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100% agree. I despise this mechanic.
Whatever "skill issue lol" you wanna say, it's an annoying way to die when it feels like you're nowhere near a wall and the game doesn't let you attack. 99% of the time your weapon clips through walls just fine, then randomly chooses to annoy you with this.
Like, I'm getting this "Monke see enemy, monke bonk, monke wonder why no work" vibe from your posts. You have a lot of tools to work with. Use them to your advantage.
Right? It's amazing to me how someone could actually let this become a problem. I went and made a quick spear and boom, problem solved, lol
Good job leaving out the second paragraph, but since I need to remind again: the ricochet is annoying because it happens often when I feel there's no reason for it. Waist high banisters aren't really making me look at the situation and think "Oh boy, I better pull out my backup weapon now or lure this one generic dude back!". The rafters area right after is actually designed with several sniper enemies and one shield dude, which is a clear stage design to make me use my tools to work around it, be it throwables or luring the shield dude out. The banisters around one enemy randomly bouncing my weapon isn't intended game design, it's goofy jank. The enemy still died just fine without me running back to base to reset all my levels and stats and weapon assembly to work around the terrible obstacle of a banister so I cleverly work around this totally intentional stage hazard. It's just annoying af when once again the flow of the game got interrupted by what I consider pure jank since the bouncing off walls is mad inconsistent. Most of the time it's not an issue. Anytime it does happen I'm just wondering "but why tho" when it does happen, because it feels outright stupid at times that the player swing has to start so wide to the side that it causes this. Especially when the stages are often extremely claustrophobic indoors buildings.
I'm getting this "Monke defend game blindly, monke certain game do no wrong ever, monke convinced all jank is gud design and skill issue if find annoying"-vibe from your posts.
You and the six other people in the world might wanna just try another game, then.
That's at least four ways you can kill him with a minimal effort. Really not as big of a deal as you make it out to be.
That would be a you problem, no? You know it's a "Soulslike", you know it has the same "ricochet" thingy as any other game in this sub-genre. At this point, your brain should automatically react to tiny spaces like that and go "Alright, can I get some clear uninterrupted hits off with my currently equipped weapon?", and if there's as much as a speck of a doubt, you switch to something else.
From what I noticed, "Large Blunt" and "Greatsword"-type weapons are pretty much guaranteed to bounce off unless their hitbox is only grazing the obstacle, "Sword"-type weapons go through obstacles no problem unless you hit a specific spot, and stabbing weapons are guaranteed to bounce off if you aim your hit directly at the wall.
It's not much and definetely needs some testing to gather more data, but it's already something you can take into account and use in appropriate situations.
Quite funny how my response made you throw a bunch of baseless assumptions. Do I think the game is perfect and doesn't have any issues whatsoever? Nope, never said that. Do I think you blow things out of proportion, however? Yep.
If such a tiny thing infuriates you, as you said in your OP, I shudder to think what an actual serious issue would do to your poor nervous system.
You bounce more if an enemy is near you.
Seriously, you can fight walls and lanterns all day, and 95% of the time, you slash right through this stuff.
But as soon as you are in combat, you start to bounce constantly.
This is straight up a-hole design.
The devs of "Nioh" noticed that only morons would put this nonsense into their games, so they straight up removed it in "Nioh 2".
Did you know what happens in "Nioh 1"?
Even enemies (human sized) bounce off of walls, so it's a tiny bit more fair.
Of course, for the cases where this isn't the situation you are correct. Ex. use a stabbing attack such as Holy Sword of the Arc or a dagger with shorter range that stabs or is less likely to swing too wide and ricochet. There are some other weapons like Electric Coil which (due to poor tuning/balance) have virtually 99% chance of not ricochetting unlike most weapons making an already strong weapon even more viable.
There are some legions that work too, but this solution varies on build, progress, what you have equipped at that given moment, and the enemy as legions are not always ideal in all situations.
This has been my biggest issue when pinned by 2 or more enemies into a corner/debris, especially with the frequency of charging attacks or certain enemies that will jump 2-3 and even 5... 6... or 7 times in a row very fast in short succession and you can't readily gauge your surroundings or random ass debris to avoid getting caught with the current camera system in those cases.
I think the three incidents that burned me most on this topic were...
- The structure that had like 8 people in it (3 or 4 were pitchfork users) and pinned me into a corner on some debris while the rest threw explosive elemental items.
- The one lobster building where I got charged and range poked into the space between piano and stairs and the weapon I had which had more range kept ricochetting in that space while they physically blocked me from exiting and wombo combo'd me to death.
- Lastly, discovering that some weapons like the Electric Coil have virtually no ricochet (it is so tiny it is almost impossible to do even on purpose) which suggests the entire system was just poorly handled or not even considered perhaps at all...
Honestly, it was just unnecessary especially for the number of tight areas while giving enemies regularly fairly good reach (even many melee enemies...). It makes the game feel sloppy, unresponsive, annoying at times... especially when many similar games don't have such issues and even this game, within itself, is not consistent.