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翻訳の問題を報告
You're arguing to fanboys.
Yeah its baked into the game and you just sorta need to not mis-time your rolls or else. The button queue should be cleared when you get hit (at least when staggered) for this reason imo, but in other contexts it makes sense as an anti-mashing mechanic. For now though its just a 'don't mess up even once' situation.
In Sekiro if you spam the deflect button, the window for a perfect parry goes down each time, as far as I know.
So things like getting knocked back by the enemy and getting staggered can result in you getting punished twice.
Once for the action that you were planning to take and a second time up to 3-4 seconds later. The battle conditions have changed, but your character remembers and executes the button you pushed a while ago. It does not matter if you mash or press a button a single time just before the animation lock takes place.
And I would have loved there to be an option to adjust this input buffer. But I also don't think FromSoft has any plans to incorporate such a setting in this or future projects.
That's why I said it's bad. It's supposed to punish spam, but it also punishes you sometimes if you roll too late. eta: to clarify, it punishes you TWICE if you roll too late, first when you get hit and then again by forcing you to roll after.
Soulsboys will say "just play perfect and it won't happen"... cool but it's still not the best way to punish spam.
It's not a dumb comment, it's how the games always played.
You're not supposed to spam, each roll needs to be timed to the enemy attack. For Margit for example, you can weave dodges and attacks in between his attacks, he's slow enough to allow it in his first phase.
In short git gut.
It's annoying seeing people blame something else aside from their lack of ability, because it's the reason behind your issues.
In 2 it was more prevalent but that entire game's movement was 100% ♥♥♥♥♥♥. blocked hits would store inputs even longer than in 1, and inputs were stored on almost ANY hit the player took for about a second, a second and a half....Still not game breaking but unpleasant, in 3 it's more in line with what dark souls 1 was like, small differences here and there but mostly the same.
Elden Ring's input storage is beyond unacceptable. The point is to punish a spam of dodges, which 70% of the playerbase does the second they see danger coming, I can promise without a shadow of a doubt everyone telling you not to spam dodges, is the pot calling the kettle black. This input queue-ing has been as bad as almost 3 full seconds of a queued dodge roll, a single roll, pressed once, continuing through the impact stagger and still coming out. This has nothing to do with spam, this is just poorly implemented. Believe it or not, elden ring CAN get things wrong, doesn't mean it's bad, it's just wrong. The way this community devolved into a " git gud, lol trolling, lol memes " fanbase has been incredibly frustrating to watch as someone who played fromsofts games back when no one in the US could give a damn who they were. They make poor decisions sometimes, this was one of their design choices that needs to be revised, because it's bad from a gameplay perspective. The tightness of control from games like sekiro and dark souls 1 just isn't there. Never thought I'd be saying positive things about sekiro vs another souls-like but here we are.
If you see someone unironically saying " gitgud " just ignore them. We started saying that ♥♥♥♥ as a ♥♥♥♥♥♥♥ joke because we all understood that sometimes you just ♥♥♥♥ up, and there's nothing you could really do about it right now, so whoops, gitgud. People saying it seriously is dumbfounding. We did that back before most of these people ever even played the damn game, or the most they knew of it was whatever they watched their favorite unrelated influencer spam as clickbait on it.
Make your perfect game then if you find this to be poorly implemented. Clearly fans disagree.
The previous games were obviously slower by comparison. Likewise, damage output wasn't at Elden Ring levels. Input buffers were still annoying then but far less lethal.
In a game where getting 2 shot is a common complaint, it's kind of a problem.
But, again, everyone defending this is calling it spam when it's easily reproducible with a single button press. If we ignore the point, we can just pretend like it doesn't exist because I need validation.
Bloodborne was faster. This doesn't change nothing.
I don't know what you're talking about, i've never seen that as an issue in this game. Times when i died to such inputs are left way back in DS1.