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This really just sounds like a matter of practice and experience, but you haven’t even seen the worst examples of what you’re describing either
Okita (the fierce version especially) is a real ♥♥♥♥♥ when it comes to sudden hard to react red attacks. Mind you it’s not enough to cause you to lose a fight IMO, but if you’re tryin to get a perfect dojo run it’s quite frustrating
The element weapon thing doesn’t distract me though, it is problematic in dojo making me cause too much damage when I don’t want. Also if you weapon swap (even just standing there swap and swap back) the effect goes away, same if you use a whetstone for the effect
I kinda gave up on the game at the start of Act 3, so I won't find who Okita is. Dojo was the only thing I cared about for quite a while, and the end of Act 2 made me feel I was completely wasting my time.
Let me tell you a secret about how I play the game. I don't know on which key block is bound. Maybe it isn't. I don't find it complicated at all. You spam your combos until the enemy decides to strike back, then you parry, rinse and repeat for a minute and a half. It was very familiar to me from the get go, it's exactly how I've played 3,5 other recent TN ninja games, and then some. I am not sure what you are saying in the last sentence, but I think you agree with it being the familiar TN combat.
Early advice is to block hits and counterspark the last hit of a combo only at first, the ki loss is mostly neutralized by the finishing hit being countersparked, and you can still get a feel for the attack rhythm from the noise on blocks for further countersparking
1. Enemies don't have same COMBAT rules as the player ( to name a few : Their Attacks don't consume KI / Stamina, they can attack without KI, their PARRY takes WAY too much Player's KI while the opposite is simply chip damage... and many more like Hyper Armour, Grab attacks ( player can only use them for PANICED or OUT OF KI enemy whereas enemies can grab you even if you have FULL KI and HP ).
2. Combat styles are badly implemented... Honestly I would have preferred to have ONE customizable COMBAT STYLE ( instead of three ). There is TONS of reasons why but the main issues are those :
a) I HAVE TO change the style to get advantage otherwise its pain ( especially on midnight difficulty ).
b) The parry timings are awful at some styles and great in others...
c) Can only transfer ONE SKILL. It sucks if other skills are bad in the combat style you are using.
All I wanted is a similar gameplay feature like in Way of the Samurai games. MAKE YOUR OWN STYLE after unlocking others. Mix n Match. Get good at it and master the game. But nope... Im stuck with 2 styles I don't particulary like with the skills that suck.
Just my 2 cents on the combat.
Yeah, input reading, infinite stamina and hyper armor are added into the game as a layer of difficulty which is the laziest way you can do it.
Also after a while, midnight difficulty lvl 75 and onwards, the forced parry becomes a bigger part of the game as missed parries often end in getting either 1 shot or stunlocked to death. So you literally have to fight certain enemies and memorize their timings to prevent getting one shot.
You'd expect the combat to get better as you progress more into the game but it gradually becomes worse. It's pretty sad because we likely won't see a TN game for a while.
Disagree, it does get better as you go imo
You get more styles, you have more VAs, ki management gets better with the breakthrough tree, and higher level gear helps everything
Yea you can still die easily, but I don’t see that as a horribly bad thing when you can kill just as easily
For example in Nioh 2, combat loop kept getting better as you progressed, simply because to be able to do certain builds, you'd have to hit like 150 on at least a couple of your stats and get end game set bonuses. Unlocking certain moves made big differences in how much damage you can deal. You kept getting stronger and you didn't plateau until the very end.
This game has pretty much the same combat ever since I unlocked all weapon types. Most styles aren't too distinctly different and their damages are pretty similar(it is mostly a stylistic difference rather than a tangible one) and since it is a 'forced parry' game, combat loop pretty much stays the same.
Also loot is garbage and most stat affixes and set bonuses are completely meaningless. So there isn't much to look forward to once you finish the game.
Input reading? Take a sip from the estus flask in Elden Ring. Now that's input reading. It's almost nonexistent in RotR.
There's not even much tracking here, so enemies and bosses often miss and you can dodge their series of attacks with a single roll.
Just as there's no room for panic rolling in ER, there's no room for spamming with contersparks.
It's like the “human resources” meme. ER also requires memorization of attack patterns due to delayed attacks. Why is this suddenly so critical in RotR?
Sure, some timings are weird, too short or don't correlate well with animations. It's not that RotR isn't flawed, but the approach here is within the latest iterations of the genre.
RotR is closer to Sekiro in that regard. Sekiro has a prosthetic and some good consumables, but you still generally rely on your skills.
Meanwhile, in Nioh:
https://www.youtube.com/watch?v=yqiMLd92nyU
https://www.youtube.com/watch?v=GB9dHtrcK48
It respects player skill expression. That is one of the best things a game can do.
Plus the story, world design and boss encounters are on a different realm compared to Rotr.
It's more outrageous in ROTR. Enemies who are preoccupied with allies will often change their behavior based on what weapon you pull even behind their back. They became insanely agressive the moment you try to heal, and again, they always react to the input, before even the animation comes out.
False equivalence. ER is not a forced parry game. That's why.