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Is mostly personal preference, I barely used Veredicto, if any, I found it slow, you cant parry with it, and his animation is bugged AF, the other sword is just a lesser version of the previous game sword.
I will definitely agree insofar as crouching enemies are concerned. I have a save-file where I started with the rapier, and those little stabbing enemies are ridiculously annoying.
if you learn the parry timing with those little enemies you can just insta kill them with the rapier, so good.
https://www.youtube.com/watch?v=4skAiMtlgAA
Standing and DPSing then yeah, the rapier wins out. But the problem is that taking damage dramatically cuts rapier DPS, and many of its best skills *also* cut its DPS, and in one case, it's not even an option. You have to choose to use attack+R1 or midair R1 which consume charges, but the dodge thrust always consumes one even if you would prefer it not to.
It makes me wish you could unlock those useless "upgrades" for the achievement and then revert them so that you aren't penalizing yourself.
>Standing and DPSing then yeah, the rapier wins out.
It's not just going to win out, it's going to WIN OUT. By twice, I guess. I can beat the final boss for 45 seconds with S&C, and at least 90-100 would take it with a sword.
>But the problem is that taking damage dramatically cuts rapier DPS
Only if you lose the last stack, yeah, but if you take damage with three of them, it's gonna decrease from 50 to 45, so it's not a big deal.
But regarding...
>and many of its best skills *also* cut its DPS, and in one case, it's not even an option.
These "best" skills I would recommend avoiding completely.) And if you want a dash-strike boost, you may have a good use for it. Maybe. And Silver Cross may have a good job finishing foes off. But most bottom-right sucks so bad, so there's literally no situation where it makes a profit. This one gonna make you weaker by a lot. Actually, the whole bottom line of skills is very questionable. And if the first 2 of them are fine, but the last 2 make me use these respective actions less than I did before acquiring them.
>it's not even an option.
It must be an option, IMO.
Contact damage was a mechanic introduced in the 8 bit era (maybe even earlier), and the only reason it exists, is because there physically weren't enough resources to have attack animations for all enemies, so hitting you on contact was all they could do.
This is no longer the case.
This hasn't been the case since the 16 bit era, to be honest.
Developers, please stop implementing this sh*tty system, literally every potential 10/10 platformer is at most a 9/10 because of this crap.
Unpopular opinion(?): at least until they implement difficulty settings (not a fan of this idea, to be honest), it may not be a bad thing to have easy, medium and hard weapons -- so to speak -- instead of all being perfectly tuned and balanced relative to each other.
You either change them to such a degree that gameplay is indistinguishable with them, or are stuck in an endless loop of balancing that never stops, because it doesn't matter how much you balance them, one of them WILL come out on top, and whatever made it better will be exploited, then it will be nerfed, then something else will come up on top, rinse and repeat.
I think it would have been better to not have three separate weapons instead, considering the system we had with Mea Culpa worked quite well to begin with. But that ship has sailed, obviously.
You could simply add the traversal qualities to Mea Culpa through shrines or other upgrades.