Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If the game isn't what you're after, why come complain about it?
Do you expect the devs to see this and change their entire gameplay design style just for you?
Quickstep is nice.
Bloody helice WA works for some things pretty well.
Vow of the indomitable is pretty fun to use for dodging some attacks.
Then you have BHS for ultimate skrub mode.
personally i like ARPGS, having the ability to practice to the point where i don't take damage is well, fun, its skill based, if i time it right, i "win", if i don't i fail, its entirely upon me.
vs classic turn based rpgs where you just have no choice but to take damage, you are managing numbers and bars (which i will say i do also enjoy, but its not really skill based).
what alternative are you proposing for a way to avoid damage?
It's gotten really pervasive and is showing up in a lot of other games, even ones that are only marginally Souls-like-ish. Also I know the Souls games didn't invent it but they did seem to popularize it enough to make it super common place.
... Also I'd maybe argue that not-From dodgeroll heavy games tend to handle it less elegantly and give you fewer options if you're *not* into that play style.
I know that dodgerolling and QTEs are very, very different things so I'm not comparing them as gameplay mechanics, but in a Gameplay Mechanic Gets Popular And Show Up Everywhere sense, it kind of feels like how QTEs started showing up in everything after God of War made them popular and just got progressively more out of place and bizarre with every iteration (... although just to be very, very clear, over-reliance on dodgeroll mechanics hasn't devolved to the level of some of the sheer stupidity that QTE abuse was spawning).
That game boils down to "Hit then block, repeat." Revolutionary, I know.
its just a common mechanic in ARPGS to have a "negate damage" mechanic, nothing wrong with that.
And if you're not gonna try and evade damage, then its just a numbers game at that point.