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But what about the roll delay? If you watch the video I posted in the thread, or try it yourself in-game, you'll notice the issue. The Longsword's roll has an approximately 0.1-second delay, while other weapons don't suffer from this—their rolls are instant. Notice how both the Iai Slash and the roll are tied to the RT and A buttons (on an Xbox controller)? This is precisely why I suspect the Longsword's delay stems from the overly long input buffer window for these button combinations, which erroneously activates when it shouldn't. I'm using translation software to communicate, so I'm unsure if my points are conveyed accurately, but I hope my explanation makes sense
If you really want to fix your favourite chuuni daikatana of nippon steel folded 10000 times... there are mods for exactly that on the Nexus. It doesn't need to be patched though because it isn't broken. Most weapons are the same way as regards laggy moves.
I liked how a certain other game handled the problem of conflicting inputs; say you have a held input but also a tap input occupying the same button. You might expect this to cause the tap input to be slightly less responsive, since until you lift the input the game doesn’t know you want the tap version of the attack yet, but it does something very clever: there is a short window of time at the start of the charged move where releasing input causes you to perform the uncharged move at the frame that it should’ve been if you had never equipped the charge attack. Essentially, the game takes the responsibility of resolving the input conflict (skipping some startup fairly) instead of making it the player’s responsibility (hefty input delay). Surely something similar could be done with what I can only assume are Fade Slash and Special Sheathe conflicts?
for all of its rough edges, there is so much I appreciate about Nioh 2’s combat system
But knowing our luck, YOUR weapon will be patched and mine will be nerfed in future patches.... because that is what usually happens.
And FYI I won't investigate Longsword further because I don't like Longsword.
I favour Bow, HBG, LBG, IG, GS, CB and SA in that order. Half the weapons is enough for me. Last time I cared to bother with LS was MHGU.
Actually have no idea what are you describing :D
But i will try to guess )
I take it that you have a repeated RT+A command that prevents you from pressing RT to execute iai Spirit Slash?
And I watched your video, yeah with rolling theres a problem, but you used a keyboard, so i dunno, i never played MH game with a keboard and mouse.
Also regarding Xbox controller... I have one (XboxOne) and its terrible, RT buttons has very long travel distance before it connects, so input divice is also an important thing.
Iam using Playstation 4 controler, Dualshock 4, and the problem i feel with trhe Long Sword is that i kinda want Speacial Sheathe to be faster. Coz Magala almost always gets me in that animation.
**
I tried it again, if i time my R2 input correctly, when the sword clikcs in into the sheath, then the iai Spirit Slash goes out instantly.
That video was uploaded by another content creator, primarily to demonstrate the latency issue. I’ve personally tested this in-game using controllers, and the results are identical. I used an Xbox Elite Series 2 controller (with trigger locks to eliminate input lag from trigger actuation distance), an NS Pro controller, and a DualSense via wired connection. I can conclusively confirm this has nothing to do with input devices. You can refer to the comment by the user named Plumber earlier in the thread — his points align exactly with what I’m explaining here.
Lol i have him blocked.
But I read what he says. It must be something on another level of perception, because I don't have that problem. All I can do is wish you good luck and that the developers pay attention to it.
https://www.bilibili.com/opus/1048337758197645336?spm_id_from=333.1387.0.0
I recorded a short video and performed frame-by-frame analysis in editing software to visually demonstrate my point. The first two images focus on the overhead slash (executed by pressing Y on the controller/Triangle on PlayStation while sheathed). I captured the exact frame where the controller button is pressed (indicated by the Y button lighting up, signaling input) and the frame where the move registers in the training area (note the move list below the health bar — its appearance confirms signal processing completion). The timestamps in the bottom-left corner show 11.06 and 11.16 respectively, a 10-frame gap. Since the video is recorded at 30 FPS, this translates to ~0.3 seconds of raw footage. However, I reviewed this at 0.1x playback speed, meaning the actual input delay for the overhead slash is 0.03 seconds (30ms), which feels perfectly responsive and smooth.
The latter two images analyze the Iai Slash. Similarly, these frames represent button press (RT lighting up at 32.11) and move activation (33.21). The 30-frame gap equals 1 second in raw footage, translating to 0.1 seconds (100ms) of real-world delay — a clearly unacceptable latency issue.
As demonstrated by the comparisons above, the Iai Slash suffers from three times the latency of standard moves, confirming this is a signal processing issue rather than intentional gameplay design. Crucially, this experiment can be replicated on any player’s setup.You mentioned not experiencing the issue — perhaps you haven’t noticed it or have adapted exceptionally well as a seasoned player
Happy hunting!
Well I don't even know, I don't feel any lag if I press the button at the right moment.
If I press it correctly, the sword is drawn instantly.
There could be a lot of factors, maybe if I had a $10,000 computer, I'd see a delay lol
So back to the moment when you have to press the button to draw the sword from the sheath is animated by a blue flash.
https://steamcommunity.com/sharedfiles/filedetails/?id=3451960226
But as I said my problem is that Special Sheathe could be faster.
So if there is a delay, I don't see it, or it just doesn't bother me.
It all comes down to individual perception, I guess.
But if the delay on a technical level is really present, then either it must be there and it is done on purpose, and if it is a bug, then of course it must be fixed.
He shows it affecting Overhead Slash at 2m04s. It's important to point out that it's commonly the unsheathed or tapped versions of the moves. Draw attacks or Spirit Charge do not seem to be affected, likely because they are excluded from whatever Fade Slash or Special Sheathe buffering antics are afoot, but there's no good explanation for whatever is going on with evades or ISS.
ls can flop over limp~