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翻訳の問題を報告
1: having high style gets rid of hard damage quicker.
2: getting all p-ranks is required for prime sanctums.
The entire point of a style system in games like ultrakill and devil may cry are to encourage a type of play that the dev thinks will be the most fun for the playerbase. However, there is practically nothing preventing you from playing the way you want if your idea of fun is different from the developer's.
Of course, this change would still be bad if most players disliked it. However, from what I've seen, most people enjoy the change, and found the type of play it incentivises to be more fun.
That's kind of my feeling as well. Prior to the change, I had my own way of dealing with things using the guns I favored and I was able to get ULTRAKILL because I wasn't getting hit.
While I totally understand ULTRAKILL rank should be "special" or "mean something" ... it's not like it was a completely ezpz thing to get before. You had to actually be good with whatever weapon(s) you liked, which, IMO, is kind of the point to ULTRAKILL Rank. You found a way to play without getting hit and have gotten good at using the weapon(s) that you enjoy.
I like that Style mitigates Hard Damage(and ULTRAKILL ignores it). I'm cool with "Freshness" but I don't like feeling "forced" to use other weapons for X seconds because I've used my favorites for "too long".
Except you can get P-Ranks without needing to get ULTRAKILL ranks (or even using advanced techniques). I managed to P-Rank Act 1 just using 3 guns, no whiplash or knuckleblaster or slam storage, etc. because I had gotten "good" at my way of playing....(still working thru Act 2 tho lol)
Which is arguably the point of Style Systems. Getting SSS Rank in Devil May Cry is actually not that hard if you know how to string combos while not getting hit. E.g. I've SSS by just using 1-3 weapons because I found combo strings that I enjoy using or ways of playing. (Like using Yamato and Teleport Cancel spam) I'm not spamming a single move over and over, instead I "created" my own combo and have gotten good at using it.
personally, i don't even notice the change because i already play the way hakita wanted me to play but some people have seen their way of playing their favorite sandbox hindered, me included, for the whiplash change, as i used it to close the gap of 1 meter from my enemies to ensure shotgun hits and that generates extreme amounts of hard damage anyways
i even went back to the saw your heart update because of how much i don't want to play without the whip, because i feel punished for playing my way instead and if i wanted that i would have gone play doom eternal
Only the p-doors and hard damage are impacted by style. Hard damage when you are below s rank regenerates at the same rate as it did before the patch, and in my experience the only things that give you a noticeable amount of hard damage are using the whiplash and the black hole projectiles created by minos and flesh prison. There is quite a bit of content locked behind the p-doors, but if a player really wants to play the prime sanctums they can reach it with noclip from the hacks menu (according to some random person on steam forums, so correct me if I am wrong).
Besides these two minor things, the player receives no penalty other than a low score at the end of the level. So, I really don't see how the new style system is forcing people to play in a certain way. Encouraging? Pushing? Sure. But it's not forcing.
Not even half. ZERO. I dislike that.
furthermore, DMC or bayonneta has never had a relation between style and gameplay, literally only in the last DMC game has something resembling this in the form of SSS taunts with everyone, final judgement with vergil and a free sin devil trigger attack with dante, all of this are bonuses, and mayor ones, doing super powerful attacks or getting taunts that maintain your style a lot more
this is punishing the use of a tool and making the game more tedious
speaking of which, it has nothing to do with minos, locked content or P ranks, we don't care about those, we are talking about pure fun and enjoyment, which has been thrown out for balance without any way legitimate way to go back, there is no way to play like we liked to play without doing sacrifices and that feels very bad
i think a much cooler think would be doing ultrakill actually hard to get but getting it improved your damage in some way, making it faster to clear rooms and get Ps, this improvement can be either to all weapons (which i think would be meh) or extra damage/effects on the railgun, this is merely a brainstorm but that's how i would implement an incentive to play in a specific manner in my game
However, like you said, if you are at high style you most likely won't have hard damage unless it was caused by the whiplash. The current system of hard damage removal doesn't punish you for being at low style (hard damage comes back at the same rate as it did before the patch) or reward you for being at high style (you will have at most maybe 30 hard damage if you are at high style). The exception is the whiplash.
If the player is getting hard damage while at high style, then that will be due to using the whiplash. This fits the idea of "getting ultrakill should give you a win-more power", with the player being able to use the whiplash more frequently and in more ways when you get high style.
using whip is not win more inherently, as opposed to more damage, less CD, or an ultimate attack, hook still has advantages and disadvantages that because of how the style and hard damage works, are amplified
who cares you can down a maurice with 3 shotgun swaps if you got hit by his barrage and you are at SS and 80 health?
whip punishes use, not overuse and that makes it taxing to use, you have to calculate the risk every time instead of going for it and knowing the second or third time you use it, you will be punished
At low style:
1. You can whiplash a heavy enemy and cancel it with a punch to fling yourself towards it, at the cost of a bit of hard damage. (this is the most frequent way I use whiplash)
2. You can use the whiplash at close range to quickly get yourself into point blank range against a large enemy, at the cost of a bit of hard damage. (I find myself doing this against malicious faces and virtues when I am in a spot where I can't jump to them).
3. You can recover from getting knocked far off stage at the cost of a lot of hard damage. puts you in a bad situation, but your only other option is to fall and take damage.
4. You can use grapple points to move at no cost.
At high style:
1. You can do the things mentioned in the low style section more frequently due to having hard damage regenerate faster or not exist. (probably the biggest advantage of being at high style)
2. You can whiplash a heavy enemy far away to get to it quickly (virtues and malicious faces when they are charging up an explosion are safe. You can also do it to something like a cerberus or malicious face, but you will have to dash to avoid projectiles making it more risky and I don't normally do this).
3. If you are not at max health, you can pull a small enemy to you and heal. Not common, but can be useful in a pinch. (only at ultrakill rank).
You get quite a few new options and improvements upon old options when at high style.
1. it technically is a "bug", you could do that already by jumping and it was removed exactly because it gave you the same distance and velocity as grappling but without the hard damage, which defeated the purpouse of the nerf, so i think hakita will also remove punch cancelling in the hotfix patch
2. this is the only situation which i agree the whip is still good at, the problem is, the nerf is directed to long range heals and extreme mobility around the map, this is neither of those, so it should have been affected by a well thought out nerf anyways
3. you can rocket ride now, fairly easy too, and it gives you an even better position that whip and 0 hard damage while also not being dependent of enemies being in the border of map for you to whip to, if you are going to try hard, you may as well try hard to the max and get back with rockets
4. grapple points are in like 3 maps in the whole game, it might make sense in the future, but right now, it is not a thing you can rely on in the least
1.i suppose it is fair
2. so you are using whip with 1 out of the 3 normal big enemies and didn't even mentioned mindflayer and how their non-instakill method to be dealt with was whiplashing and shotgunning it up in the air, or how hook is the best at getting close to sisyphean insurrectionist/cerberus after they blo you away with any of their attacks
3. fair
you don't get quite a few new options, you were stripped of those options and they are giving you them back with a dropper
this is like the beginning of a god of war game, where you have all your upgrades maxed out and something happens and you start from 0, except your equipment is only as good as it was before if you use the spartan fury, the nerf doesn't make the game better or more diverse, it forces you to the type of diverse someone else wants, everything you can do now and say "wow, look at everything i can do", you could do before and decided not to for whatever reason
like i said, i found 0 problems with the style system, but when i first started playing, i shotgun swapped for the win and that made me fell in love with the game, i can't say i would do now