Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
*enemy dodges follow up melee attack from anything but laser lance anyways*
Even MT get in on that action. Bad enough bosses generally share the fromsoft tradition of constantly running away like a baby.
"Oh boy, finally a long range FCS!... Oh right that doesn't matter because shots deflect at any range beyond spitting distance even with a linear rifle when an enemy runs away crying again"
But hey, sometimes there is variety to that. Sometimes they get a second health bar.
Stagger is not the crime. Stagger not being worth a damn, probably because somebody whined filling a stagger meter in sekiro is overpowered because it lets you kill things, is the crime.
This is also partly why I don't like the bosses, as they all really come down to a DPS/Stagger race so that you don't give them a chance to go full crackhead on you. Not using staggering weaponry severely gimps survivability, as the best way to not take damage is to not die.
Even then two bosses cheat with their stagger, Balteus and the Final Boss, where they can get their shields back mid stagger for no reason. Beyond that the stagger system is weirdly opaque where a boss can have near full stagger but then just lose half of it for no explainable reason within a second.
You can cheat stagger too with pulse shield.
Weapons have impact (short term stagger) and cumulative impact (long term stagger). So if you stop hitting them with impact weapons IE machineguns, handguns, etc then it will clear fast. If you use missiles/explosions to stagger then it will stick for long.
1 - You have to plan care fully when stagger boss, because by the time the boss being stagger, if all your weapon are cooldown, you miss the chance to do massive damage to the boss. It's not mindlessly.
2 - Filling the bar is not mindlessly also. You have to learn how to agressively fill the staggerbar as fast as possible without getting kill - and it call skill
3 - bosses have many opening when you in the right possition when they attack you, either behind, above, beneath them. Just try to figured it out.
That's the thing though, I know how the system works, but that somehow makes it feel worse to actually interact with. The best way to not get hit by a boss attacking is to just chain staggers and keep at it, one of the best staggering weapons, the miniguns, don't even need to care about saving their ammo for stagger because they do so much on their own.
Basically I saved my shoulder weapons for stagger crit damage, because they were chunky and then used mini-guns to smack the stagger on the enemy. This is likely what the OP means by mindless, the fact that there isn't much thought in beyond just getting the stagger down, which the combat suffers for by inflating boss hp.
Because of this mechanic, sustained fire weapons are weaker compared to high impact burst damage because if you don't stagger something during that initial window, your stagger build up is going to be offset by the loss of the previous attacks wearing out.
In the end, the game is all about mashing as much attacks out as possible. Aside from using something like the flamethrower, the majority of your damage will come from the boss being staggered. The difference is that Energy weapons stagger slower but do more damage during a stagger window while Kinetic/Explosives just stagger more often which makes it safer to avoid damage. Hit and run and letting your enemy recover their stagger (or using the flamethrowers only) makes the fights practically unplayable because the mechanic is so baked into fight balancing, yet somehow fails to consider stagger oneshots.
Im not saying that the damage when the enemy isnt staggered should be GREATER than if they were staggered. What im saying is that the gap between the both should be reduced. For example if the current damage is " 1 " and staggered is " 3 ", make normal damage be 1.5, and staggered damage 2.
"Man I stole the sea spider's lunch money even though they are a game journalist baby that wants to stay flying even with a full stagger meter. what a poorly designed idiot boss that does not feel rewarding no matter what your tactics are."
"YOU JUST CAN'T HANDLE DEEP GAMEPLAY! UNINSTALL IF CANT BEAT SPIDUR!"
Pick laz0rs
That is all
I assume that, if its a global multiplier (or a bunch of different multiplies per weapon type) for all enemies it should be easy to mod, just reduce the increase, then go around increasing the stat of every weapon by a set proportion
The shoulder lasers are actually quite good at staggering since on tank treads you can fire both multiple times for 1k stagger per volley up to 3 before an overheat. IDK why you wouldn't want to stagger a boss. It interrupts their more powerful attacks and is basically required on your first run through as you won't have the mobility in certain builds (i.e tank) to actually dodge some of the attacks reliably.