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Bir çeviri sorunu bildirin
In all the bosses after the patch work like the video.
Example:
https://www.youtube.com/watch?v=J1SjWm2InQM
https://www.youtube.com/watch?v=b4smoT9wRv0
That being said... I do think the timing for perfect blocks in this game is awkward. Well, at least for me. Enemies have a weird delay at the end of many of their moves that cause me to press either too early or a bit too late. It's not like that timing can't be learned, but... I just think it's kinda awkward. I'm near the end of the game and I still haven't ♥♥♥♥♥♥ used to it. I do suppose that it is possible to react to it, but my reaction speed is kinda meh so I have to predict (was the same for Sekiro even though I could perfectly parry many of the hardest bosses' attacks).
That's because many attacks take more than 60 frames of start up, they're deliberately awkward rhythms. The Fury Attack stomp from Fallen Archbishop Andreas' first hit occurs on frame 96. The Parade Puppet big slam occurs on frame 116, just under 2 seconds.
You can't cancel your attack into a guard unless you, say, use a Fable Art I believe, still testing stuff. But when we're going into weird frame counts like nearly 1.5 seconds, and this is not including frame perfect, perfect guards... yeah, that's awkward timing to say the least. And it's on purpose. And the problem isn't "user error" or "learning it", it's that those are sucker punch timings/wind ups and are deliberately awkward for a reason.
Nah, you want standardized timings? How about you figure out where you're allowed to use the move properly lol, git gud. You don't want anyone else to have quality of life, why should anyone feel bad that you can't use your move properly? You better find where that parry works, little buddy, ol' "The real risk reward." Stop being a baby and quit to title screen + Reload that Victor fight.
"-you can't use your move properly?"
HAHA seriously? a 6 frames windows parry and i use bad?
ok, show me how you parried enemy with that skill, please.
Yeah, you can't. You're saying there's no issue with parrying/Perfect Guard, so I'm holding you to your personal standard you're butting into this thread about. You better keep digging and figure out when it works then, I'm sure you haven't expended every possible resource, because it's only worth changing when you're the one who's inconvenienced. User error, didn't test every possible point or string. Didn't use it against a Fury Attack only. Using the move wrong. Not accepting it'll only do one hit because that'd be unfair to the boss or enemy.
User error.
i wait for how to use, show me please, a video if is possible.
I'm getting farther and farther into the game, and more and more enemies feel like they are trying to force you into blocking by constantly attacking in tons of multi-hit combos, but they literally refuse to relent. The player needs time to attack at some point or the game is freaking boring. I'm having difficulty dealing with the stupid Illusion boss.
Very possible even with the heaviest weapons. Just need to know your openings. Also, if you want, you can carry a secondary dagger for the fast charge. Just takes a little more capacity to stay at your weight class if you want to go that route.
You can make a greatsword nearly as fast as a longsword without breaking the game. Fighting by attacking every few minutes after dodging or blocking several flurries of attacks only to do mediocre damage on a poke isn't fun.
I like to pull out large weapons like the living puppet axe to test fighting strats, and the timing needs to be so perfect for fast enemies, I might as well just hook a coil on a knife handle and go.
All things are doable, but that doesn't mean it's well balanced.
The fact the game does this, it makes the boxing dummy really funny because its Fury Attack hits on frame 65. Which means that it doesn't even attempt to "train" you in any meaningful capacity. That's at least 30 frames/half a second slower, and an overt piece of evidence that the game just wants to be difficult in an extremely asinine way.
If believe that action games are just a call and response rhythm game, this is a proof of concept that all that is is a formula for a game that will be convoluted and largely unenjoyable for most of its duration. I don't care if this gets parsed over, I'm gonna say the fact that the two posters above me are suggesting that you be able to do something other than guard is kind of proof that mandatory parrying with perfect timing points while the difference between those Fury Attacks and normal attacks isn't that significant to begin with, that's just a design that's begging for variation, because ultimately you're doing a ton of things that don't matter and then you get the jump scare.
Perfect Guards with this kind of rhythm? Let's say that's not a homogenized idea, or that this rhythm game ♥♥♥♥♥♥♥♥ is a very amateur way of seeing the action game genre... it's telling that the developers had to reduce the HP for most bosses because most people aren't Ongbal. It's absurd. No amount of buffs that don't address "mandatory parry with awful timing" is really going to meaningfully address how this is going to feel like a chore.
From the start of the red glow to the point of "Perfect Guard", the tutorial Fury Attack Parry takes about 1.35 seconds. 95 frames. Note that bosses can begin the wind up of an attack and then glow red in the middle of this animation, which is used to fake out the player and add time atop this lengthy rhythm.
I'd say that Fuoso is probably where I really began to feel like this game just needed to stop doing this and it never does because it's fundamentally how the game works. The problem isn't in the block, it's in the fight design. It sucks.
I'll be honest, I had a hard time following what your point is here. That the game doesn't make fury attacks intuitive and rhythmic to basic attack patterns? I think that's what you're arguing for. If you took any type of martial arts, self defense, or fencing classes, a good instructor will tell you to be unpredictable. Now, obviously, we didn't have "fury" attacks, but having change-ups, feints, and a diverse set up approaches was needed to be a decent contender in such fields.
Perhaps there's a different point on frames, maybe it has to do with refresh rates, but I'm sorry, I just didn't follow after reading it a few times. Also, I'm now going through the game with an umbrella that has very small guard % and still relying on perfect guard to get through these bosses. I'm dying a lot but it's a ton of fun