STAR WARS Jedi: Survivor™

STAR WARS Jedi: Survivor™

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Fractured History/Oggdo PSA:
You know the literally impossible to dodge lunge attack he uses every 5 seconds? Yeah you're supposed to jump to avoid that one.

Not my video, just putting it out there in the hopes of saving a monitor or two from getting a fist punched through it.

https://youtu.be/tKp1BaU6kL4
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Εμφάνιση 1-9 από 9 σχόλια
Isnt that cheesing it though? It still requires skill, but thats not how I imagine a grand master to fight.

I think this fight is all about memorization and timing, and its meant to be difficult. I finished this, but on an easier difficulty and got hurt ofc since the tongue attack mid attack animation is basically impossible to avoid. The only way I could beat it is by attacking once and then reacting, or reacting then attacking only once. But that is not my style. I like to brute force it and do it as fast as possible within my skill limits. Hence using all my stims as well.

Personally would prefer to be able to dodge or block mid attack animation. I think it would allow for more control but also make the difficulty make more sense while the game feeling fluid. Having to resort to these tactics of kiting is mostly due to how we are stuck in our attack animations.
Τελευταία επεξεργασία από ⓖⓡⓔⓔⓝ ⓑⓡⓐⓘⓝ; 6 Μαϊ 2023, 3:00
Αναρτήθηκε αρχικά από ⓖⓡⓔⓔⓝ ⓑⓡⓐⓘⓝ:
Isnt that cheesing it though? It still requires skill, but thats not how I imagine a grand master to fight.

I think this fight is all about memorization and timing, and its meant to be difficult. I finished this, but on an easier difficulty and got hurt ofc since the tongue attack mid attack animation is basically impossible to avoid. The only way I could beat it is by attacking once and then reacting, or reacting then attacking only once. But that is not my style. I like to brute force it and do it as fast as possible within my skill limits. Hence using all my stims as well.

Personally would prefer to be able to dodge or block mid attack animation. I think it would allow for more control but also make the difficulty make more sense while the game feeling fluid. Having to resort to these tactics of kiting is mostly due to how we are stuck in our attack animations.

The only way to avoid that long lunge attack is to jump. It's literally impossible to avoid it any other way. Trust me, I just spent 3 hours on this fight and still didn't get it. As for memorization, the enemies have a tell that shows what attack is coming but beyond that, their attacks patterns are random. The problem I'm having is they get into this kind of sync where I can't exploit any openings at all, not even one swing. One will attack, I avoid/parry it but then the other one just immediately hits me with a power attack. I'm also probably trying to beat it too early in the game but still, it's less of a "hard" fight and more of a get lucky and pray that the RNG gods aren't on some ♥♥♥♥♥♥♥♥. I HATED fighting the big monsters in the first game and I hate it in this one too. The lock on camera is so ♥♥♥♥♥♥♥ clunky, it gets me killed far more than it actually helps me land hits. I don't mind a hard fight I prefer it actually but Fractured History is just some straight up ♥♥♥♥♥♥♥♥.
Αναρτήθηκε αρχικά από ⓖⓡⓔⓔⓝ ⓑⓡⓐⓘⓝ:
Personally would prefer to be able to dodge or block mid attack animation. I think it would allow for more control but also make the difficulty make more sense while the game feeling fluid. Having to resort to these tactics of kiting is mostly due to how we are stuck in our attack animations.

The funny thing about Dual Sabers specifically is that nearly all of the attacks have recovery cancel windows during which you can dodge, jump, or parry. This is called "Cancelling" and is very, very useful in these encounters in particular.
Made them with cross/blaster, grandmaster. Similar to video, but a bit more aggressive. Still had to kite at least until the 1st one is dead and hit only after frog doing it's fast bite attack + hit them with range attacks, then the second one might be killed face to face like np.
And ye, jumping to dodge long lunge attack is not only working, but makes this attack as one of the easiest to dodge.

The hardest thing during this ♥♥♥♥♥♥♥ memories was how small arena is and how MC struggles every time he dodges near arena borders. Collision there is sux as ♥♥♥♥, very hard to kite those overfast enemies normally. :er_sad:

Ah, and don't know if this will work on them, but fully upgraded force slam (ctrl+hold space) might help alot. Very OP.
Τελευταία επεξεργασία από Damonex; 6 Μαϊ 2023, 6:59
it took me like 3 attempts to figure that out... was it really that frustrating for people? i noticed pretty quickly into this game theres a few enemies that the RED attacks dont always mean dodge now it can mean you have to jump it. im kind of fan of that now since the first game didnt really utilise out double jump ability in combat it was more of a platforming tool, so much so that enemies attacks would track you in the first game while double jumping resulting in unlucky glitchy hits that wasnt deserved. but yes if youre struggling with a dodge in this game its a good rule of thumb to attempt a double jump or single jump instead just in case. just thing of red attacks as dodge or jump attack now.
Yeah it feels counter intuitive to souls-like games but this game actually does have movesets and encourages jumping (you've even got the jedi jump animations and double jump), which is reminiscent of the older Jedi Knight games.

It's not cheesing, it's intentional and part of the game, but many of us have got it locked into memory that a dedicated dodge/frame avoiding button is all we should be pressing alongside a block.
The jumping is nothing like the Jedi knight games lol... you jump way higher in those then here.
Αναρτήθηκε αρχικά από LazyAmerican:
The jumping is nothing like the Jedi knight games lol... you jump way higher in those then here.
I'm not talking about the height but the animations and that jumping is Jedi Knight's dodge. The jump to hold while you awkwardly float part of Jedi Knight when maxed can stay where it was honestly.
It's not even the mechanics that are making this difficult. I can dodge/parry their attacks but their behavior is so ♥♥♥♥♥♥♥♥♥ inconsistent. No matter which one I start damaging first, the other one will constantly be blocking it. Doesn't matter which one I damage or what direction I move. I'll run right up in their face to bait a power attack and they won't ♥♥♥♥♥♥♥ do one, then when they do, 90% of the time I get blocked in and then they chain 40 ♥♥♥♥♥♥♥ power attacks one after the other. They just get in this cycle where I can't single one out, they just stay right up each others asses so I can't exploit any opening after they attack.
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Εμφάνιση 1-9 από 9 σχόλια
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Ημ/νία ανάρτησης: 6 Μαϊ 2023, 2:47
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