Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
At points it does feel sometimes like you are hitting an indeterminate brick wall.
Agree about the attack no being cancelable, I think the game would gain a lot from being able to cancel a attack into a deflect.
But being used to soulslikes I never expect enemies to be stunned more than maybe 2 or 3 hits, let alone being able to interrupt an attack at all.
So in my experience Thymesia feels really forgiving in how much it lets you stunlock and interrupt enemies before their counter-meter or super armor even comes into play.
And if we're comparing to Sekiro I'm glad the enemies don't have these godawful grab-hitboxes (remember the chained ogre?) so let's not pretend Sekiro was perfect
also, the counter attack gaige doesn't have to be same for each enemy and always raise or lower at same speeds. they are probably many hidden parameters that affect it. so you get such counter attakcs when you are swinging your sword even though you thought they shouldn't have their counter atack gaige full nor super armour.