Ys II > General Discussions > Topic Details
I am the Night Jul 14 @ 11:00am
Nightmare mode question
So here's something I was wondering...

I've played through Ys II just bumping into enemies from a diagonal angle and I never got hit once. However if I do the exact same thing on Nightmare mode I (more often than not) get hit right in the face, forcing me to play like I did in Ys I.

Also worth mentioning is that for this playthrough I picked Ys II complete instead of Chronicles.

My question:
I know the complete and chronicles edition don't change gameplay mechanics, so I'm wondering, is this a Nightmare mode only thing?
Last edited by I am the Night; Jul 14 @ 11:03am
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Korzic Jul 14 @ 12:17pm 
Not sure, but I have this problem as well when playing Nightmare, so I usually switch over to traditional off-center, or using Fire Magic. I'm thinking it may be that sometimes the diagonal angle ends up more towards their front (head-on damage), when it probably needs to be closer to their backside, or them not facing you in general.
I am the Night Jul 14 @ 12:42pm 
Been playing for an hour now and I can pretty much conclude that what you said is the case. Diagonal is fine as long as it's off-center. I'm mainly using fire magic for now, I noticed that lining them up to hit them off-center only works well when they haven't seen you yet, while trying to do it when they are chasing you down usually results in me getting blown up. I can't say for sure if them not facing you matters at all, I see them turn around when they are being hit, I'll test this for sure.
lolCindered Jul 17 @ 4:24pm 
There's definitely a difference between how diagonals register between normal and Nightmare(and hard as well, maybe). On normal, you don't even need to bother with positioning so long as Adol's sprite is oriented in some diagonal direction(You can be running against a wall, moving in a horizontal/vertical direction and walk into an enemy dead center and it will give you the hit).
Quint S. Akemi Jul 17 @ 6:39pm 
That's definitely a unique way to handle difficulty settings.
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