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
I've liked the big monsters like the arch dude and the swamp monster the most, most every other boss has felt like pure trudge. Sad that the swamp guy also turns into another shaky janky puppet doing instant swing rhythm game attacks for 2nd phase.
But yeah, you're not alone. If you use slower weapons you tend to do a lot of waiting, and if you ever get impatient for a charged R2 you end up eating it. You also tend to get punished a lot if you know say, 80% of the enemy's attacks, but not 100%, as many of their moves are deliberately designed to surprise and interrupt you.
"You thought I was resting after a big swing, but haha! This is where I shoulder charge you as part of my 4-attack combo after misdirecting your attention!" There's a lot of that.
Also, don't overly rely on perfect guards to succeed. They're not terrible, just don't get baited into thinking they're the only solution. In fact the only things you NEED to perfect guard are the unavoidable red attacks, which are few. It's my opinion perfect guards demand far too much effort for too little reward.
Sadly this was the final step of the progression of escalating Soulslike difficulty as the playerbase got better.
I absolutely hate the new meta of boss design to give everything (sometimes regular enemies even) extremely slow windup delayed attacks where they walk into the player holding their arms above their heads, then snap down instantly. It removes any hope of reactions from the game and forces you to play a memorization game. Ah, the first walk forward overhead is slightly delayed, the second one in the sequence takes twice as long. Gotcha game. I'll try to remember.
Makes me miss simplier times when Taurus Demon swung an axe from side to side and you could reaction roll to the left through it. Nowadays he'd hold it to his side for 2 seconds walking into you then snap it across the screen in 0.05 seconds, then probably delay a shoulder tackle after in case you tried to punish it.
I never found this meme to be correct. I never held the parry button. I've seen one gameplay where the person used parry grindstone and he was holding the L1 button. For perfect guard without grindstone you have to click click without holding. If you hold you get chip damage. Go try parrying Nameless or Laxasia and see if holding parries. I guess you are confused between parry(guard) and perfect guard(real parry which does not deplete health bar).
Ok now look, I love his videos but my gosh he is NOT the standard that 95% of players are going to be able to copy on that same level. Ongbal is in a class all his own.
The narrow parry window (8/60 frames vs. Sekiro 12/60) means that you need to be more precise than in Sekiro. Some enjoy grinding to attain that kind of accuracy, I've played with both 11 and 8 frames in Souls, and decided this game is not for me*. Full disclosure: I don't own the game, and have decided 2 hours would not be enough to get a fair impression of the combat, because it needs grinding fights to attain precision.
*using Spectres and throwables to me would be a totally different game.
It's not pathetic just because they disagree with you. You're allowed to voice your opinion, people are allowed to disagree. It's called a discussion. It's a different type of game than typical souls. It won't jibe with everyone, while others like me fell in love with the combat. No boss took me over an hour to beat pre-patch. I find the combat, perfect guards, and dodging all to be very rewarding.
Speedrunners are also a very bizarre metric for the game. Many games have their most popular category be any%. It's not because this game sucks, it's because it takes out the most random elements by limiting the gameplay. Not to mention there's fatigue and nerves when doing all bosses. I personally find this point very uncompelling.
Just like everything in life, there are genres and sub-genres. This may be one that doesn't suite you well while others honestly love this type of gameplay. Similarly, you may have a sub-genre like Sekiro that you love, where I simply enjoyed it but thought that the Dark Souls franchise was infinitely better.
In some weird way it makes the game both hard and easy at the same time. If that’s a good or a bad thing is up to you but it’s how the developers chose to execute it.
I would say Lies of P is probably equal to Sekiro in difficulty. Can't put it above because there's stats. In Sekiro YOU are forced to be better. It has gimmick items but on a blind playthrough and as a fresh player it was definitely a tough game.
Sekiro is a totally different game both games utilise parry but have different underlying game mechanics that causes parry to be implemented differently.