Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
I’ll reiterate and also dispute some of this
Ronin really does not have build diversity, stance and weapon loadout should be a part of a build not the entire thing, and the set bonuses are few here, relatively weak or at least not build defining. PD and FT at least introduce new mechanics but that just makes them more of a necessity than a build choice
Even dojo basically has 1 build to strive for
But I agree that Wo Long had much deeper builds than OP and a lot of people give it credit for, but that’s mostly because you didn’t see much diversity outside of PvP which was a minority of the population
Otherwise it mostly boiled down to braindead Queen and King builds, or cheesy Zhurong, Nuwa, and Pangu builds
CS is not strong attack. You can extend CS into an attack out of quick string with some weapons like oxtail, but it doesn't actually deal much damage or ki damage or anything else, just leaves you extremely open due to long CS recovery.
This game doesn't come close to any of From's games, any of them.
You and me interpret "build diversity" very differently, because if a weapon/style makes me play the game completely differently then other weapons/styles and it gives me the ability to RP as a different character then the game has good build diversity, but its more in its action combat then its RPG stats.
Its not all about set bonues, and gear as ACTION comes before RPG, so if the games gives enough options to where I can play the game 15+ different ways then its has good build diversity even if the gear/stats are in the weaker side this time.
Still I get your point, I just see builds in these games a bit differently then you do, which is fine ;)
Then you don't know how to fully use that mechanic then, because even the tutorial shows you how counterstrike on a staggered opponent can do more Ki damage then a usual attack.
Also every single CS in the game does nto lock you in recovery as that is what blade flash is for lol. You can use CS as a ender to shorter combos, do a blade flash to cancel the recovery animations and then go into more pressure. Its why some CS's like the bayonet end in a gun butt, as it expects the player to adapt that non parry part of the move into their general moveset.
If TN intended the the CS to ONLY be used as a parry they would not have added the different recovery at the end. They made it a dual purpose move. Its a parry in its start up frames, and then its an active attack at the end, and when you understand this you can use both for different purposes.
So once again when you get your weapon mechanics down, your MA's and understand how to weave them all in and out of combat combos are much more indepth then the basic form your listed out.
Its like with Nioh 2 a player can go into that game and literally beat the game in ONE stance if they wanted too, but if they go past the surface and understand each mechanic and how/when to use it, the game transforms in to a beast of its own. Ronin is the same why but in its own unique way.
Ah yea very different definitions of build then lol. I guess mechanically changing weapons/stances doesn’t necessarily change the core combat IMO, so it’s not a new “build “ in my mind
Comparatively in Wo Long, if I wanted to do a fire wizardry build that was DRASTICALLY different than a lightning melee build. It meant different weapons (optimally anyway), different spell selection, different stat distribution, different gear embedments etc
In Ronin I can keep the exact same gear on and just change my weapon and that’s all I need to do
But it still doesn't change the fact that input map in general is very limited. There is only so much you can press X before it gets stale.
A lot of buttons are wasted or underutilised. Hook attacks are also poorly designed as well, since they put you in a strange distance where you end up outside of effective range.
CS being used as strong attack is just cope though. Like I said yeah, you can kinda work it in, but it really is far from effective solution. Just using MA produces much better effect. Not only you get better ki damage, you may also get additional utility like grapple follow ups and such.
Dunno why I even argue about inputs in attacks tbh. Like I said in initial post, this game's main issue is in poorly designed systems. Simplified combat still can be fun, that's not the biggest miss with this game anyway.
They absolutely should’ve made the grapple hook more seamless to use in combat, especially after introducing prodigious dragon
As is it’s basically a standalone attack you have to use with no flow into or out of, if it’s blocked it does nothing
Granted yes, Spring Storm and Night Raven use the grapple and trigger that PD effect, but you basically only will land the grapple if the enemy is panicked for the entire move
So now you want talk about combat depth but still disingenuously act like the game boils down to a singular combo route lol. You pointing out those more advance techniques proves the game has more then your surface level explanation of the systems and if the player likes to freestyle and push the combat system for all its worth there is ALOT of mechanical depth to dive into and tons more combo routes to come up with.
"CS being used as strong attack is just cope though."
Might me "cope" for you but I regularly use it in different circumstances depending on the combo I'm doing. Also fo clarify I never said it was the best tool at all times, but its still an attack the player can use as filler or an ender to their combos, especially if you make use of the animation cancels we both mentioned. There is always a "best way" to play, but if everyone decided to play NIOH 2 in the most optimial way it would be boring.
The fun of these games comes from player expression and this game has it in spades. This is coming from a person who has put 300+hrs in EACH of TNs action RPGs from Nioh 1 all the way to Wo Long, so I'm not some uninformed idiot just rambling off stuff.
To Oninomiru credit, he mostly does challenge runs such as level 1 zero morale in Wo Long, so he does have a very detailed analysis and understanding of the combat mechanics of a TN game
Now, maybe that can also skew things a certain way, just like I have a PvP bias (so he and I played VERY different Wo Longs) which enjoys the counterspark and stance system here
Good point!
I was simply pointing out options at the players disposal and it cannot be denied that the counterspark can be used in combos.
Maybe like you said Oninomiru (not to speak for them) is coming from a combat optimization standpoint, but I'm coming from a place where all tolls have their place and purpose and I have found many cool combo routes using the counterspark as an attack or ender.
I also found out early on in these forums that most people discussiin the counterspark have no idea what the moves full function is and many still believe the entire move is a parry lol. Yet the function of the move is 2 fold: One as a parry and the other is an attack, which can be used and integrated within normal gameplay if you are decent at the games systems.
I tend to lean a bit in your direction, there seems to be a solid amount of skill expression in this game that I enjoy, and there’s no denying a high level of combat options
Now it’s not UNLIMITED expression that I think Nioh 2 is known for, because there’s no getting around defensive play. To me that’s a positive thing. To others it’s a reason to call this game trash and uninstall before reaching act 2
But at any given moment I can have 6 different attack strings with their own advancing, charge, and counterspark attack, with 24 total martial arts and the means to weave between all of it at will, which feels like a lot of options
I just can’t do each of those uninterrupted back to back
I mostly agree with you here. There is TONS of player expression in this game for those looking for it and thats even if you stick with one weapon, let alone switching between 2 with 3 styles a piece, 4 MA's per style adn the general weapons moveset.
I only really playing the bayonet and there are some crazy combo routes you can take if you master the hold attacks that transition into gun shots. You can literally make a Gun-kata playstyle out of that weapon kit alone if you put in the time lol. Now add the other 9 weapons on top of that and their styles (many of which have more then 4) and you cen make some crazy combinations that rival even Nioh 2 imo.
Its just like you said, you can't just steam roll bosses with combos like you can in Nioh 2 and you have to find the right place and right time to use your tools. I personally like BOTH playstyles where in Nioh your able to bully practically anything into submission with proper skill and understanding of the game, and in this game the enemy and player are basically in equal footing, so you need more finessing to get those openings and longer combos.
I forget about the amount of moves you can add a shot to with bayonet. Since I’m a dojo guy I’m more focused on martial art usage and optimal sequences. So stuff like that gets forgotten
Between the bayonets shots, and greatsword being able to charge literally any of its attacks, there’s a lot of options on top of everything mentioned. If there were more aerial options oxtail would also be crazier