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On the other hand Fable arts are situational, but the ones that hit hard have super armor so landing them will get close to staggering the enemy / boss.
I had the same feeling during my first playthrough, where I focused on the fast attacks of the quickest weapons, as they seemed to be the only viable way to play for me. I was essentially spamming R1 with a rapier and later, an umbrella weapon.
However, now on my NG+5 run, I've really started to appreciate big weapons. It's so satisfying to find an opening and land the slowest, yet most powerful moves in the game, especially when bosses can deal insane damage.
What I don't like, though, is the boss amulet that gives extra damage based on the amount of Fable Art charge you have. I find it too powerful, and it discourages me from using Fable Arts.
Hmm, I've actually not really been focusing on dodging, just perfect guarding. I see what you mean since even a perfect guard on some of those heavy attacks knocks the wind out of you and therefore shortens your window for attacking. I'll try this next time
Some of the bigger normal mobs will get staggered or legit stunlocked by repeated charged attacks until either your stamina runs out or they get stunned and riposted for abnormal damage.
It´s all about timing and spacing imo but the opportunities are absolutely there and I love it.
Also keep in mind that after enemies got reposted and try to get up they are still vulnerable which is a prime opportunity for even the slowest charge attack for some free additional damage after a riposte. This always works since during a riposte your stamina will regenerate.
I haven´t really tried many fable arts but the ones I used all had hyperarmor which lets you ignore the stagger of any attack and since normal enemies will either flinch or even get stunned for a critical attack they´re insanely strong and will make some mini bosses trivial to kill.
Most Bosses will also flinch from it and I haven´t had a Boss stagger me out of a Fable Art so just let it rip lol.
Fable arts that cost more than 1 segment usually have hyperarmor which can also be improved with passives, you can not be knocked out of animation (at least most of the time).
And you can try relying on extended reach of some weapons. Check every weapon/handle moveset when you get them. In many cases Pino moves forward a lot with charged attacks, with proper spacing you can reliably catch enemies with damage while remaining out of their melee range during animation startup. Same goes for running attacks, many weapons/handles give you extra reach with animations alone.
Holy sword can be extended with its hande art and being heavy weapon it does a ton of poise/stagger damage to enemies with charged attacks. Booster glaive handle is another easy mode option, especialy with greatsword of fate and later bone cutter blades. BTW dont sleep on greatsword of fate just because its early game blade, it goes well with a lot of handles, among early options it has amazing reach with police baton handle on charged and running attacks.
There's certainly some charged attacks and Fable art attacks that aren't as safe in the same scenarios (e.g. Acidic Spear with it's charged and Fable attacks), also strategies will probably vary depending on boss (e.g. King of Puppets phase 2, ended up dodging and normal attacking more than perfect blocking and charged attacking). Ultimately it's just a matter of learning enemy attack patterns and knowing what will work in windows between attacks, like most Soulslike stuff.