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Bir çeviri sorunu bildirin
Each weapon is indeed unique in Nioh 2 and it does matter. You dont have to tell me that. I'm after all one of the people who has always argued that, even when many would claim ''weapon choice doesnt matter, they are all as good''. No, the weapon makes a lot of difference.
IE: using Spear or Odachi to outrange many attacks and also dont have to spend as much time within enemy attack range, and thus have a much easier time especially against larger enemies.
However when it comes down to it regular weapon attacks still take a huge backseat to Youkai abilities and Burstcounter. Part of this is because Ki usage is too high. Something that is fixed with stats you gain from higher levels, aka NG+ cycles. Part of it is because the combat flow for regular attacks isn't that good and their damage is low unless you go for high stance in which case their flow gets much worse. And part of it is because changing phases is a lot more important.
The weapons and style I mostly played with in both Nioh games (low stance sword, dual wield and spear) went a good way to fixing the Ki usage issues, but its kind of a game design problem that I felt forced to use low stance as much as I did.
Not in order to defeat bosses, but in order to have more fun with a more aggressive playstyle.
Each stance had it's own gimmick. High stance was for damage. Low stance was for low commitment and mobility, and Mid stance was a jack of all trades. I also preferred spear, so lets use that as an example.
If you were surrounded by a lot of enemies you would use low stance so you could poke then get away safely, or if you had a buff on your weapon, you would use low stance to land a tone of hits to apply the status quickly.
If you were fighting a troublesome enemy, and you wanted to out range them with pokes, you used mid stance, and this was the stance that I would stay in by default.
If you wanted to dodge a tanky enemy's, especially yokai, attack then hit them with a strong attack of your own to break Ki, then you would use high stance. High stance was also great at dodge single attacks with lingering hit boxes. The attack on spear that was a vertical strike was especially useful for breaking Yokai horns, like Enki's.
Etc.
The as you level Ki became less limited, but even from the start of the game. you could ki pulse to keep it topped up. Then you started getting things like flux so you could get different was of ki pulsing in your combos.
Then once your ki was empty, you could still use Yokai skills, and your ki would be refilling as the yokai skill was active, meaning that you could use them as both a combo ender and a ki refresh.
So.. dodging in Nioh2 also costs ki (stamina) blocking generally is bad and countersparking is often the best way to play defensive.. I use Katana and Odachi as well as dual swords and polearms and it all depends on the stances, the Aisu stance for katana for instance its EXTREMELY fast, and no you dont run out of KI EVER for doing two attacks, maybe if you SPAM martial skills (much in the same way you run outta Ki spamming your specials in Nioh 2...)
Blade flashing at full gives like half your stamina bar back, can even throw in a few pistol shots to let it regen, you land a crit? animation is so long guess what, full stamina! often times enemies dont always have hyper armor, any jump attack guys you can easily slap outta the air with good timing, and anytime they do an unblockable thats a free stagger if you time it right
seriously this game is Nioh 2 on steroids in terms of combat...
That is my sentiment as well. Also: we can jump.
The amount of Ki restored is based on stats + ki flux timing (which can restore a lot of Ki but also interupts flow of combat)
You can't just use the same argument I did (in regards to your comment about Wo Long's combat) and expect it to just work despite giving worse reasoning to support it.
Me saying ''its a skill issue'' isnt a correct (or incorrect) argument because im saying those words, its a correct (or incorrect) argument because of the reasoning behind me using those words given the context I used them in.
You list some very basic things that everyone who played the game knows and that dont address my points.
Thats not true. I have been playing Nioh 2 again right before this game released. For quite some time Ki Flux isn't enough to keep it topped up because you can't use it fast enough and it doesnt restore enough Ki since its also based on stats which early on are very low. (not to mention you have to unlock the special missions to upgrade Ki Flux)
Waiting for full pulse recovery allows the enemy to recover from being hit-stunned if they arent a Youkai that's broken as it causes you to have to periodically stop, which also kills the flow of combat.
This is fine if you are playing the game with hit-run or guerilla warfare, (which to be fair, is what most players do since its much easier to play that way) but for a aggressive playstyle its a pain. For a playstyle like that Ki Flux just doesnt work well enough before you get a ton of stats to off-set the issues its mechanics have.
This would be a non-issue if the timing for perfect Ki Flux was much closer to the end of an attack. Ironically its the forgiving nature of Ki Flux that makes it pretty lacking for aggressive playstyles. You cant Ki Flux too early, you have to wait for it to build up.
Nioh's 'stamina' system just isnt great for aggressive playstyles. (untill NG+ cycles when you have much more stats) Attacking costs too much Ki. Blocking if your toughness isnt high costs too much Ki. Dodging if your Agility isnt high costs too much Ki. In that game you can (and early on: will) run out of Ki before you can complete a proper (short) combo.
Its also annoying because it becomes a game of ''constantly watch your Ki bar'' instead of watching the enemy.
Wo Long massively improved on the Ki- Ki Flux system. While not quite as good as that, Rise of the Ronin's system is still better then Nioh 2's. Because Ki Flux sucks (for aggressive playstyles)
Again, this is NG. NG+ in Nioh Ki management becomes a lot better because it scales in various ways with stats. Be it Ki Recovery, Ki Pulse Recovery, Max Ki, Ki Reductions, etc.
And ofcourse also indirectly through things like +Anima gains and becoming able to use Youkai abilities more frequently.
Now if you dont care about aggressive playstyles, fair enough. I can see Nioh being a lot better for you. But for me, who does, its clear Nioh's combat isnt as satisfying as Wo Long or this game's combat.
That's not to say there's ''no'' options for aggressive playstyles at all. Nioh 2 does have some (like the ones I listed in my previous post) but its a difference of going out to look for them and finding lackluster options, vs just getting great options from the start in Wo Long and a couple of hours into the game in Rise of Ronin.
If I want to use a different weapon style in Rise of the Ronin I dont have to get used to dealing noodles for damage or attack animations that feel like I debuff myself with Sloth, like what happens in Nioh 2 if you use Low Stance or High Stance.
So yeah. Its not even just the Ki system. They also tried too hard to normalize Low/High stance speed and damage and made the basic combos (in most, not all) cases suck so players would use skills more. If that wasnt the case it wouldnt feel so bad to use high stance (or even many mid stance) attacks while playing aggressively.
The more I look at it, the more I realise how much of an evolution of the formula they had with Wo Long's combat system (and atleast in this respect, also Rise of the Ronin) where using regular attacks actually feels good.
Again, this is for aggressive playstyles. For 'souls-like' hit-and run tactics or people who play with slower weapons, I can see why they would enjoy Nioh 2 more.
If you really just want to spam attacks for days in Nioh 2, you can. See Below:
https://youtu.be/iRo2SyLbtc8?si=Z8p4xGXaytIxP1kL
No you're not missing anything, you are simply right. It is a step down from Nioh 2, even the stats upgrade screen in of itself is simply streamlined. It looks like they wanted to go the Ghost of Tsushima route through open world exploration and simplified level of combat while maintaining quest/character interaction. It's quite interesting that combat being Team Ninja's talent has been culled to be anything other than what they were good at. As to the Ki issues, some of the time the enemies can't even hit you even when you do not dodge or block.
Was actually worse. When Wo Long released the demo on PC, they got the first fight nerfed because people couldn't beat it =o.