by the real enemy which I assume is going to be the Queen/king of the Moebius. Mr Wild Ride then is a Moebius but the Grahf of this game. He/she/it seems very interested in Noah awakening and his words are extremely similar to Grahf but can also make the connection to Zanza or Alvis. In Xenosaga, Wilhelm disguises himself as Heinlein and I think this is what is going to happen with the big bad in Xenoblade 3. Basically, the big bad is going to claim to be every organization and behind everything even Keves and Agnus and orchestrated the war. So I have been thinking... Noah and Mio's flutes in the first trailer have Zanza esque patterns on them. What if the Moebius's first plan is to revive a Zanza that has been rejected by humanity and thus he is a Moebius/Gnosis/Ouroboros and probably the reason the war stops. Think about it.... Zanza was the main threat in Xenoblade 1, but he is Klaus in Xenoblade 2 as the architect. Both Melia and Nia have pretty much met a version of Zanza! This makes way too much sense to me. He wouldn't be the main villain of the game but he would play a role in the Moebius plan. The Moebius as the main villains have corrupted the Zohar (fog) as a consequence of Shulk and Rex both creating a new world and thus Aionios is born and everything is meaningless except killing and death. For gameplay, I think the Moebius are going to attack in packs and could use a rage aura much like in future connected with the fog beasts. My theory assumes the Moebius are the fog beasts so then a emphasis on positioning in this game would make sense. In the heat of battle you are going to have multiple enemies on you due to the Moebius corrupting every living thing at some point in the game. And I know a lot of people think the new brands for death are probably due to enlisting in either Keves and Agnus but what if instead the brands are pre determined at the beginning of the game? It would be the new "Xeno disaster" scene like Woglinde crash in Xenosaga, Eldridge in Xenogears, Colony 9 attack in Xenoblade 1, Torna attack in Xenoblade 2, and Ghost attack in Xenoblade X.
The devs are geniuses for the circle arts think about it when your Joy Con starts drifting it’ll be impossible to keep the character still to auto attack and by time you get them set boom the arts are charged you really gotta love the devs for thinking ahead
Most joycons that have issues don't actually drift, more commonly they just lose sensitivity to the point where it will no longer pickup any input. They're both caused by the same problem (dust) but with opposite results.
Hear me out here. I could be wrong here but my working theory from looking over the trailers here is what if the disappearance of the conduit from Xenoblade 2 began causing blades to stop being born leading to human/Homs/exc. to fuse with them flesh eater style giving rise to the blade type abilities the characters have in some way. I could be way off base here but it could explain some things
Honestly Speaking Even if The XC1 Keeves Characters Don't Have Auto-Attack Art Cooldown Like XC2 they might just get something just as good we just yet to find out don't lose hope.
As a french person I have to admit I didn't expect to get French literature names I hear in school for zones in a Xenoblade game. It wouldn't surprise me if the actually decided to educate players to literature this way lmao. But the Japanese are known to be big France fans and I usually find funny random French reference for no specific reason in their games. So I should have expected it actually.
Hey, if you don't want to worry about art cool downs, just give everyone a weapon with diamond arts. Then they'll recharge via auto attack, that is assuming recharge is tied to the weapon, not the character. There was a brief shot in the release date trailer where Noah was using Sena's hammer and he had diamond arts, so recharge could correlate to the weapon. But if you did give everyone a weapon with diamond arts, you wouldn't have access to Break, Topple, etc., since as of right now, we've only seen those tied to circle art weapons, which I guess is the way they're trying to make them be used. I could be entirely wrong though lol
19:00 After Noah does his jumping backwards art the Tactics menu is opened and then two prompts with L & R appear besides Noah. L = Sena R = Mio That's probably how we are gonna switch characters and thank god it seems to be one of the early mechanics. With this, having to wait for the Keves arts to recharge will be less boring/annoying. Haven't watched the full video but this is what i've seen so far. EDIT: Lmao, dammit Luxin 10 seconds later you talk about that
Ah shit, I can't believe Mor Ardain would just pick up the Mechonis' sword and cleave Uraya in half like that. ...It's gonna be pretty wild if that's what that last screenshot in the video entails.
I'm late to the party but the long cooldown doesn't mean much on level 12 characters. Xenoblade's 2 gameplay is excruciatingly slow in the early levels it speeds up only when you start to unlock advanced features like cancelling arts into arts and so on. It's too early to be scared about cooldowns in my opinion (and there's also the fact that characters have 6 arts and not just 3 too).
I'm so excited for the battle system! I love 2's combat with it's art cancelling, auto attack cancelling, and the driver combos . For Xenoblade 1, I love the positional arts, faster battle movement speed, and the stricter roles in gameplay! (Which doesn't sound good, but all the insane customization in X and 2 kinda bogged it down for me a little ) So this seems like a great battle system for me! (Minus the things pointed out in the video, but I'll just hope it's not that bad when the game releases!)
One way they could implement cooldowns on character switching is to have the CD only be for the character you just switched from. You would be free to switch to other party members but would have wait to go back to the one you were using
hmm... imagine if we can go to places on the Bionis that could've been areas based on the body position but the party never visited like the Left Calf looks like it could be a place where life could live on since it's not vertical, maybe the left arm has some areas that could've been seen in universe heck maybe cave systems that could lead to em, I like to think at some point in development Makna Forest and Eryth Sea had caves that led to the left Shoulder which would've also opened up to the Bionis Interior since both have places very close to the left shoulder but as secret areas which for Eryth Sea is especially interesting since it's the only cave on the outside area
I've always wondered about the rest of the Bionis... like, you have colonies 6 and 9 (nice!), but what about colonies 1 to 5, and 7 and 8 (maybe even more than 9)? Bionis has (had, RIP) two arms, two legs... and the thing is huuuge, so much unexplored areas... Don't think it matters if it's vertical or not, because of the ridges... There was a great episode on Boundary Break that puts things in perspective.
just restarted xenoblade x in order to finally finish it before 3 comes out, and oh my god my mind is racing with theories of how aionios eventually becomes mira, so many mysteries about x could be explained if this is true but i’m not holding out on it.
I mean I don't think you can complain about the environments looking literally identical, because they're literally meant to be the same places after the worlds smooshed together. *Shrugs* Of course they're going to look like places from other games: cause they ARE those places lol! They even blatantly mentioned the Bionis fingers for fallen arm. That's literally the point of the game/plot lol...
i dont know if anyone mentionend this before, but i noticed something: in the one (?) clip with the non-battle UI, where the Cooking Feature was spottet, we see, that there seems to be no indicator, what weather is in the area. Xenoblade and DE didnt had something like that, but X and 2 did. So i Wonder, will it be in a Menu, like X, did it just miss for that Small scene, or is weather for nothing more Relevant in this game anymore? I mean, in 2, it was mostly irrelevant. There was some UM who did not Spawn Any time, but the most Spawned while it was clear or Cloudy and the thing with important weather i remember, was the Salvage King-quest item in Temperantia
I'm saddened by the fact that they kept this "no autoattack while moving" notion from 2, which I find really slows down battles in general. I don't see any upside to it. Like, I agree with you that it's nice to use autoattacks to charge the Arts, but then you feel punished for moving around even though the game requires it.
I understand the concerns, especially for what was shown here in the footage, but I still think its too early to judge the xc1's combat. In fairness to the game, the part was a level 12, and if they bring back upgradable arts, we could see the cooldowns go down drastically
The Mio comparison feels unfair, mostly cause I am pretty sure canceling arts to recharge them will be a thing for Noah at lv 20 as well, seeing as the target trailer has the party at lv 12, at the start of the game stuff is really slow for all Xeno games, so progression may make these go WAY faster
Some of the concerns are valid with the combat, but I don't think it's gonna affect the speed you can take down enemies with the sheer amount of art's at your disposal. Plus you have 6 party members instead of 3
It definitely feels a little early to be judging the xc1 classes off 20 seconds of combat footage. Early showings of xc2 made it's look glacial compared to what we got so I definitely trust monolith to nail what ever they decide to do with it
I agree so much. There was so much to Xeno 2 combat beyond art cooldowns, like blade combos and affinity charts making attack stronger. Heck, the pouch items by themselves played a huge part of why art cooldown was faster overall in Xeno 2. If you brought the pouch items to Xeno 1, I'm sure the difference in speed would be small, kinda like Xeno X's overdrive making cooldown much faster.
That said, now that we switch between 6 different characters, that also means that we can potentially spam even more arts than X and 2, but like you said, we just haven't seen enough gameplay to draw any conclusions. We didn't even see a full length fight lol
Don't say that, he will say that you're a Xenoblade 1 fan and that's unfair because Xenoblade 1 fans hate Xenoblade 2. Oh and Xenoblade 1 is unplayable garbage btw.
@@rayon8958 bro it's just a video game
@@rayon8958 so thats what he meant by there's more toxicity in XB1 fans lol. You're embarassing
@@Cless he's the one being toxic.
He's the one comparing Xenoblade 1 and 2 when analyzing Xenoblade 3 battle system, he's the one who got mad just because people were defending Keves side.
"Nooo don't defend Xenoblade 1 side, people are trash talking my Xenoblade 2, your game is unplayable trash :'( "
No they weren't defending Xenoblade 1, they were defending Xenoblade 3, this game isn't "Xenoblade 1 and Xenoblade 2 at the same time", it's Xenoblade 3.
I know you will defend his toxic behavior because he's a content creator, but just so you know yes I'm a Xenoblade 1 fan, but I'm a Xenoblade 2 fan as well, and I know that both fanbases can be very toxic, Luxin is a toxic Xenoblade 2 fan.
I think the reason the cooldowns are so long is to encourage switching characters, maybe the cooldowns get shorter as the game goes on with upgrades
That seems like a safe bet... Without upgrading arts and using pouch items, some XC2 arts take almost an entire battle to build up, so glacial paced early combat isn't exactly a new thing in Xenoblade!
The game also has to spend time to help all of us idiots unlearn past habits, because "it worked in the other games!"
It's one thing that games like Pokemon and Fire Emblem also have to do, as their systems can look very similar between games, but the mechanics change to a degree where you can REALLY screw yourself by thinking in old mechanics...
I can't count how many times i heard "weapon triangle" from new players in Fire Emblem Three Houses, when the mechanic isn't even in the game! But it was just so ingrained in people, just like the physical/special split drasticly changed which pokemon were good in the past, but now kinda suck...
Another reason is that we can use skills from other classes, so in the time these come out of cooldown, we can use the arts that recharge by auto attacking. Or maybe characters will get access to skills that lower these cooldowns. There's too much we don't know about the combat to be making any kind of assumptions.
Yeah i think a big part of this game will function like FFVIIR's combat optimization. swap characters, use their useful skills accordingly, swap to new character, rinse repeat. seeing as you have access to six members most of the time I can see this being a very satisfying combat loop.
I also feel like Agnes arts will be noticably more utility oriented and likely significantly weaker in raw power than Keves arts. I don't see Sena being as strong as Noah in the damage department. She might also have a slower attack animation to balance even further.
Yeah like, arts recharge items are severely worse in torna because there's not much penalty for switching characters so you can just do that and pretty much always have arts charged, so it will probably be something like that. I feel like arts recharge in base game 2 was only so important because switching blades wasn't as readily available and usually penalized you by resetting blade arts and battle skills
I think this is spot on. Both XC1 and XC2 has a big emphasis on teamwork in combat, either through Topple combos or Fusion combos, and I imagine XC3 will be even more designed around that with the knowledge you can switch characters to avoid the frustration of the AI just not cooperating. This is probably part of why they felt comfortable having the Driver combo path being confirmed to split into both Launch and Daze - you can control it much better. You're probably meant to be constantly switching around and getting off bits of your combos manually, and by the time you get back to someone their arts are all recharged (or maybe you even get a free full recharge upon switching back in).
Ah yes, the 3 things that are in every xenoblade game:
Big fields
Fire attacks
FRENCH
As in pardon my French
I mean x1 has deja vu and some other french saying and x2 has many cultures so ... yes?
Don’t forget the most important tradition, Territorial Rotbart
Bonjour ?
I expect the whole art recharging “handicap” for Keves characters will come with some major benefit, like them doing way more damage or something. Idk, I just REALLY doubt that it’s gonna be as simple as “Agnes characters will just flat out be better because they auto charge”. That’d be lame
Many people have missed this but Fusion art allow players play both style at same time. If you plays as Keves your left arts will be Agnus style and vica versa. ThAT IS Probably reason why they designed whole system. If you want trigger your Fusion art you need autoattack.
@@abbasaltake1414 Yeah, that seems likely. It may be balanced for all characters to have both types of arts at the same time. The diamond arts would feel like the ones your actively focusing on, while the circle arts are used when they come off of cooldown.
It also feels like there may be some other mechanics we just don't know about yet. Something about how the Keves characters play early on just doesn't feel right yet.
As apparently one of the few people that genuinely enjoyed the combat of both 1 and 2, I'm honestly not worried about the art recharge for the Keves characters.
I fully trust they'll be able to balance it, if not make it enjoyable to play.
Arts recharge is slower because of the sheer amount of Arts you are able to access while playing.
In Xenoblade 1, you were only able to play one character during combat. This means that you were able to access 8 arts and 1 special during gameplay.
In 2, you were able to carry three blades, which means that you had access to 9 arts and 3 specials during gameplay.
In 3, you have access to [S I X] characters at the very least, which means you have access to 18 arts and 6 specials, which is an absolutely insane amount of Arts.
Cooldown was increased, at least at the beginning of the game, to encourage players to use the FRICKING EIGHTEEN ARTS they have at their disposal right off the bat !
Feel free to correct me if I'm wrong of course 😊
In terms of your concern around 18:00 about the battle system being initially slower than XB1, I think it's a non issue since no doubt combat will eventually be sped up by leveling up arts. There's also the fact that art take a higher time to recharge due to 6 people ganging up on the enemy so making it initially slower makes sense.
I still think it's concerning, as the arts are even slower than XC1 *without level ups*
@@PragmaticAntithesis Well XC2 had slower combat than 1 and still managed to be pretty fun, so I'm not too worried.
I'm calling it now, Ethel's attack on the party is gonna occur at the end of a chapter, and the flashback of her rescuing Noah, Eunie and Lanz will show right at the beginning of the next.
I actually think they will start the game with the flashback scene, sort of like sword valley in 1. Early combat tutorial with fewer party members
58:09 I am literally fighting Tyrannotitan Kurodil as I'm listening to this. The tombstone DOES NOT disappear when you rematch an unique monster in Xenoblade 2 unless my game glitched or Kurodil is an isolated case.
Edit: I just went and tested it on Rotbart's tombstone after restarting my game (to make sure there's no memory leakage.) Rotbart's tombstone remained after I resummoned him. I also tested it in Torna as well and it's the same thing. So unless my copy of the game is really bugged, tombstones didn't disappear in Xenoblade 2. So it's likely that that big lizard enemy is the UM of that tombstone.
I also want to say that I really appreciate what you're doing with these videos. Keep up the good work!
Okay that's a bug.
@@famillesabot5719 just to be sure I went and watched one of Enel's videos (specifically his Mythra guide: th-cam.com/video/VvMFjJYARis/w-d-xo.html ) and at 14:20 it clearly shows that the tombstone is still there as he fights Kurodil. So unless some players including Enel have a messed up copy of the game, I don't think it's a bug.
@@greenhunter473 sorry I didn't understand. I thought that the tomb stone wasn't there.
@@famillesabot5719 it's all good.
Every time a new Xenoblade clip or screenshot drops all the fans are like "OMG Unremarkable Archibald is back 😭😭😭"
it's me, I'm Xenoblade fans
Only King Dragon would call Archibald unremarkable
Still waiting for Flabbergasted Jerome 😤
Gonzalez has been soft confirmed to be back
I’m gonna pray that they have some sorta Affinity Chart-type perk to unlock that enables Xenoblade 1 characters/classes to get the auto-attack recharge bonus and Xenoblade 2’ to get the automatic cooldown bonus. If the idea is mixing the games, let us actually mix the systems.
honestly think that be the Ouroboros gameplay if anything
since two battle styles fused
That would be amazing. Agnus characters being able to move around and recharge arts while not attacking and Keves characters cancelling auto attacks to recharge theirs. There's so much potential
Another Analysis of News Let's GOOOOO!
I just don’t have a problem with the cooldowns since it seems that you should be switching characters regularly anyway.
oh one other thing, if you look at Lanz on the AI, his attacks honestly don’t look that slow, they look a lot slower when you get the hard-hitting slowdown.
One thing i'm ALWAYS hoping for in games, is when a villain becomes playable!
So i really hope we get a former enemy duo as a very late game protagonist pair, kinda like how Morag started out as an enemy, but have them start much more antagonistic, and maybe leave them for only the final stretch of story and side content...
They don't even have to do it for you, the world or "friendship"... They could simply aid you, as them working together and helping you is the most efficient way of reaching their goals, and if you ever become not useful to them, they would leave you behind in a heartbeat, and only really at the very end do they full commit to the cause
hopefully after the conflict with them and the "real" enemy Vandham mentions is encountered, Melia and Nia realize what they're doing is wrong and they decide to help the party. would be sick, especially having Nia and Mio fight beside each other
50:50 are foot prints, a feature from xenoblade 2 that was used once during the main story and in a few side quests including torna
I’ve played xbc2 so many times that I’m starting to notice different characters have different foot print sizes and the noise is different running over wood and carpet. I swear this series is going to steal my sanity and I’m going to love it XD
58:20 the big lizard is a regular enemy, tombstones don’t disappear when you rematch UMs in 2 but it does in 3.
I think the cooldowns are so long because they are encouraging you to switch members to use their arts. While youre doing that the first member is still recharging.
Luxin said this one wouldn’t be an hour long
But Monolith had to prove him wrong
Wake up babe Luxin dropped a new movie
I never see anyone talk about this but the enemies ARE SO COLORFUL. Like that clip with Noah as the main focus, the Brog HAS SUCH GOOD COLORS. The game LOOKS MUCH BETTER THAN TORNA I can’t wait
The longer cooldowns might make more sense in light of the larger number of party members (that you can switch between, so it's not like you have nothing to do while waiting on cooldowns). It might actually be a deliberate choice to encourage a gameplay style where you switch more frequently. There's also the fact that you apparently have like ~5-6 arts available later on, which is more than in XB2.
The main possible issue with this is that you'd need some way to know when other party members have arts available.
Many people have missed this but Fusion art allow players play both style at same time. If you plays as Keves your left arts will be Agnus style and vica versa. ThAT IS Probably reason why they designed whole system. If you want trigger your Fusion art you need autoattack
Fast attacks tends to be weak (continuous) and slow attacks tend to be more aggresive, so im kinda thinking they will compensate it like that somehow
Adult Juju better be having problems with his buggy in 3 because that’d be perfect c’mon just saying monolith
JuJu will be the leader of one of the new colonys
Personally, every concern, no matter how big or small, that formed with old footage has been alleviated with new footage so I'm honestly not too concerned. I have faith that Monolith know what they're doing. I share some of the same concern with Keves classes but we literally know nothing about abilities and customization outside of the basics. The clip with Mio's arts recharging with a successful cancel was done about 10 levels above Noah's clip so I'm willing to bet that it's just an unlockable for every character that you get later on. Plus we don't know what pouch items/food buffs will do and I'm also willing to bet that there will be one that speeds up arts recharge. There's also the high probability of an affinity chart-like system where something like crit recharge could be unlocked given that they kept the crit recharge mechanic in Torna, albeit a bit nerfed.
Also in terms of the character switching, my speculation is that the L and R buttons just scroll you to the character like switching gear in a menu and you'll have to press a second button, probably just letting go of the tactics button, to confirm the switch which would solve the issue of arts potentially being on cooldown with a change and the issue of being forced to change one character at a time on a cooldown.
Honestly, the bigger concern to me is whether we'll be able to play as/gain the class of the 7nth party member like recruitable characters in X. The tweet's wording sounds like they're permanent party members so that's at least one concern assuaged tho.
I doubt that we will be able to play as anyone occupying the seventh slot, because i suspect that even though they share HP the two Nopon will be treated as seperate characters for some purposes, and able to move and/or attack independently.
@@alexstewart9592 Maybe, but I feel like just because one character would be somewhat difficult to implement doesn't mean they'd all be unplayable, especially if they all actually have fleshed out kits. It could be that either just the nopon are unplayable or they get creative with how you control them. Luxin noted in his previous analysis that in the healer clip, Eunie doesn't actually heal the nopon pair despite Manana being in the healing aoe so it seems like Riku is the main nopon of that pair. It could just be that if they're controllable, you just position with Riku with Manana following behind like a Driver Blade pair and their arts are split across the face button and dpad.
I don't think there are actually more item orbs on the ground in that screenshot than in 1 or X - I don't know if you remember some of the dense areas in either of those games, but it wasn't uncommon to see a couple of orbs within feet of each other. If anything, what we've seen so far implies that they're more scattered and rare. That's probably because we haven't seen any actually important areas yet though.
On the topic of the very slow arts, it kinda makes sense to me with the new "ward" system, where healers and tanks can place ward areas for protection and healing...
If your character had very fast recover times on those skills, it would make them incredibly overpowered, as you would probably be able to put down a new ward skill of the same type by the time the old one expires, and the focus of the tank isn't really to deal damage in the first place, but prevent party members from taking damage. So my guess is that tanks are gonna be slow by design with longer cooldowns to not make them unkillable, but their aggro builds the fastest, healers be faster but drawing aggro fast too, and attackers have the fastest cooldowns, but spamming them will likely draw aggro faster than any tank can...
One of the big problems i have with XC2, is that the roles of tank, healer and attacker meant basicly nothing outside what weapons they use, as several healing blades could barely heal anything, some attackers barely outdamaging even average healing blades, and some tank blades couldn't even build aggro over time or really take a hit well enough to outlast simply healing the damage off or nuking the enemy before they were needed!
So if XC3 makes the roles much more defined, with the big differences simply being some characters being better at doing certain things, like Lanz of course being best at tanking, while Taion is best at healing and so forth...
If a game bothers with having roles, the things that FIT that role should also ACT like that role! Why have something be classed as a tank, when other things not classified as that be better at the job than the thing whos job it is!?
So i'm fine with very slow tank, medium healers and fast attackers, and i have to play the game to see how it feels before i make any decissions either way...
1:00:39 "I managed to make it under an hour this time"
I have a solution for the character swapping thing. When you switch characters, art recharge speed for the character you were just playing as increases by 60%. That means Noah's 24 second cooldown would be reduced to 10 seconds. Swapping is unlimited. No matter who you switch to, all their arts will be ready when you switch to them, as AI cooldown is seperate from player cooldown. So even if they AI used an art right before you switched, you would have the art of the character you switched to but if you switch to yet another character the cooldown of that art when the AI used it still applies.
TLDR: Make it so that the cooldown for arts the player themselves triggered and the arts the AI triggered are seperate, and raise player art cooldown on characters you aren't controlling by 60% to 80%. Swapping is unlimited.
Wow. Jingoistic Gigantus really fooled us all
I’m still surmising that there are pouch items or “dinners” that give you buffs like in 2. God qol would be to allow for you to hold multiple unlike the restrictive 2’s one. It might also be that kevess characters get higher level arts(8-12) while they have the shorter level 5 arts for the other characters and make it even easier to gain sp to get these arts higher levels because you can switch classes. The only other thing that I’ve really thought of is the passives. There might be a whole different skill tree like a combination of XC1 and XC2 where they have just one sorta branch tied to certain characters or they have the two different types for each respective nation and then classes are a third thing on top of that. It’s really interesting to think about since affinity is in the game but classes look to be tied to ouroboros with the info and screenshots and other things that we’ve got. “Blade quest” might also be in as “character quest” to, like you can team up with these new characters but to get their classes you have to do this quest. Really there is a lot they could do and considering that I myself originally put in close to 600+ hours, not including torna, in XC2, this game might make me go way past the 800+ hour mark
Good things are not allowed to happen to Xeno protagonists, until the ending.
Let's hope none of them will die
@@sonic23233 hopefully they change the passage of fate
Oh no I knew the video was coming
It's 10pm here in France and I really have to go to bed (to sleep for 6 hours) but here it is
I'm so sure the Keves side of arts have a caveat when it comes to cooldowns,
I just think we don't know enough to fully understand how it works
Just a few minutes after this is finally uploaded and they immediately drop Noah calling Lanz a lifesaver
Regarding character swapping and cooldowns, a solution I had in mind was letting arts recharge for the character you swapped to, but only once per some preset interval - let's say 30 seconds. It's inspired by how Paradigm Shifting works in Final Fantasy XIII, in which your ATB gauge will be refilled the first time you shift and when you shift after (roughly) two rounds of actions. Much like in that game it would further reinforce frequent switching as a core tactic for optimal play and make combat more dynamic.
While it might be a misguided attempt at balance like you said, I think part of the reason for longer cooldowns on Keves arts is due to their apparent monopoly on break, topple, and daze outside of Ouroboros arts. Thus, giving them set, longer cooldowns is to prevent the player from being able to stunlock the enemy with these reactions.
Many people have missed this but Fusion art allow players play both style at same time. If you plays as Keves your left arts will be Agnus style and vica versa. ThAT IS Probably reason why they designed whole system. If you want trigger your Fusion art you need autoattack.
Thing I noticed in the Ethel video relating to the ether orbs we see in the title art and trailers!
We specifically see a lot of distinct red ether orbs floating around in the footage. If you look closely in the first trailer too we see them a lot in the battle scenes with the Keves army and mixed in the embers when the main party is fighting each other (hard to tell with camera focus in some shots but it's definitely distinct from the fire effects). It could likely be tied to people burning off their life forces with the tattoo's getting less red at their time is burned away. Potentially important to the offseers role as we know their role sees off the dead and produces blue ether balls the blonde flute guy in trailer 1 produces yellow ones no idea what it means though? We also see green ones when Eunie heals in the extended clip of the red Ouroboros fight.
Every time you upload is a good time
I’m kind of wondering if there will be something akin to Torna where swapping between characters (particularly two characters sharing the role) will be a thing too. Like swapping between Taion and Eunie will have some cooldown benefit.
I’m happy that it seems like we will get a full party sooner too. One thing that always makes me impatient was that I was forced to have Tora in my party for so many hours.
It was mentioned at some point before that you could switch between all members of the party in battle. Also yeah, having the full party as soon as it sounds like we'll get them is honestly a big improvement
I like how you put the Oblivia music under the desert area previews. Respect.
Just love and always stucked by the regularity of your work.
damn this agnussy making me act against the passage of fate
We have yet to See Skill-Trees and Encouragement Buffs also Changing Weather aswell
Thank you for playing the Gormott theme in the background.
You really stretched this to an hour
I honestly thought I was the only person who would think this. A large portion of the video is him doing pure speculation on art cooldown instead of moving on. I had to put the vid on 1.5x so I could get to the other stuff.
I suppose it's possible that the UM tombstones just don't disappear.
...I wonder if that would allow you to resummon the same UM multiple times...?
-If so, the challenge run I want to see is fighting ten Territorial Rotbarts at once.-
Why stop there? Let's summon 100 Rotbarts at once! The ultimate challenge only for the most insane masochists!
@@KyogresHideout_Vegito2121 Game definitely won't let you do that.
Mostly because that would crash the Switch. For a model as detailed as Rotbart, the Switch just can't handle quite THAT many at once. Ignoring resurces used by the rest of the game, 50 is achievable, but the models of party members may get in the way of getting quite that high.
@@alexstewart9592 I was joking
We're eating great this month ladies and gentlemen. Thank you Luxin for these analyses. Always appreciated, especially for someone like me who can barely keep up
my dream equipment combo from 1 and 2, I will miss the weapons of 1 and X, but here is what I think a mix of the 2 can be
Weapons, them having a more Poppi like system, and as you progress in the game, either by story and/or quests expanding them like from [a] to QT to QTpi, as for the "base" weapons, like core chips or drop weapons, I dont know, I like more the 1 style there since I love the 1 and X gem system
Armor/Accesories, Armors like 1 with Gems, but more expanded and having not only defensive gems on armor, but lets say the gloves can also equip Haste like Gems, yet more like X were unque effects with slots could be found, yet also add a small "restriction", lets say a glove equipment has 3 slots, then a simple Stat Up takes 1 slot peer, even if its of the highes value peer, but a Haste takes 2 slots, and Haste, and the Unique Equimpments can have wilder effects, like Crit related one or things that normally cant be obtained with gems
of course, Im not saying them be a copy of their respective ones
also adding Skills, I want 1 style Skills to be back, Skill links more than anything
looking back at 2:40 with the benefit of hindsight is so funny cause no thats not someone Noah watched die but also they're watching their *other* friend die tragically
I know this is technically for next video but Manana and Riku did get revealed today and confirms Colony 9 is the place where Noah, Eunie, Riku, and Lanz come from. It is the town in the trailer and Young Ethel scene... you were right! And also Manana's shield has Nia's 3 diamonds on it... further confirming Nia is Queen of Agnus, lol.
This is actually a Beanie Babies channel that covers Xenoblade on the side.
Just wanted to leave a quick comment saying to keep up the good work! I've seen all stress, abuse and hate you've been under over the last couple of days due to you simply "Sharing your opinions". I know its tough but try to keep up the good work my friend and stay positive 😁👍
Hey it's you
Lmao not people commenting agnussy. I literally said in my head when luxin said agnusi "not the agnussy" I'm glad someone said it before me.
tombstones dont despawn when resummoning a unique monster unless my game cartridge is broken (its not)
I don’t think circle arts are gonna be that much of an issue, I really think the cool downs will become a lesser issue as characters and arts level up and eventually when cross class arts are brought into the gameplay fold it will (hopefully) bring the characters up to the same capabilities
“That’s what good Agnussy sounds like”
I will always take more XC3 analyses :D
Nice touch using the Oblivia theme. We better have another good desert area song.
I wonder if Ethel's time ran out, but whatever is giving her the red eye is allowing her to keep living. So same for Isurd I guess if that's true. I was looking forward to this video coming out after all the updates. I still have hope that the combat for Keves characters won't be slower than in 1, but I have no evidence for this. Also I want some clips of the player controlling Sena and Taion because we haven't seen them yet and I want to see how Taion's weapon will function.
I'm gonna guess that stuff like Pouch Items, Art levels ups and Skill Trees are gonna shorten the cooldown times, there's just no way it's gonna stay this slow
babe, wake up! new luxin video dropped.
Definitely understand the concern with the cooldowns now that I have seen this video
"Noah is a Xeno protagonist. Good things are not allowed to happen to him." Ouch. So much truth is a simple statement.
Some interesting stuff I found about the Ouroboros and Moebius. Moebius strip is depicted as a upside down 8 (infinity) and Ouroboros is also the very same symbol meaning infinity. If we put what we know so far together... I think Moebius are ACTUALLY the Ouroboros but the Ouroboros that the party controls are actually sapping their strength as a plan by the real enemy which I assume is going to be the Queen/king of the Moebius. Mr Wild Ride then is a Moebius but the Grahf of this game. He/she/it seems very interested in Noah awakening and his words are extremely similar to Grahf but can also make the connection to Zanza or Alvis. In Xenosaga, Wilhelm disguises himself as Heinlein and I think this is what is going to happen with the big bad in Xenoblade 3. Basically, the big bad is going to claim to be every organization and behind everything even Keves and Agnus and orchestrated the war. So I have been thinking... Noah and Mio's flutes in the first trailer have Zanza esque patterns on them. What if the Moebius's first plan is to revive a Zanza that has been rejected by humanity and thus he is a Moebius/Gnosis/Ouroboros and probably the reason the war stops. Think about it.... Zanza was the main threat in Xenoblade 1, but he is Klaus in Xenoblade 2 as the architect. Both Melia and Nia have pretty much met a version of Zanza! This makes way too much sense to me. He wouldn't be the main villain of the game but he would play a role in the Moebius plan. The Moebius as the main villains have corrupted the Zohar (fog) as a consequence of Shulk and Rex both creating a new world and thus Aionios is born and everything is meaningless except killing and death. For gameplay, I think the Moebius are going to attack in packs and could use a rage aura much like in future connected with the fog beasts. My theory assumes the Moebius are the fog beasts so then a emphasis on positioning in this game would make sense. In the heat of battle you are going to have multiple enemies on you due to the Moebius corrupting every living thing at some point in the game. And I know a lot of people think the new brands for death are probably due to enlisting in either Keves and Agnus but what if instead the brands are pre determined at the beginning of the game? It would be the new "Xeno disaster" scene like Woglinde crash in Xenosaga, Eldridge in Xenogears, Colony 9 attack in Xenoblade 1, Torna attack in Xenoblade 2, and Ghost attack in Xenoblade X.
i like the NOA vid clips just to hear more of the dub
The devs are geniuses for the circle arts think about it when your Joy Con starts drifting it’ll be impossible to keep the character still to auto attack and by time you get them set boom the arts are charged you really gotta love the devs for thinking ahead
Most joycons that have issues don't actually drift, more commonly they just lose sensitivity to the point where it will no longer pickup any input. They're both caused by the same problem (dust) but with opposite results.
@@Jenema2 Just making a joke here bud
Hear me out here. I could be wrong here but my working theory from looking over the trailers here is what if the disappearance of the conduit from Xenoblade 2 began causing blades to stop being born leading to human/Homs/exc. to fuse with them flesh eater style giving rise to the blade type abilities the characters have in some way. I could be way off base here but it could explain some things
Honestly Speaking Even if The XC1 Keeves Characters Don't Have Auto-Attack Art Cooldown Like XC2 they might just get something just as good we just yet to find out don't lose hope.
57:28 I really like that enemy design
As a french person I have to admit I didn't expect to get French literature names I hear in school for zones in a Xenoblade game. It wouldn't surprise me if the actually decided to educate players to literature this way lmao. But the Japanese are known to be big France fans and I usually find funny random French reference for no specific reason in their games. So I should have expected it actually.
Loving these hour long theory videos lol
Hey, if you don't want to worry about art cool downs, just give everyone a weapon with diamond arts. Then they'll recharge via auto attack, that is assuming recharge is tied to the weapon, not the character. There was a brief shot in the release date trailer where Noah was using Sena's hammer and he had diamond arts, so recharge could correlate to the weapon. But if you did give everyone a weapon with diamond arts, you wouldn't have access to Break, Topple, etc., since as of right now, we've only seen those tied to circle art weapons, which I guess is the way they're trying to make them be used. I could be entirely wrong though lol
I’ve never seen someone so passionate about a series talk so pessimistically about it
19:00 After Noah does his jumping backwards art the Tactics menu is opened and then two prompts with L & R appear besides Noah.
L = Sena
R = Mio
That's probably how we are gonna switch characters and thank god it seems to be one of the early mechanics.
With this, having to wait for the Keves arts to recharge will be less boring/annoying.
Haven't watched the full video but this is what i've seen so far.
EDIT: Lmao, dammit Luxin 10 seconds later you talk about that
Wondering now if Isurd name is derived from Iseult/isolde
Ah shit, I can't believe Mor Ardain would just pick up the Mechonis' sword and cleave Uraya in half like that.
...It's gonna be pretty wild if that's what that last screenshot in the video entails.
I can't wait for us to meet the girl that inevitably gets pushed aside so Noah can get that Agnussy
"Bro not the Agnussy"
I'm late to the party but the long cooldown doesn't mean much on level 12 characters. Xenoblade's 2 gameplay is excruciatingly slow in the early levels it speeds up only when you start to unlock advanced features like cancelling arts into arts and so on.
It's too early to be scared about cooldowns in my opinion (and there's also the fact that characters have 6 arts and not just 3 too).
I'm so excited for the battle system! I love 2's combat with it's art cancelling, auto attack cancelling, and the driver combos . For Xenoblade 1, I love the positional arts, faster battle movement speed, and the stricter roles in gameplay! (Which doesn't sound good, but all the insane customization in X and 2 kinda bogged it down for me a little ) So this seems like a great battle system for me! (Minus the things pointed out in the video, but I'll just hope it's not that bad when the game releases!)
Ok, but what if Keves characters hit ridiculously hard? Do we have any Agnes clips besides that one of Mio?
One way they could implement cooldowns on character switching is to have the CD only be for the character you just switched from. You would be free to switch to other party members but would have wait to go back to the one you were using
Man Ethel really busted that Agnusi huh
Seriously, poor Uraya. That could not have been a pleasant way to go.
hmm... imagine if we can go to places on the Bionis that could've been areas based on the body position but the party never visited like the Left Calf looks like it could be a place where life could live on since it's not vertical, maybe the left arm has some areas that could've been seen in universe heck maybe cave systems that could lead to em, I like to think at some point in development Makna Forest and Eryth Sea had caves that led to the left Shoulder which would've also opened up to the Bionis Interior since both have places very close to the left shoulder but as secret areas which for Eryth Sea is especially interesting since it's the only cave on the outside area
I've always wondered about the rest of the Bionis... like, you have colonies 6 and 9 (nice!), but what about colonies 1 to 5, and 7 and 8 (maybe even more than 9)? Bionis has (had, RIP) two arms, two legs... and the thing is huuuge, so much unexplored areas... Don't think it matters if it's vertical or not, because of the ridges... There was a great episode on Boundary Break that puts things in perspective.
@@ArinJager1 oh yeah, definitely, I wanna say 10 colonies were confirmed in an art book somewhere
xenoblade news will be all consuming, there is only xenoblade news now
UHHHHH THAT AGNUSSY 😫
Hate the word "smoldering" it means smoking with little or no flame why would they use that
just restarted xenoblade x in order to finally finish it before 3 comes out, and oh my god my mind is racing with theories of how aionios eventually becomes mira, so many mysteries about x could be explained if this is true but i’m not holding out on it.
I mean I don't think you can complain about the environments looking literally identical, because they're literally meant to be the same places after the worlds smooshed together. *Shrugs* Of course they're going to look like places from other games: cause they ARE those places lol! They even blatantly mentioned the Bionis fingers for fallen arm. That's literally the point of the game/plot lol...
Mio in some doujin: Wanna see my agnusi
i dont know if anyone mentionend this before, but i noticed something: in the one (?) clip with the non-battle UI, where the Cooking Feature was spottet, we see, that there seems to be no indicator, what weather is in the area. Xenoblade and DE didnt had something like that, but X and 2 did. So i Wonder, will it be in a Menu, like X, did it just miss for that Small scene, or is weather for nothing more Relevant in this game anymore?
I mean, in 2, it was mostly irrelevant. There was some UM who did not Spawn Any time, but the most Spawned while it was clear or Cloudy and the thing with important weather i remember, was the Salvage King-quest item in Temperantia
I'm saddened by the fact that they kept this "no autoattack while moving" notion from 2, which I find really slows down battles in general. I don't see any upside to it. Like, I agree with you that it's nice to use autoattacks to charge the Arts, but then you feel punished for moving around even though the game requires it.
I understand the concerns, especially for what was shown here in the footage, but I still think its too early to judge the xc1's combat. In fairness to the game, the part was a level 12, and if they bring back upgradable arts, we could see the cooldowns go down drastically
I was 90 HOURS into XCX till I could fly a skell... talk about "access to core mechanics"! It's on the box!
The Mio comparison feels unfair, mostly cause I am pretty sure canceling arts to recharge them will be a thing for Noah at lv 20 as well, seeing as the target trailer has the party at lv 12, at the start of the game stuff is really slow for all Xeno games, so progression may make these go WAY faster
Let's give this video some oomph!
Young Keeves soldiers reminding me of the URTV from Saga.
Camaravi's armor (I butchered that) also looks a lot like Adam's armor in Torna, perhaps helping with your "heroes of old" connection.
I suspect that the different colour item orbs are to indicate either rateity or item type (vegetation, minerals etc)
Some of the concerns are valid with the combat, but I don't think it's gonna affect the speed you can take down enemies with the sheer amount of art's at your disposal. Plus you have 6 party members instead of 3
Yo this guy is just a straight up monster