Drop Mechanic is fine. People just needed to learn how to work with it. Don't go into boss battles if your gauge is at any value higher than 1 or is halfway through the yellow bar and depleting fast. The game telegraphs pretty well that you are about to encounter a boss battle, so save, go jump into battle against some regular nightmares, get as much as you can from the bonus time, then use your other character as a way to boost your stats before going into a boss battle. I know you should HAVE to do that, but it isn't a difficult thing to work with.
It's all about time management. I've never once had any issues with the drop gauge when I played KH3D and I can't understand why people don't know how to learn to adapt to it. I never felt like it took me out of the flow of the game either, mainly because I was always doing stuff on each side. At best I'd use a bunch of Drop-Me-Nots to play as Riku longer haha
They could extend the sessions for each character to be a bit longer, though. Or add a function in Critical that stops the meter if you want it to be stopped and you can drop on will only. I am not a fan of the drop mechanic, but I don't find it as unmanageable as others do.
As for something I want them to change, it is affection. Affection levels were useless and maxing them was also crap. Cut it out or lower affection to 3 or 4 as the max. If they wanted a system where you get better DE creating items for allowing your DEs to die, they shouldn't have had affection levels in the first place.
I need them to fix counters and recoveries, though. It was so broken and recoveries rarely triggered.
I like Launchpad's suggestion on having KH1 outfits unlocked. I'd also like if they allowed us to play KH2!Sora in TWTNW during Sora's dream sequence since that is how he sees himself during that part of the game.
Things that will never happen but I want to see changed is partners to be added. If Neku and the gang or Quorra or MDG or Phoebus and so on are aiding in those DE battles, why are they not guest party members or out on the field fighting? Even BBS had it. :|
It's all about time management. I've never once had any issues with the drop gauge when I played KH3D and I can't understand why people don't know how to learn to adapt to it. I never felt like it took me out of the flow of the game either, mainly because I was always doing stuff on each side. At best I'd use a bunch of Drop-Me-Nots to play as Riku longer haha
They could extend the sessions for each character to be a bit longer, though. Or add a function in Critical that stops the meter if you want it to be stopped and you can drop on will only. I am not a fan of the drop mechanic, but I don't find it as unmanageable as others do.
As for something I want them to change, it is affection. Affection levels were useless and maxing them was also crap. Cut it out or lower affection to 3 or 4 as the max. If they wanted a system where you get better DE creating items for allowing your DEs to die, they shouldn't have had affection levels in the first place.
I need them to fix counters and recoveries, though. It was so broken and recoveries rarely triggered.
I like Launchpad's suggestion on having KH1 outfits unlocked. I'd also like if they allowed us to play KH2!Sora in TWTNW during Sora's dream sequence since that is how he sees himself during that part of the game.
Things that will never happen but I want to see changed is partners to be added. If Neku and the gang or Quorra or MDG or Phoebus and so on are aiding in those DE battles, why are they not guest party members or out on the field fighting? Even BBS had it. :|