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
Like its fine for boss fights, but for AC vs AC encounters its not really fun to do or deal with. It also makes it so that some weapons feel kind of worthless because they don't do much impact damage or direct hit damage.
I mean, to be honest a reason AC stagger is doing SOMETHING right is "You can still deal true health damage without stagger, technically". Instead of awkwardly having to chase them down to finish the job with a canned fatality.
Sometimes it works great in sekiro. Other times it is "oooooh. okay. I beat centipede idiot by not giving a ♥♥♥♥ about timing and just mashing the button. wow, trying to give a ♥♥♥♥ about depth like wearing down vitality to make staggering easier was for suckers."
even letdown chip damage is in AC6, is still a damage type that can finish the job without "one last stagger please, or ♥♥♥♥ off"
even if you can parry, you still have to deal with lunges, ranged attacks, feints, etc.
additionally the timing necessary for each enemy type was wildly different.
not saying one is better than the other, just saying my Sekiro journey definitely did not end at learning to parry.
Hell, every builds can stagger fine, as long as you can continuously do damage.
I don't think it costs me 120 hours to beat Sekiro.
But anyway, if you can parry, you can destroy bosses in Sekiro in MINUTES, just like in this game.
Imagine if this is like Souls boss where they don't stagger nor pose, and you just have to dodge and wait for opening.
Would that be funnier?
Energy and explosives master-race.
Would have actually resulted in playing aggressively being high risk high reward as opposed to the current state where once you're repeatedly staggering the boss, the game flips around into low risk higher reward.
And you can attack regularly in this game, attacking regularly is how you build up the stagger in the first place, so it's kind of moot point.
Oh no, the game say "hey, actually be aggressive" and you don't get completely stomped by bosses like Balteus where the playstlye you've been crawling through fights with falls apart when there's no cover.
Most arguments against stagger are just "waaaa a mechanic that looks slightly souls-ish, get it out!" or "but I want to play more boring!", and somehow I don't see a problem with the most boring play styles possible being mechanically unrewarding to push people to actually enjoy the game.
And this is exactly why it's a souls-like game, and not an AC game. Old AC games were hard on their own naturally without it being forced as a game scripted mechanics or gimmicks. There wasn't a need for boss interaction. They were giant war machines of terror being piloted by regular troops or pilots, in a similar manner Ace Combat's bosses are. Ace combat and armored core was similar in this form. They were soldiers and regular pilots, some pilots being better than others. Armored core has a super scifi setting to it, and gives opportunity for some crazy weapons and lore, but imagine if ace combat had a stagger build bar for jets.
The variety of enemies, volume of enemy fire, annoying jets, helicopters, artillery, how much armor you brought, how good you're paying attention to radar for incoming missiles, staying mobile, or even using cover to rest your generator and cool down radiator. It was face paced and tactical at the same time. You felt like a mercenary making scraps to buy new stuff.
I notice doing no damage at all when whittling down a boss AC's health and I'm hitting him with 20-30 missiles that makes contact. But the one thing that the system doesn't check is how much damage a single hit is doing, hence the piledriver can outright bypass this.
I use a standard single hit slower attack and a bigger chunk of stagger occurs, but hitting the boss 50 times in a second with my piles of rockets/missiles doesn't.
Bosses in DS1-3 cannot be staggered, only regular enemies.
Its implementation in Sekiro is also widely different (filled HP bar via parry = death enemy).
Here's it's closer to something like DMC3 or God Hand.
https://www.youtube.com/watch?v=SG3i28oZauE&t=220s