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On defensive moves in general though, they've all got their place. Block/Counter are much better than clashing against an attack you know you can't win, because every clash gives more damage to the enemy. My only issue is just that Sinners get only one of the three actions.
But as long as a skill has been "used", it doesn't require one-sided attacks. I've had poor N.Corp Faust get countered after clashing with Eerie Eyes and get turned to mincemeat.
I hope you are sending the details over to them via email though, they never read the Steam forums or the Subreddit. Gotta send them an email directly.
And make counters be able to ignore being staggered, and that way counters can have use to be able to ignore being staggered for taking the hit and keep fighting.
because as it stands, going full offensive to gain passive abilities and ego spamming resources is just way better then trying to play defensively in nearly all scenarios outside of some gimmicky solo fights.
This are my finding:
-Speed of the enemy is right to left, with right the highes and lef the slowest.
this is similar to normal battles, and is in part how skills activates.
-HOWEVER, they do in GROUPS, each group being of a diferent par.
So they go by BODY PART, from right (fastest) to left(slowest)
-AND, inside a group they go from LEFT TO RIGHT.
So, if you want to use dodge BEFORE ANYTHING target the left most skill, IF you have higher speed than the fastes enemy skills, Otherwise said skills will hit you first.
in draws your SINNER go first. (not super sure, as every time i test it does so,yet havent test enough)
TLDR:
Skills are grouped by body part.
Take each body part as its own enemy.
From each group the action are taken Left most skill to right most.
if 2 body parts Draw, is the "fastes" (the group more on the right) wich go first.
For example Fish wilth all 3 speed, yuou will see as:
(slap1)(slap2)(slap3)(STRONG slap)(CANON)(Tail1)(Tail2)
action order will be:
(Tail1)>(Tail2)>(CANON)>(STRONG slap)>(slap1)>(slap2)>(slap3)
this will be in ALL defensive skills, as your own speed will change this order
Otherwise, the effort and such is greatly appreciated here. We indeed lost some autonomy with defensive skills once the they were revamped more or less. Also feel like 'Guard' skills should have a much higher base strength to help stack them up to what 'Counter' & 'Evade' can be used for. They shouldn't have as much of a wide range on their coin flip discrepancy considering the the comparative action it is. Considering you still take on 'Hit' effects, hopefully they can consider this when next looking at the current iteration of of defensive skills.
Also, I don't fully understand the 'Counter' UI issue, are you talking about damage typing for them?
The Counter UI issue is indeed related to their damage type
good ♥♥♥♥ boss. I still hold my statement that this should needs to be more clear in the UI but at least its not proven to be inconsistent, it has rules that it adheres to that just need to be displayed better
Or at least not for block and evade. They are perfectly fine as they are now. (I don't mind if they get buffed regardless)
Counter probably need a revamp as it cost action economy for no chance to damage reduction and no guaranteed minor damage toward the attacker. But this is more easily solvable if they reduce the number of stagger from counter characters so they don't seem like they have a worse option for nothing.
As I already said on another thread about defensive skills, they aren't the problem. The problem is currently is way better to mitigate damage by winning clashes. Adding more effect to block and evade will not solve this issue. Block and evade will be more appealing when they are more enemies that are hard to clash against. I will just wait when they add more that kind of enemies in the game.
They are situation in the RR where you can make block and dodge shine even if they are too few:
- Dodge against the unclashable and cannot be redirected attack of KQE.
- Dodge or block against the Inquisitor to not eat the counterattack
- Block my form empties first turn after you killed his allies to have +40% extra damages in the followed turns.
In the current event you can make dodge shine by dodging the on hit spawn chicken and I also used it to dodge most of hit from the 4 coin attack to mitigate damage as I had no way to win or redirect it. This is the best event to make dodge character shine but people are too small brain/lazy to make use of it.
Defensive skills and EGOs still use up the skill they convert if they get used.
I always figured it was basically a 'neutral + sin' category of damage done to the target based on the Sin it produced.