Soulstice
Just not able to get a grasp on the combat yet.
It feels like there are far too many things to keep track of at a time. Not only do you have to keep track of what 10+ enemies are doing at all times ( some attack from the air, while others are burrowing underground and attacking you from there), you also have to keep track of counter opportunities, which don't always activate reliably anyway, so i feel they are kind of inconsistent. And on top of that you have to pay attention to what field you have up all the time and if you leave it up too long you get punished by losing ALL of your defensive options for a few seconds. Also building unity is kind of vague, sometimes it feels like it's just skyrocketing and other times it feels like you can't raise it all, no matter how many attack variations you are doing. I consider myself pretty decent at the devil may cry games, but this is just wracking my brain trying to keep up with it all. I'm still enjoying the game but some fights just seem impossible not to get hit at least once or build any unity at all.
< >
115/33 megjegyzés mutatása
Some of the fight are over complicated for the player with having to juggle both barrier types through out the encounter and having to watch for area dental mines on top that. Plus the limited range of the barrier with out reaching and maintaining high Unity. Enemy's floating/teleporting/going under ground and disengaging the player in general is pretty annoying at time. The Devs might fix this in the future we'll have to wait and see.

I will say once you max out Lutes Entropy and get most Lute passive minus Chaos ones they increase Entropy use not decease it. The barriers become a lot more bearable to maintain. As for combat a lot of the enemy's have bad tells on attacks which doesn't help. But the reason counter/parry doesn't work all the time is because Lute can't stop them all you need to unlock most her passive to be able to chain counter multiple attacks in a row that why it seem like some of them just go through and hit you still.

Also some the late game enemy's have extremely small window on the counter timer and some enemy's attacks will still hit you if you dash or stand behind them when they swing or come out of a slow/timestop counter.

As for Unity it's increase by a lot facter. Passives you get from Lute mainly and using the right weapons for the right enemy's and not getting hit. So once again once you get some passive rolling and use the weapon combos on the right type of enemy's and not get hit you can maintain a high Unity.

I actually found using Rapture actually doesn't do much for your overall score in fact it seem to make it worse. Since doing combos on enemy's in normal state seem to give more points which is a design flaw as far as I can see. Play good do sick combos don't get hit. Use "Devil Trigger' get a worse score doesn't make sense.
POSSIBLE SPOILERS: One thing i noticed was that Lute has one passive ability ( I think it's called sisterly bond) that makes her passively react to counter opportunities, and i think it actually makes it harder to time the counters properly because both you and her are trying to react to the same thing and it reads as trying to spam the button for the counter. Pretty sure it counts as a missed counter sometimes and hurts your unity gain, at least that's what it seems like to me. I turned it off and seemed to be able to hit counter's a little more reliably.
junoprime eredeti hozzászólása:
POSSIBLE SPOILERS: One thing i noticed was that Lute has one passive ability ( I think it's called sisterly bond) that makes her passively react to counter opportunities, and i think it actually makes it harder to time the counters properly because both you and her are trying to react to the same thing and it reads as trying to spam the button for the counter. Pretty sure it counts as a missed counter sometimes and hurts your unity gain, at least that's what it seems like to me. I turned it off and seemed to be able to hit counter's a little more reliably.

I can honestly tell you that sisterly bond is very very useful come towards the later parts of the game and it does not hurt you qhen trying to counter. Also, the BEST way to gain unity is to finish your combo. Finishing your combo to the last hit nets you the most amount of unity and, naturally, the higher the unity, the more Lute attacks.

Rapture mode is only really useful as a super last resort. And I believe the best rapture mode to use is Trickster. It is very helpful when you are on low health.

But to be completely frank, if you are having issues with the combat, they do have three Assist modes you can use. Auto Counter, Auto Field and Auto Attack. You can also change the difficulty to suit your needs as well.
Their auto assist modes? Don't recall seeing that. That also kind of demeans the point of a Hack and Slash game as the main point the game is to get endorphins pumping from doing cool and rewarding things.
VDCrimson eredeti hozzászólása:
Their auto assist modes? Don't recall seeing that. That also kind of demeans the point of a Hack and Slash game as the main point the game is to get endorphins pumping from doing cool and rewarding things.

Yeah, it's in the settings under gameplay I think. Not in front of the game at the moment. And I agree with you wholeheartedly. I am all about the suffering and pushing through until I beat it. But some people like or even need those options.
Yeah true it's good to have those option there so people can play and finish the game if they like. For this genre though I think if you were to do that you would be better off saving your money and watching someone else do a playthrough though.

And there been a fair amount of suffering in this game. Performance and camera aside. As one the 10 odd people that have completed all the challenge mode I can say I had a chuckle when I read the Devs notes on thing they plan on updating. Challengers being one them lol.
I haven't completed too many of the challenges yet, they feel like something to come back to try later after i have more combat options (I'm only in chapter 12 so far). Honestly don't have a lot of negative's about the game, just some of the combat encounter's seem crazy unbalanced, especially if you don't have a good chunk of Lute's abilities and Briar's weapons yet. I'm playing on initiate and haven't really done any farming yet, just kind of shooting straight through the chapters.
The game is honestly a pretty big gruel after awhile first playthrough with out all the weapons to counter the different enemy types. And Lutes passives and Entropy upgrades are really needed to make combat smoother and more bearable to deal with. But these game are all about replay ability.

I'm mostly hoping for some Performance updates even with a bunch fixes I've tried stutter in boss fights is pretty bad at times still. And some camera/ lock on in combat improvement wouldn't go astray.
VDCrimson eredeti hozzászólása:
Yeah true it's good to have those option there so people can play and finish the game if they like. For this genre though I think if you were to do that you would be better off saving your money and watching someone else do a playthrough though.

And there been a fair amount of suffering in this game. Performance and camera aside. As one the 10 odd people that have completed all the challenge mode I can say I had a chuckle when I read the Devs notes on thing they plan on updating. Challengers being one them lol.

I agree wholeheartedly. Doesn't make much sense to play a game like this if you don't actually enjoy or want to play the game. But....more money for the devs means more updates and a possible sequel.

Oh right!! I have to go back and find the challenges I did not find. I did not find them to be that hard. I find it a bit funny people struggled with them that much.
junoprime eredeti hozzászólása:
I haven't completed too many of the challenges yet, they feel like something to come back to try later after i have more combat options (I'm only in chapter 12 so far). Honestly don't have a lot of negative's about the game, just some of the combat encounter's seem crazy unbalanced, especially if you don't have a good chunk of Lute's abilities and Briar's weapons yet. I'm playing on initiate and haven't really done any farming yet, just kind of shooting straight through the chapters.

I promise you....the suffering is worth it. When I played on Knight, I was getting very frustrated and I did not farm either. I promise you though, once you get more and more abilities, it starts to work itself out. I also learned more about the game and realized the importance of having and keeping unity (and spamming the standard XXXX/YYYY attack and just switching weapons) cause finishing the combo is more important than mixing it up.

In my opinion, IF they made the combat more "balanced" in the beginning of the game, it could really make the end of the game so easy and trivial. So I hope that, if they do a balance patch or game changes, they do it very carefully.
VDCrimson eredeti hozzászólása:
I'm mostly hoping for some Performance updates even with a bunch fixes I've tried stutter in boss fights is pretty bad at times still. And some camera/ lock on in combat improvement wouldn't go astray.

Same! I would really like some tweaking to the lock on camera. It isn't really bad. Just some slight tweaks that I made in my post to the devs in the discussion channel.
Gailardia eredeti hozzászólása:
VDCrimson eredeti hozzászólása:
Yeah true it's good to have those option there so people can play and finish the game if they like. For this genre though I think if you were to do that you would be better off saving your money and watching someone else do a playthrough though.

And there been a fair amount of suffering in this game. Performance and camera aside. As one the 10 odd people that have completed all the challenge mode I can say I had a chuckle when I read the Devs notes on thing they plan on updating. Challengers being one them lol.

I agree wholeheartedly. Doesn't make much sense to play a game like this if you don't actually enjoy or want to play the game. But....more money for the devs means more updates and a possible sequel.

Oh right!! I have to go back and find the challenges I did not find. I did not find them to be that hard. I find it a bit funny people struggled with them that much.

Not that most them are hard most them pretty easy. But some them don't function properly in what you have to do and how you have do it.

One of them being where you have to kill enemy in side this small circle field and most the enemy disengage the player out side the field and on top that Lute can kill enemy out side the field and she can't be controlled. There also one where the floor is lava mode and the platforms drop too regularly so it hard to build momentum and you have to deal with your barrier and flying projectile coming at you. There another one where you have kill multiple enemy at the same time and that pretty hard to do in general specially when the enemy LOVE to fan out and or float around the room.
VDCrimson eredeti hozzászólása:
Gailardia eredeti hozzászólása:

I agree wholeheartedly. Doesn't make much sense to play a game like this if you don't actually enjoy or want to play the game. But....more money for the devs means more updates and a possible sequel.

Oh right!! I have to go back and find the challenges I did not find. I did not find them to be that hard. I find it a bit funny people struggled with them that much.

Not that most them are hard most them pretty easy. But some them don't function properly in what you have to do and how you have do it.

One of them being where you have to kill enemy in side this small circle field and most the enemy disengage the player out side the field and on top that Lute can kill enemy out side the field and she can't be controlled. There also one where the floor is lava mode and the platforms drop too regularly so it hard to build momentum and you have to deal with your barrier and flying projectile coming at you. There another one where you have kill multiple enemy at the same time and that pretty hard to do in general specially when the enemy LOVE to fan out and or float around the room.

Yup, I did both of those already. The one with the circle I did not find particularly too hard. I never had a problem with Lute in any challenge BUT I noticed that if Lute is being an issue, just don't finish your combos and try to get hit from time to time to keep unity low. I never did that though. It should work in theory.

The challenge with killing everything at once was a bit annoying for me. But only really the second stage of it. I had to get every enemy's life down low and then kill them right after the other. I got it on my third try I believe.
I did the field one by punching and hammer staggering enemy back in to the field and juggling them once they were there for the most part. After I noticed how blatantly most the enemy's would kite out the circle.

As for the multi kill one I basically just wing it got some muilty on the swarmers types with the whip and use a rapture finisher to get the rest. Some time it didn't work out but I got at some point.
How difficult did you guys find the abomination boss in the sewers, it was the first fight where i got game over'd more then once and it really felt like i was just doing something wrong the whole time and not understanding the game mechanics. It's so hard to keep track of what he's doing while watching whether or not your red field is about to set off those land mines, eventually had to change up my play style and just fight super passively and defensively to beat him. First part of the game where i was getting really frustrated with it.
< >
115/33 megjegyzés mutatása
Laponként: 1530 50