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Повідомити про проблему з перекладом
It can also transform into a polearm basically, which has a lot of range. And switching back and forth seems to heat up the sword and then that causes fire damage? It's just insanely broken.
But also, that's because this isn't a Bloodborne-like, it's a Sekiro-like -- and that means you need to perfect parry basically every attack, and big swords are better for this because they have like 80% physical absorb if you mess up.
So you're surprised a boss weapon absolutely wrecks in a souls like game? It should be expected, but other weapons in the same category (Heavy.) do not have those strengths, but have plenty of weaknesses. Despite the game having interchangable parts for a TON of variation and build ideas, you normally end up settling on what works, vs what is fun. I have a saw blade+explosive mining handle weapon that hits a very long range for 500 normal, 700 charged heavy, staggers in 3 hits, but has the weakness of having no poise and a horrible handle skill. Why do I use it? Because it is fun, but it is VASTLY underpowered to a speedy rapier in terms of mobility/survivability and damage per second. Rapier doesn't stagger as quickly however.
I've found that most of my damage in the game comes in the form of stagger->fatal attacks. It'll probably matter how you allocate your P-organs (or whatever they're called), but you can pump up the relative strengths of your weapon quite a bit to where I don't think a single-handled weapon can do nearly as much damage, amortized, in the same large chunk of time (though yes, they should be able to do burst-y damage quickly given their nature).
So almost all bosses in this game are really just about getting perfect parries, because that is adding to their stagger gauge in the background. Then you pull out a charged R2 on your heavy and that'll be all she wrote, especially if you've saved up some attacks to add to a knocked down opponent.
If you're unable to perfect parry in this game, however, you're going to have a bad time nomatter what kind of weapon you're using. Hence why I'd reiterate that this is very much a Sekiro-like game and not, like say, Bloodborne (despite how it looks). That will be I think the single largest point of contention over this game when it officially releases, because it obviously looks very much like it's trying to be the standard Souls-like formula, rather than the rythem-based combat of Sekiro. It is what it is.
It's so early I have yet to try a lot of the weapons, but I do go back to using my rapier sword on normal enemies, switching to my 2-hander when I'm in a boss fight or need heavy block absorption.
You say dodging does nothing at all, yet I have been spamming it just like I would have when playing BB and it isn't the god mode evade that managed to go from BB to Elden Ring, but it isn't worthless either as I have even managed to dodge "undodgable" attacks by stepping backwards 2/3 times.
Additionally - you say spec into usability; you talking the park tree? Because one literally lets you double-dodge and, while it only works at >50% weight cap, it certainly helps against the wombo combos since you can dodge left/right then diagonally in another direction to step around the normal mobs, or time it right to dodge two fast back-to-back hits.
The stagger is also basically the BB gun parry's, just don't need ammo this time; but the schtick is "setup your enemy for damage". If you Perf Block 2/3 hits, you are usually good to get some damage in.
Weapon-wise, I haven't messed with it too much yet. Just like BB, I found the "Tonitritus"/(elec weapon near the start), and am likely going to use that almost entirely for run 1. Added it to a two-hand handle though and it didn't exactly seem too worth initially though - so sure, this may be right. To be fair though - aside from the Scythe, Kirkhammer in BB was pretty slow. Holy Sword of Moonlight was too - but ♥♥♥♥♥♥♥♥ was it the best rendition by far (whoever came up with the transformation anim needs a raise).
Honestly - this does feel close; not sure how people can say they are not that similar. Hell - the fire guy for instance just reminded me of a slower fire version of Blood Starved Beast. Also - I totally cheesed Hunters; guy with the cannon - spam-kick him off the roof. DLC guy with the Blast Hammer? Backstab him a bunch since he needs a sec to pick the hammer back up. Father Gascoign? music box, back-stab, music box, back-stab, then just gun parry beast form and visceral attack until he dies.
Though - so far nothing compared to Maria/Child of Kos levels of frustrating, so that's something. I would say it's like a 45% similarity; the initial ambiance of Krat looks like Yharnam, and there is a forest segment in both.
Though 0/10 - Cat won't let me give pats
EDIT : Hell - they even copied BBs "talk with the person in the window and help them out" side-quest. Was a kid both times. BB you help get a locket for this kid and you get the first special Blood Gem, here kid is about to die and misses Murphy, so you "reunite" them and he gives you something not as special
You can definitely see the heavy influences for sure, and sometimes borderline straight rips. And strength builds are still very viable, you just have to accept that more often than not, the 1h variety is going to be the best way to use it, which is sad because I loved the idea of the giant friggin' wrench weapon. Very Steampunky/Torchlight 2-y.
And most of my complaints can easily be addressed in future patches, though given these are the same people who made Bless Online/Bless Unleashed, I don't expect this game to get regular balance updates. I think launch version is basically gonna be what we get. But other things that I mentioned, like the mobs turning on a dime mid attack, or having ridiculous 100-0 combo strings, or how getting hit has a stagger recovery that's so slow that the moment you get hit, in a lot of cases you just get bodied. Like one enemy that looks like a giant walking forge with a shovel, that thing if it slaps you on the ground, it WILL kill you because it takes so long for you to regain control of your character after getting knocked down, but you're still entirely vulnerable to incoming damage, and it's attack speed is quick enough where your character will be halfway through getting up and it'll slap you back down and it'll keep doing it until you die and there's nothing you can do. It also only does it if your health is at like 25%-30% after getting knocked down like some legitimate execution move. Like wtf?
Edit:
I think the sweet spot for enemy combos should be 3 attacks. 4 if you want a boss to be particularly sweaty. I'm not exaggerating when I say that a lot of mobs in the game have 5-7 hit combo strings. And against the tougher enemies when they start doing that, I just say screw it and run past them because even with a high damage stat value and an appropriately leveled weapon, I still just don't do enough damage to it to really justify the use of my healing items.
Likewise, shortcuts get longer and longer as the game progresses. At first shortcuts take about 10 or so minutes to open up from the start of a level, but as the game progresses it starts to be like there's the beginning zone bonfire, and then the shortcut right before the boss of the area, which after taking like 30 minutes to clear a level and not having the shortcut unlocked only to die right before it really encourages the "Welp I'm just gonna run past everything for now on because that was dumb AF.".
Also - yeah, the shortcuts are lengthier over time, but I note that is the case for a number of souls likes. e.g. Another one I plaid not too long ago "Hellpoint" is similar (which for the later ones even adds a little additional platforming to get to/back from). First area has "Rifts" (bonfire/stargazer) every couple of minutes and an unnecessary short-cut or two, and later they get very far with ladders you gotta hop at or whatever. Would honestly attribute this to devs just implying "you got this far and know what you are doing, so you don't need as much assistance". And usually these games spawn you exactly where you quit when you load your game, so not like you can't go to bed or something due to not being able to save.
Another thing ripped from BB is the "Rally" mechanic, or being able to fight back to regen a little chunk of health. BB kept it more generic "take damage - gain up to 15%" or whatever, while here you need to block to gain the white sliver. This is where I think it gets harder also as :
- No early good near infinite projectile akin to gun (maybe grapple hand)
and
- Rally is limited to blocked hits, which means heavies that are punished are doubly so risky.
Do appreciate the way they approached it as it is their unique flair on difficulty. Any game can copy making enemies stupid tough - NIOH for example has it's fair share of stupid enemies, but it's schtick is that you need to leverage everything you can to win (you are likely using some form of magic whether you want to or not just to compete). Hellpoint has a unique flair being that "Time" plays a big factor in some of the gameplay, and certain "times" mean more enemies (it's black hole cycles really). Here they took Sekiro and BB, and slapped them together with parry matters and the theme; though the normal enemies tend to be easier than DS, while the mini/main bosses are almost the same toughness (they move slower, but have those special attacks you are forced to parry).
An interesting comparison would probably be : Murphy/first major boss from this, Darkbeast Paarl in BB, and then the Nue or Lightning Gods of Yomi from NIOH 2. Same idea, lightning elemental damage and AoEs - while also crawling around on all 4s (except Yomi which just teleports a bunch).
Stopped reading not too long after that. I use dodging plenty in combination with perfect guard.
I dodge all the time too, doesn't change the fact that they designed the enemies around heavily punishing you for doing it. And let's be honest, that was the first sentence outside of the spoiler disclaimer. You stopped there because you can only read on a 3rd grade level. Let's not pretend it's because of some "hot take" that you don't agree with.
This is like saying Dark Souls 2 forward gets less "healing focused" because all enemies start to punish you for using Estus though.
Additionally - there is at least 1 perk to reduce damage while your dodging, so there is some support to it when also paired with double dodges.