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why do you have multiple save files if you're struggling? you should just stick with the one, you can try all the weapons in time no need to keep making different files for them
2.) Get your Toughness to A-tier. Ideally, you want A-tier Toughness and B-tier Agility. To use the Dark Souls equivalent terms, B-Tier Agility is like getting medium rolls, and A-Tier Toughness is like hitting the important poise break points.
I believe getting around 200 toughness is where you hit A-tier, and it stops every little hit from stagger locking you.
low stance < mid stance < high stance
however mid stance has the hop rather than the roll on single press allowing you to recover way faster to avoid followups
because iframes are so short, always get away or hop into the swing (towards the monster) to reduce time your body is in the way of the attack
hold block when dodging, this allows you to block if you dodge too late and block if you get hit after the dodge, seriously blocking is really really strong. Some weapons like dual swords are better at it than others.
Use feral guardians. The feral guardians "guardian interrupt" (the move used to interrupt red enemy attacks) is a regular dodge. It can be used to get out of the way even while youre recovering. Note that for using the feral interrupt for its intended purpose you pretty much have to do it while holding w/ dashing forward. Side and backwards seems to rarely work if at all.
But yea just having the additional dodge from feral guardian is a big deal.
- get toughness to at least 200. This is extremly important if youre getting into the game. Dont skip on this, else you will only suffer. Light armor is for pros only. I dont play light armor. Well MAYBE light armor can be used in immortal builds or whatever, but who cares :DDD
- builds arent a thing until higher NG+ cycles.
- learn to switch stances and utilize dodge or roll accordingly. The roll has way more iFrames compared to the dodge step.
- dodge LATE. Like "it almost hits you" kind of late. Its not like DS where you anticipate the hitboxes and iFrame window of your roll. just dodge late and ur good.
- learn to KI pulse ALL THE TIME
- learn to burstcounter ALL THE TIME
(- pick an easy weapon when just starting out. Katana is not easy for example, which is kinda counter intuitive)
Get "enemy sensor" on a piece of gear or soul and leave it on. It will make you far less frustrated with ambushes in this game.
Ki pulsing is a core mechanic of the game and if you don't get used to it you're gonna have a really bad time, so definitely train yourself on it. Many times ki pulsing early, not a perfect one, is better because it shortens recovery.
Always be in low stance as your "default" stance. It has the lowest ki requirement for dodging and allows you to hold block, dodge, and remain blocking. High stance is for doing damage and ki damage, medium stance usually has wide ranging attacks.
Dodge in high stance if it's an attack with a long active hitbox, or you aren't sure when to dodge, because it has the longest invincibility frames but also the highest ki demand.
Don't worry about styling on enemies initially, use one combo or hit. High stance strong attacks are good, spear and sword also have extremely strong mid stance strongs.
Even if you hate it, if you want to be successful learn how to burst counter. Feral is probably best overall for survivability because it gives mobility unlike the other two.
Just about every demon (yokai) enemy has a glowing horn or weak spot. If you hit these and break them it lowers their max ki and does huge ki damage. All larger yokai have hyper armor until you lower their current ki.
Steel talisman and deinvigorate talismans ARE good for buffing your defense and nerfing enemy attack.
Using a weapon with a timed block mechanic, which are katana, tonfa, odachi, kusarigama, and splitstaff can make some human enemies and revenants from red graves very easy. Timed blocks are parries that activate when you block at the right time and are a lot safer than command parries.
Human enemies are vulnerable to yokai pools, just like you. There is a yokai pot item you can throw at humans to damage their ki recovery.
Blue grave phantoms are usually terrible at fighting but some can be very tanky and take aggression.
Be very careful fighting any human when their health bar is flashing red / critical, this is when they can use their own red burst attacks and they are usually a one-shot depending on the enemy. Bosses can obviously use red attacks whenever.
Salt is not to be underestimated, it activates quick, and does decent ki damage on yokai. Just need to be real close.
The elemental ninjutsu spells like raijin do insane damage when something is out of ki. You can burst a boss down really fast if you get it out of ki then spam the elemental ninjutsu.
Use ranged weapons to kill archers, weaker enemies or humans, headshots do a ton of damage. However, be aware that guns and cannons make noise and can alert enemies near you.
If you're struggling on a boss, put on heavy armor and very high block weapons and do nothing but try to survive as long as possible. This way, you get used to the moveset quickly without dying multiple times early on being too aggressive.
Do not mash combos, because enemies love to bait you into thinking they are open, then you get too aggressive and eat a burst attack and lose the trade. It takes some time to understand when enemies can have hyper armor and can't. Human bosses are super notorious for this. Also, yes, there are some bosses and enemies that will read your input and if they know you just input a long recovery move, they will do something fast to interrupt.
MID stance is blocking, not low, just to be clear, but in general:
HI stance - slow hard hitting, long i-frame with roll, heavy stagger/stam dmg, breaks blocks
MID stance - blocking stance, most universal attacks, lots of utility, double dodge have roll, i want to say that in mid you regen stamina during block, but its possible that i mix it with nioh 1, some weapons dont glance with heavy atacks on blocks
LOW stance - lots of small hits, extremely fast, low cost dodge that can be chained, practicaly no stagger on enemy
Dodging can be counterintuitive, but more often than not is better to dodge INTO enemy and go thru him, than dodging back (you can still end in his weapon range and get hit), also, there are lot of enemy attacks that are hit-scan/tracking and you cannot sidestep them, still better than DS i can attack thru wall enemies
Toughness (stat on gear) - 100 is minum, no discussion... 200 is optimal, it influence your stagger and cost of blocking, under 100 you will barely block 1 hit while using tonfa and it will burn half of your stamina, you will get staggered by anything, with 200+ you can block even with kusa without extreme costs on stamina, anything over 200 have no effect, just get the breakpoint (its possible to get 200+ even in light armor)
Agility (weight encumberance) - B at least, A is optimal but hard to get, it influence stamina cost of attacks, with A agility you can combo infinitely due to exremely small stamina cost of attacks and dodge, with C you can swing your weapon just few times, also influences dodge both speed and range
Fluxing - most important mechanic of game, FIRST thing to learn, flux must flow, flux is life, advanced flux enables infinite combo, you can finish game by random smashing of buttons (i got plat in both niohs using this ultimate strategy), but you need to learn fluxing, you can clear yokai pool by fluxing
Poise break - you CAN stagger human enemies (gray stamina bar) and stunlock them, you CANNOT stagger yokai (violet stamina bar) but, and thats big BUTT, if you deplete their stamina, you will stagger them with ANY hit, this aslo apply to bosses, human bosses can be really bullied by this
Blocking - really important part of game, learn to block dodge, you can dodge while blocking, so if you misstime dodge, you will still block, if you block with 1 stamina left, you still block full dmg, there is no bleedthru (elelemental dmg is different story) and you can get from recovery animation either by spiriting or by using yokai skill
yokai skills - use them, use them whenever there is opening, if the enemy is out of stamina, yokai skill have increased effect
combat is mainly about weapon skills and the right stance, for example - basic yokai, low stance, get in, switch to high stance+flux, break horns, mid stance+flux to get full stamina and go apeshirt on him, break stamina bar, switch to hi stance and double down on apeshirt bullying.
Weapons:
sword - universal, weak block, parry skills, agile, some apeshirt capabilities
dual swords - extremely good newbie weapon, can block hard hits, can deal hi dmg with skills, can hardcounter nearly everything, it have blockbreaker, parry, hidmg skill, cross to deal spike dmg in range, stam attack, this is serious weapon, no room for apeshirt
spear - relatively good block, good newbie weapon, good range, scales with con (HP), easy to learn, not so intuitive moveset in low stance, minimal apeshirt (waterwheel)
splitstaff - DLC monster, good block, extreme utility, but complicated due to it functionality press/hold attacks, good combos, low apeshirt index
axe/hammer - really bad block, slow hard hitting, needs more tactical approach and watch for openings... or spin to win.. axe is dmg weapon, hammer is stamina dmg weapon, properly skilled you can stun anything in one or two hits and go apeshirt
kusarigama - i hate kusa, i passionately hate kusa, also extereme dmg output with skills, IF you learn kusa, you will be lawnmover, no need to block (dont try block, its slowest of all slow blocks and even pebble will break the guard), just look at enemy and they die by fear itself, relatively easy to use in low stance, better dmg output in low compared to other weapons, bases on skills it can be focused on dmg or stamina breaking (sicle attacks, counterweight attack), compared to other weapons you go apeshirt and then properly evaluate situation, usualy everything icluding midir on your neigbours pc is dead.
Odachi - oh.. my dear odachi... long range, wide swings, not as bad block as one would think, still not good, can switch stance with attacks, hi stamina dmg AND dmg, breaks block (mid+hi stance), can deal hi burst dmg, have skills for block breaking, no apeshirt, this is dance macabre. Require good stamina management (flux), extremely newbie friendly parry (1s duration of parry window, and counterattack if you parry)
Tonfa - you will not deal damage, you will beat everything to death because it will be out of stamina, hi stamina dmg weapon, agile, have demon dance, so you can flux AND dodge AND still be in combo, it can take some time to use demon dance properly. Apeshirt and tactical at same time. Also block.. tonfas can block hi speed train with ease.
Hatchets - honestly, i have no idea where to put them, really good block, but weak combos/skills (fluidity wise, dmg is ok), can shine if you use it as ranged weapon, can keep distance and deal dmg, never properly played with them, too boring for me, propably no apeshirt capabilities
switchglaive - every stance is different weapon, and can deal with nearly everything, not newbie friendly, starts to shine when you unlock stance switching attacks, jack of all trades master of none, but versatile, good blocking, fists level of apeshirt, i have seen things... things with glaive...
Fists - tonfa level block, switchglaive level apeshirt, maybe even better, short range, fast in all stances, good at block breaking, fully skilled have best infinite combos, extremely hard requirements on stamina management skills. Bladed fists are dmg, standard fist is stamina dmg.
new game is tutorial, there is no "new game build", it just dont exist. NG+ is victory lap where you start experimenting with builds and NG++ is where you start droping items that are finaly considered "build items"... NG+++ is new type of gear just to confuse you more.
Nioh is half soul-game, half loot-gear-level, keep it in mind, lot of things can be overcome by level and proper gearing, there are some ♥♥♥♥♥♥♥♥ bosses (looking at you camera during gyuki and daidara bossfight), we all know it but in general, 90% of stuff you get stuck on can be solved by building counter to it.
/edit: fixed apeshirt spelling
Just because you choose two weapons at the beginning doesn't mean you have to play with them all the time, the game doesn't penalize you for using different weapons. And if you are unsure about the distribution of stat points, then there is nothing wrong distributing them evenly.
Really? Is there a way to play kusa which doesnt include spam of three abilities (crimson, dragon, reaper)? I'm trying, but kusa seems borderline useless (besides reaper) in depths multiplayer. it has a cool moveset tho.
Also if you'd rate all weapons, how would your personal tier list look like?
I used a Kusarigama to beat the Depths. Although looks very different, kusarigama somehow feels similar to axe. Most powerful moves are pretty slow and have a short range. Also the ki dps is incredibly good (maybe the best since it has a buff skill). The result is when fighting an appropriate enemy, the fight will be extremely easy, but for enemies not suitable for a kusarigama, it will be really a torture.
Would you mind to share on how to use the "normals" (light and heavy attacks in all stances; not techniques) of kusa properly? Like when would you use light or heavy attacks of all three stances. Also are there some real tricks for this weapon, which you could share? Something like: "after riposte -> serpent strike -> deadly mark -> knee" or something along those lines. Is it necessary to play with KI-pulse jutsu canceling for it to be efficient? Or does it make sense to play kusa with "normals" at all?
i know for kusa in high stance it's quick attack combo is pretty devestating all on its own. In the high stance part of the skill tree i forget the name of the skill you can add a heavy attack finisher onto the quick attack combo which makes it do even more dmg.
also for axe/hammer axe does more health dmg and hammer does more ki dmg.
Low stance has the same dodge attack, the super quick sickle slash, so one great combo is dodge -> light -> strong combo, which is that deceptively strong low stance sickle combo. However, be careful of spacing, as the tracking is kinda whack if you're too close to something
It also competes with both fists and tonfa for dex weapons and both of those are amazing.
Basically until you get the scaling stat past 40, the scaling letter doesnt matter and by the time it does matter you can just remodel the weapon to scale best with whatever stat you want as long as the weapon can naturally scale with it at all.