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I agree with all what you said, I made it to the boss fairly easily as I had to cheese all enemies due to no flinch, enemy tracking and the dodge feels off, I just couldn't work with the dodge or the parry. So I just two hit and backed away. All of these issues are doubled when facing the boss, and the fact the demo plays a death scene, and kicks you out to the menu before finishing the demo.. hmm very interesting choice. I decided to check the game on a later date when patches roll and the price drops.
Edit: I just realized it comes out in August, hopefully they'll sort things out before release, will be checking reviews when it comes out.
Maybe because I haven't mastered the flow of the game yet. God knows how much I was terrible at Bloodborne the first time XD
Anyway, we both agree on our very mixed impressions for now... but we keep an eye open for future updates.
Gotta get our Souls-like fix !! (^^)
Everything being so hard to use for the benefit they give, it feels like the only viable strategy is getting a few hits in and then backing off.
Normally, souls like games have the ability to do parries, high risk high reward maneuvers, but here, it feels like it's either typical hit and run or high risk low reward in addition to the high risk being particularly high due to how tight timings are.
Also, not only deflecting, but also attacking feels pretty unrewarding because first of all you deal no damage AT ALL. Like if deflecting does more damage than hitting someone with your sword you might have to do something about that weapon. And after dealing little damage, if you get combo'd once and can't get a hit in for a few seconds all of your progress dissappears as the health regenerates. It's obviously designed to be aggressive and not let the health regenerate, but because you can't stagger enemies, you're forced to wait out their combos and if you fck up a deflect, get knocked down and the enemy decides to chain a critical attack (which will hit and kill you 99% of the time anyways, because you can't throw feathers or dodge away fast enough after getting up) he will start regenerating hp.
Also, sometimes the enemies can just decide that your attack window after their long, slow attack is now not an attack window anymore, deflect you and counterattack instantly, even when you're hitting them from behind.
Dodging does give I-Frames, but they somehow don't work for the critical attacks and they will always hit you if you are even remotely near the point of impact.
I like the "throwing feathers" mechanic, kinda like the jump kick in sekiro, but they are just really useless imo, because you can't cancel the attack startup of the enemies, you can only cancel the move if you hit them during the latter part of their actual attack swing animation, which just doesn't work if you're melee and in a deflect animation (which you will be at some point because the spear guy in the river for example can chain his overhead crit attack after his helicopter move super fast). The only use for the feathers for me was throwing them at the enemy to delay his health regen.
The plague weapons deal underwhelming damage as well and don't stagger enemies so they're absolutely not worth using at ANY time.
Still, those are mostly balancing issues, the game itself looks pretty nice and i will still buy it if at least some of those issues are patched.
It is really irritating when Thymesia pushes you to be very aggressive in order to prevent health regen... but will prevent you to harass enemies because of automatic super armor. The fact that the slightest miscalculation is brutally punished does not help at all.
And Gawd dang it, I'm so pissed when I throw feathers like a superhero but get stomped into the ground a second later, just because I didn't time it exactly like the game wanted me to. You don't get to cancel a critical enemy attack just like that, you ALSO have to time it perfectly... just like everything else in this game !
You're totally right though : these issues are not tied to anything "big" like the level design, or an entire environment, or anything else the devs couldn't redo in a short amount of time. I have faith that all of this can be reasonably improved for the couple of remaining months.
Glad to see i am not the only one that got problems with spear guy, Spear Guy for hidden boss anyone? XD. PS: english not my native language, so sorry for spelling errors.
In all seriousness though, as much as i like the souls games, this felt utterly bonkers with how damn tight the window of opportunity is to parry againts Claymore Knight and Spear Knight, while doing the parry works and chips their health, the enemy parry is far, FAR stronger, along with the speed of recovery for the Wound mechanic, while it is a nifty idea, ONLY the enemies benefit from it, while you as the player has the classic "Get hit, that HP is gone".
The speed which enemies (bosses specially) continue their attack with the super armor, makes The "estus flask" (potions) practically are a joke item, it is almost a Riposte at best, and a wombo combo opening for them at absolute worst. That being said, "Spear Knight" does broadcast a huge problem and is that enemies with super armor will ABUSE the hell out of it, I do not know if it is just me, but even after perfectly parrying the Spear Knight 3 times in a row, he continued to combo me the second i started attacking, and the fact he hits twice with the spinning attack doesnt help (again, timing to parry both hits is less than 3 seconds max).
I sincerly hope the dev team balance this out, or give us different starting daggers for the parry if they insist on going full rouge/bandit only, (it would be cool a dagger that gives "Classic souls Riposte" or a Dagger that increases parry/wound damage if executed right) while the bandit daggers for parrying are awesome on the Souls games, as many pointed out, this is not Dark Souls, this is not Bloodborne, this is not Sekiro, this is Thymesia
Glad I am not the only one.
Certain things that bothered me A LOT were
1. Punishment for failed parries in this game was horrible. In a lot of situations it means you loosing a lot of health or even the fight (not referring to the end boss, I get the feeling his dmg output was meant to be in order to kick people's assses). On top of that, the parries felt weak - while enemies directly make a followup after their successfull parry and combo the ♥♥♥♥ out of you with rly hard to reach patterns - you just end up weakening them a tiny bit. No stagger, no chance to attack as follow up.
2. Dodge is weak af. Sure, if you want people to parry more than dodge, then thats fine with me, I personally just feel like the recovery on the dodge is insaaaanely long.
3. The special weapon thingies don't stagger enemies at all. They just poise threw that ♥♥♥♥ and even end up interrupting your attack. That makes these special abilities way too risky and people won't rly end up using them, neither will they try to gain the abilities from the enemies since the charged claw attack is also easily interrupted and doesn't stagger enemies at all.
[4. Please don't create these oldschool darksouls boss runs where you just run through half of the area - especially when it's just empty and just there to pretty much WASTE peoples time. I know, the a lot of games did it, but I definitely don't think it's something that adds to the experience. It's something that makes game much less enjoyable and way to frustrating. (This is no ''average gamer'' or ''pls gib easy mode'' comment. These games just rly don't need it.]
In general I feel like enemies poise through way too many attacks, even the ones that are seem heavy af. The only enemy, that actually felt good to parry was the actual main boss. I do think that once enemies can actually be interrupted, the combat will improve a LOT. It's the biggest grudge I have right now and I can only recommend changing it.
The visual and art direction of the game is for the most part good. Though that's as far as my praise for the game goes. The combat is just jarringly clunky to me, like half of the mechanics introduced feel useless. Dodging frames feel inconsistent, and it also feels inconsistent on where it dodges you to. Why does the crow talon abilities need a full charged hit in order to use it again? What is the point of blocking when it doesn't even grant you any benefits? The most jarring combat mechanic is the feather 'parry' which timing feels like you're supposed to do it at the end of an enemy's attack, and there not even a real benefit to using it.
To me this game feels like it doesn't even know it's identity. It feels like it wants to be a fasted paced combat game with all it mechanics, but in reality the game feels like it's slow paced. The worst example of this was the enemy that introduced the feather parry mechanic- an enemy which doesn't need a health regeneration mechanic. This fight forces you to be aggressive against a enemy that has hyper armor through the roof and high damage that you have to deal with by using either cheese or your clunky arsenal.