Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Combos still nearly impossible?
I've hundreds of hours in KCD1. Enjoyed it. Also enjoyed the fighting. But I have never been able to pull off a combo attack. Even during training with Bernard I just flailed the sword around until I accidently made a combo.

I should add that I play on PC. I've heard it's easier with a controller.

I'm now having the same problem. During my training with Tomcat it took me 15 minutes to get a correct combo. The first strike is always correct, the second mostly, the third almost never.

Anyone having more luck?
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lol. lmao even.
bylandt11 a écrit :
I've hundreds of hours in KCD1. Enjoyed it. Also enjoyed the fighting. But I have never been able to pull off a combo attack. Even during training with Bernard I just flailed the sword around until I accidently made a combo.

I should add that I play on PC. I've heard it's easier with a controller.

I'm now having the same problem. During my training with Tomcat it took me 15 minutes to get a correct combo. The first strike is always correct, the second mostly, the third almost never.

Anyone having more luck?


BAD BOY a écrit :
Combos are a lot easier than in the first game.
i find it harder
it is easier, you must learn to not rely on the UI - for some reason KCD2's UI is completely botched packed to the brim with bugs and glitches.

Ask for training rounds with any NPC and build muscle memory - after that take into consideration you cannot perform any combo if the enemy master-strikes, performs riposte or dodges in the middle of it. Since KCD1 they are great opportunity strikes and never were "bread & butter" for melee, as it should be. What makes it silly's that performing masterstrikes was always much easier making combos even more situational. - they were always best used in a more realistic way in terms of real world martial arts... KCD2 has Masterstrikes dealing much less damage than combos (in KCD1 masterstrikes were 1 hit kill), while mater strikes a simple timed single button press. Imo the change already took care of making it a improvement over the old game, but it is still too rewarding for too little effort.

The correct way for MS to be portrayed would be to have very small windows where you must make the correct input during the animation, otherwise it fails. That would be a bit nightmarish to implement within any games because it would have to account for several "failure" animations & a few extra "partial success" ones.
I strongly believe they attempted doing just that due to how the "choke" minigame works, we can safely assume it was intended for combat too, and once they saw the testing results with reasonable amounts of animations & input, they probably realized it would make for awful gameplay or too much legwork to make it look decent.

I'll explain: I was a master in Judo & Jiu-Jitsu, but this rule applies to any and all types of martial arts universally (I also practiced Boxing, Tae Kwon Do and Karate Do), any extremely advanced technique that can work like a "melee checkmate" requires one of 2 principles: your opponent must be clueless as to what you are doing (impossible with same level opponents), or your opponent must be tired-out prior to attempting the technique - In Judo several of those are referred as "sacrifice strike / technique" - where you expose yourself into an extremely dangerous opening whilst if performed perfectly and the opponent fails to counter-act, it's always an instantaneous "Ipon" - I won a few tournaments using these techniques but the rule of thumb was to always either distract the opponent (cannot be done in a video-game) or tiring your opponent out, before attempting. Attempting out of contextual advantage you are far too exposed for either strangling techniques or "falling alone" granting your opponent the score while you gain nothing.

Transport this logic into KCD, what you have to do is lower the opponent's stamina enough for them to not be able to counter the sequence.
Dernière modification de stmpunk; 14 févr. à 8h26
i too find combo's obsolete compared to charge strike feints, clinches and master strikes. they did improve those greatly tho but a combo needing atleast 3 strike is a particular order to not be blocked feels a bit too much up to chance.
Definitly considering that if i hit 2 strikes i no longer need a combo to finish of my opponent.
I think it would be better of instead of 3 scripted strikes you need atleast 2 strikes to just hit and then your 3th 4th or 5th (depending on how strong you want it to be) strike would have to be from a scripted position and given a little more time to execute.
I think it would also make it more engaging rather then opening my combo menu and regardless of what my opponent does trying to strike from s few set possitions i can use tact to finish of a strike sequence depending on what my oponnent is doing.
Combos aren’t impossible. You just need to strike where the enemy isn’t guarding. If they show a left stance go right or from below.

Read their body. It takes getting used to.
Dernière modification de Luey Hewis; 14 févr. à 8h42
FroG a écrit :
i too find combo's obsolete compared to charge strike feints, clinches and master strikes. they did improve those greatly tho but a combo needing atleast 3 strike is a particular order to not be blocked feels a bit too much up to chance.
Definitly considering that if i hit 2 strikes i no longer need a combo to finish of my opponent.
I think it would be better of instead of 3 scripted strikes you need atleast 2 strikes to just hit and then your 3th 4th or 5th (depending on how strong you want it to be) strike would have to be from a scripted position and given a little more time to execute.
I think it would also make it more engaging rather then opening my combo menu and regardless of what my opponent does trying to strike from s few set possitions i can use tact to finish of a strike sequence depending on what my oponnent is doing.
there are only 2 ways around this that they could've adopted, one would make it too easy (use only natural sequences for combo openers only changing the finishing strike), the other would be to increase the amount of directional attacks by turning it into an octagon...
Both would have massive complaint, the latter would require the game to force raw mouse input and controller users would throw a fit...

The reality is that they've done what was possible in their view, imo all other techniques should be harder so combos were more naturally used. In KCD one I deem it was better because we had ways of unlocking combos ourselves and each would have a utility effect to boot...

Tbf, and giving my most sincere impressions on it, KCD2 was a dumbdown with major improvements patched in - this means the game's core mechanics are inferior while major core mechanics were fixed at the same time - making it blurred to player's perception if this game is better or worse than the OG. They removed a significant portion of player control over actions / input, they simplified the combat far too much while making significant QoL improvements on it. - On a Narrative meets Meta realm, KCD2 makes absolutely zero sense, Henry simply suffers amnesia and forgets everything, even how to talk, knowledge acquired in the first game, lore acquired, techniques learnt (most noticeably fighting combos, masterstrikes, how to pick locks, how to butcher animals, etc). In my book the reset + significant changes on combat mechanics makes KCD1 completely irrelevant / redundant, even from a story PoV, the entire arch from KCD1 was simply discarded... That makes me not want this game by itself, topping that with retconning one of the most memorable "bro-mances" in video-gaming history, simply kills it...

What's keeping this game successful's gamer's thirst alone, what I mean by that is an effect that has been plaguing the industry for the past decade regarding RPGs.... KCD1 was flawed, but objectively better than KCD2 on several aspects, though it wouldn't holdup if pitched against 2000s style RPGs were still a reality. The same goes for TW3 which is much closer to vanilla / bland RPG-leaning games from the 2000s such as Zelda, while failing to recreate the levels of complexity, customization & mechanic intertwining the old ones had... This effect was mostly caused by Developers (the businesses) firing and/or failing to retain talent for the early 2010s - late 2010s where talent started retiring, the entire industry went to sh*t on depth & complexity. Meanwhile the technology got several major booms leading to extremely top quality graphical engines, which in turn made ppl start to forget that games aren't animated paintings. Overtime they also forgot, for the most part, that superior Game Design existed... Once gamers started realizing the problem, developers & publishers started shoehorning remakes that had inherent silent depth & complexity dumbdowns, most remakes have sneakily removed several mechanics and turned the respective games into hollow shells of what they used to be. That because if these game's mechanics were kept intact, nobody would want the new stuff because the new stuff is inferior, allowing a direct comparison by giving these old games new engines without messing with the games would make it very blatant to everyone the massive drop in creative quality within the entire industry, specially for triple A franchises & developers.

To top all of that off, the best sources of inspiration for quality RPGs with depth and complexity, the PnP table top RPGs, started being filled with incompetent people, activists, etc. Which in turn made newer revisions of said PnP RPGs into oversimplified complete garbage, and worst than that, it was done out of egomania from the youngsters who took the real talent's places. Modern D&D, Modern World of Darkness, two of the best PnP games in history, are a shell of their former selves. There are 2 major suspicions for this effect, one being ESG score adherence from these companies, the other being DEI hiring utterly incapable people to do creative jobs (which would explain the egomania on pushing needless changes). Hence where a significant portion of hatred towards woke culture came from (mind you that this has happened with many game developers in the past 15 years, not 5, not 2, not 10). And there you have it... All in all, KCD2 does quench part of that thirst, but it is not, objectively speaking, a gem. Worst part is that it might end up being the best RPG of the decade, if not game... It's like the world lowered it's standards from 10/10 to 6/10 7/10 and celebrate as if good, but not exceptional games were as exceptional as older counter-parts used to be.
Dernière modification de stmpunk; 14 févr. à 11h41
This game is truly trying my patience. NPC's can be beggars but still have skill level of a master in terms of dishing out strikes. The ONLY difference I find in difficulty from NPC's is their armor is ALL that matters. I'm currently working on the Wedding Crashers quest and have to duel with 3 of the wedding guests. I have not seen a more difficult scenario to an otherwise easy side mission. WTF.
They are easy as hell now, wth are you talking about?
They are possible. I'm pulling them of once in a while.

I love the game, have started yesterday, put 15 house in. Loved the first too. I'm not OP yet but I'm not struggling. Maybe 1 VS 5 is a struggle.

But this has got to be the worst combat system in any game ever made. And that is fine. The rest is great. But this system has no potential. As bad as it gets.

Luckily, I discovered a great techbique: wait for an opening and just spam the ♥♥♥♥ out of attack. If the enemy starts to riposte retreat and retry. If not, you can take down the foe in 1/10 the time vs using this ♥♥♥♥♥♥ combat system.

Opening + spam! Victory!
Trying to pull off combos with a mouse feels like absolute ♥♥♥♥, especially since the game automatically moves your sword position after attacks. The combat was clearly designed for a controller where you have continuous input.

For example, trying to do two left attacks in a row feels terrible because when you attack from the left, the game is constantly trying to move your sword to the right so you have to keep moving the mouse to the left to counteract the game. If you stop moving the mouse to the left enough to counteract, the game will "win" and move your sword to the right thus ruining your combo.
king_of_jamaica a écrit :
Trying to pull off combos with a mouse feels like absolute ♥♥♥♥, especially since the game automatically moves your sword position after attacks. The combat was clearly designed for a controller where you have continuous input.

For example, trying to do two left attacks in a row feels terrible because when you attack from the left, the game is constantly trying to move your sword to the right so you have to keep moving the mouse to the left to counteract the game. If you stop moving the mouse to the left enough to counteract, the game will "win" and move your sword to the right thus ruining your combo.

No, you are just bad. I do it without issue.
bylandt11 a écrit :
I've hundreds of hours in KCD1. Enjoyed it. Also enjoyed the fighting. But I have never been able to pull off a combo attack. Even during training with Bernard I just flailed the sword around until I accidently made a combo.

I should add that I play on PC. I've heard it's easier with a controller.

I'm now having the same problem. During my training with Tomcat it took me 15 minutes to get a correct combo. The first strike is always correct, the second mostly, the third almost never.

Anyone having more luck?
Yeah, it's a bit easier with controller. Had my problem with Tomcat too, as you need to do the hits in quick succession. Personally, I don't like the fights in KDC at all. Luckily you can overcome the enemies with counters, potions and better gear easily. On top of that I cheat with max stamina, no weight, hunger and no energy drop. The game allows you to cheat and mod to your liking.

Later on with more combos learned, it's more likely to pull one off randomly :)

I prefer fast paced button action as in Ghost of Tsushima. 7It's more precise, allows risk vs reward and doesn't feel that clumsy.
It's strange to me that people have difficulty with blocking of all things. I don't remember exactly how it was in 1, but in 2 you just hold a button. Now that I think about it... I think there is delay or something like that. I remember it not feeling good when I tried it. Anyway, the reason why I don't remember and why I'm not complaining is because I never resort to blocking, I either parry, or dodge. Animations are too smooth and slow and you have a green indicator on top of that so parrying is child's play. Except on a weird occasion where you DON'T get the indicator and an attack becomes unparryable for some reason.

The combos... yeah, they're problematic. Since 1 I had a problem that enemies are either too weak to live to the end of a combo, or just interrupt every attempt. In 2, however, I did notice that it's somewhat easier to squeeze in a combo. I don't think I ever managed to pull off a 4-hit one. Either they parry or it just doesn't work for some reason (finicky timing window maybe).
Someone mentioned stamina. It would be easier if we had a bar for that. As it stands - I can't even be sure if enemy stamina is even a thing. For what I know - in 2 enemies have infinite stamina, but I'm not certain.
Peace Keeper a écrit :
This game is truly trying my patience. NPC's can be beggars but still have skill level of a master in terms of dishing out strikes. The ONLY difference I find in difficulty from NPC's is their armor is ALL that matters. I'm currently working on the Wedding Crashers quest and have to duel with 3 of the wedding guests. I have not seen a more difficult scenario to an otherwise easy side mission. WTF.
Pug Gaming a écrit :
They are easy as hell now, wth are you talking about?
he has a point, peasants, beggars, drunkards, sacks of potatoes, every single NPC since KCD1 has access to master strikes & combos - how? That's anybody's guess, but they have knowledge of masters even though they should be complete morons. What makes them easy is the fact they use crap gear. Give a top tier weapon to 5 peasants, and you're going to have a truly remarkable challenge - which makes no sense.

Pug Gaming a écrit :
king_of_jamaica a écrit :
Trying to pull off combos with a mouse feels like absolute ♥♥♥♥, especially since the game automatically moves your sword position after attacks. The combat was clearly designed for a controller where you have continuous input.

For example, trying to do two left attacks in a row feels terrible because when you attack from the left, the game is constantly trying to move your sword to the right so you have to keep moving the mouse to the left to counteract the game. If you stop moving the mouse to the left enough to counteract, the game will "win" and move your sword to the right thus ruining your combo.

No, you are just bad. I do it without issue.
Please, gives 2h of uncut footage of your gameplay to show us how much of a virtual badass you are, otherwise:
https://www.youtube.com/watch?v=sLJ1QjyZERg

Roywin a écrit :
It's strange to me that people have difficulty with blocking of all things. I don't remember exactly how it was in 1, but in 2 you just hold a button. Now that I think about it... I think there is delay or something like that. I remember it not feeling good when I tried it. Anyway, the reason why I don't remember and why I'm not complaining is because I never resort to blocking, I either parry, or dodge. Animations are too smooth and slow and you have a green indicator on top of that so parrying is child's play. Except on a weird occasion where you DON'T get the indicator and an attack becomes unparryable for some reason.

The combos... yeah, they're problematic. Since 1 I had a problem that enemies are either too weak to live to the end of a combo, or just interrupt every attempt. In 2, however, I did notice that it's somewhat easier to squeeze in a combo. I don't think I ever managed to pull off a 4-hit one. Either they parry or it just doesn't work for some reason (finicky timing window maybe).
Someone mentioned stamina. It would be easier if we had a bar for that. As it stands - I can't even be sure if enemy stamina is even a thing. For what I know - in 2 enemies have infinite stamina, but I'm not certain.
Yes, there's a delay, but that's not the important part - the important part is the following:
Back in KCD it was possible to "turtle shell" by holding defense up and doing master strikes when opportune - in KCD2 master strikes were removed from everything but swords and use an entirely different input (attack instead of combined def+attack)
On top of that NPCs seem to go for combos way more frequently and literally any NPC does it (peasant, village moron, shepherd, dancer, cripple, infirmary wounded soldier, literally everyone) - that means that if you are turtling you are going to get hard comboed non-stop.
Than comes the punishment for missing perfect blocks, which leave you completely open (100%) thing of which didn't really happen in KCD1 when using shields (which makes sense)
That's the sum of what makes shield play not only unrealistic, but borderline useless in KCD2. - It's also why so many ppl are having a hard-time with combat - less skilled and lower reflexes players have been deprived of any viable option for combat, which's a pretty dumb change from KCD1 to KCD2....

I've already beaten me challenge of wiping out Kutternberg naked with a 1h sword, so I ain't talking without property nor am I talking from an emotional perspective, I can do exceptionally well in the combat, but I still prefer the first game's approach, it was significantly superior, and it's annoying that they've instead of fixing the flaws in it, they decided to change it so drastically...

PS: A realistic approch to shields would be to make them unlock master strikes for other weapons - that's in fact how shields were mostly used throughout history - a secondary WEAPON (not armor) that was meant for deflecting & countering most of the time, but also used for strikes and attacks... As they are in the current "meta", shields are pointless unless you want to wear zero armor and doesn't know how to dodge.

PS2: My mistake, there were no master strikes for other weapons, but ripostes would work most of the time.
Dernière modification de stmpunk; 10 mars à 13h45
You can solo clear entire camps, there's nothing hard about this game
Dernière modification de ༺𝓽𝓸𝓶𝓶𝔂༻; 10 mars à 14h36
You can solo clear entire camps, there's nothing hard about this game
well, that's a pretty poor take and worthless reply tbf, like most here...

tell you what, the game will never be hard because the scaling of stat, skill & equipment is far too gigantic, meanwhile most of the NPCs do not pack top quality gear. That's the only reason why it's easy, enemies are wearing crap gear at all times save for very few exceptions, armor was also made much less efficient in comparison to KCD1, meaning that even armored enemies, if not packing T3 gear are cheese to any high damage weapons.

If they shuffle the NPC gear a bit the deficiency on this game's Virtual Intelligence (VI - programming type used for game's "AI" as laymen call it) would show and it would show HARD, to a point the game could potentially become unplayable.

These quirks don't affect a lot of players, but affect others who suffer from varying degrees of deficiency (ADHD, Dislexia, sight deficiencies, amputees, etc), less invested players, and, on top of it all, makes the game less fun... It should be fixed, regardless of your disregard towards others.

You can easily assess this by picking a gigantic fight against guards, any fighting against 5+ guards will have you on your toes, as long as you aren't min-maxed. Min-maxed it'd take a couple more to start becoming a challenging scenario, mind that any mistakes if you don't have enough dmg mitigation active during the fight, means instant death by stunlock unless you are using the broken OP perks such as "die hard".
Dernière modification de stmpunk; 10 mars à 18h54
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Posté le 5 févr. à 4h16
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