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This game really needs a closer look at the gameplay/combat system - I consider myself about average in games (maybe a bit above) and this is simply not fun.
Edit: I beat him by hitting once and dodging backwards (double dodge unlocked) - I still think it was not fun and needs a re-work.
My favorite so far - out of stuff for your arm, so you spend like 3 seconds looking at it unable to do anything else. Reminds me of the goofy DS mage "duuh, why staff no cast spell? Let me shake it" one.
To OP - my thing is about the varied timing, and then some red moves are the same but a little longer. So sometimes my brain goes for the longer/shorter window and I mis-match the timing. The dummy is also normal-normal-normal-red, and so it is only good for so much compared to things like spinning attacks and faster combos.
Like why do I get staggered/interrupted by every single hit from every trash mob, yet a fully charged heavy from a big ass strength weapon doesn't even make them flinch?
Also the white healthbar mechanic is completely useless when you have such a small window of opportunity and have to land a charged heavy, which takes an eternity to wind up and leaves you completely defenseless in front of a spamming boss.
Sekiro is all about parrying attacks. But FROM did a perfect job there. The pace of the attack patterns feels right and although the game is very challenging, you feel there is a rhytm and if you get killed, most of the times it was your fault. In Lies of P you always have this feeling of unfairness because normal blocking is super punishing (you still receive a big amount of damage), and the parry window is extremely tight. This tightness combined with the delayed and unpredictable attacks makes the combat extremely unfair and frustrating. Add the fact that you have zero poise and every attack staggers you no matter how heavy your weapon is while the enemies have hyper armor...
The game is good (I would put it at the same level of The Surge 2), but obviously it has some notorious flaws that should be addressed.
This isn't true. You can easily stagger them each hit. It's only during their attack that they don't, but outside of it you can 100% stunlock them.
It makes no sense for a niggly twiggly frail mob to get hyperarmor and power through your charged heavy club attack because reasons. It makes combat annoying and take longer than I'd prefer.
I love this genre, but while playing the demo, I was just so fed when it comes to fighting enemies, especially larger ones.
To me, hyper armor can be both. Like the bigger enemies, they clearly do not flinch when you attack them even if they do not attack you.
I don't really mind if they get hyper armor during attacks though. Or else they'd be a huge cakewalk, they already are.
some enemies have way more hp than they should
most of the slow weapons are too slow to be fun to play with
If these 3 things get fixed it will be a 10/10 for me. For now It's like an 8