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If you think this games clunky I think there's what's called "Copium" flowing through your veins. It doesn't *have* to be buttery smooth, but calling it clunky at all, play Monster Hunter or something. That's clunky. If you don't button mash, the combats actually smooth. You just need finger discipline like if you were playing a fighting game.
What it doesn't have is twitch based combat like DMC.
This game successfully requires you to plan each button press and account for animation delay and how you will respond to every enemy attack.
The more "button mashing" you do, the more likely you are to get animation locked and smacked for it.
Again I beat this game 100% with no button mashing whatsoever... You claim is just 100% wrong...
Now you are welcome to your opinion, and you clearly don't like that this game has no input delay and lots of animation locks...
That doesn't however make it "clunky" or "not-smooth" from an objective standpoint.
Souls games are slow and animation lock you constantly, so to compensate for that they include an input queue. Games like the most recent GoW are extremely fast paced and allow you to cancel into pretty much everything; from stances to active defense, resulting in crazy and amazing dynamic combos.
Wukong doesn't do either thing right.
https://steamcommunity.com/profiles/76561198052384126/stats/2358720/achievements/
Also again this is your PERSONAL subjective opinion... You are welcome to it, but don't try to pass it off as fact, because that would be objectively wrong.
Just because you don't like the fact that you cannot button mash your way to victory (or you will get punished) does NOT make this game "not-smooth" or "clunky."
The things I'm saying are basically the mechanical fundamentals of making good action combat. Stellar Blade is an example of an action RPG from a newer studio that did most of this right. Koreans know how to do action combat.
This game has GREAT action combat, DMC has great action combat, Most soulslikes have great action combat...
Just because this game does it differently, does not make it objectively inferior... You simply don't like the way it does it, you subjectively believe it is "worse."
You are WELCOME to that opinion, but the things you are saying are NOT facts, do not try to pass them off as such.
I haven't been punished enough by the game yet aside from stubbornly fighting the wandering wight. For reference, I'm\still on ch 4. I've been running spell seal and thrust stance almost exclusively since ch 3..
Bad habits? Sure.
Maybe the true ending boss will make me learn attack patterns, but so far I'm playing like I play sekiro. Sloppily until I have to hone in.
(I'm more trying to add to the point that adding more combos like Devil May Cry or God of War could have gone a long way in snazzing the combat up.)
Animation locking you while not offering an input queue is bad design; it just results in the game losing inputs. Losing inputs is bad; it's the reason why much more seasoned developers include an input queue when there's a lot of animation lock. Not having the input queue isn't a "different" approach, it's a mistake.
It's also factually bad design to have a dynamic parry mechanic that doesn't animation cancel. It's also a fact that the lack of canceling removes ANY potential this game had to let you combo stances and attacks, which is a pointless restriction to place on gameplay. It makes this game less than the other games in it's genre.
I won't deny that, because this game doesn't let you cancel out of anything, your options are more limited then if it did.
However I absolutely do not agree that animation lock without input queue somehow equates to bad design.
This game plays incredibly smoothly and is not clunky at all...
The parry mechanic they have is meant to be TIMED and planned around how the boss is behaving, it's not meant to be an automatic success. This forces you to do more then button mash, and actually plan around your animation locks.
Finally, look at this video, and please explain to me how it is anything but clunky or not-smooth: Also note that he makes use of stance switching to optimally counter nearly every attack the boss makes.
https://www.youtube.com/watch?v=zMZrLHef0Ic
The ONLY thing I will give you that is actually objective, is not having the ability to cancel at any time, reduces your combo potential.
The rest of your claims are PURELY subjective...
And the game definitely loses inputs, and it's because there's animation lock and no queue. It doesn't make the game unplayable but it's still factually bad design.
So you have to plan around NOT being in a flurry to counterflow efficiently. Every other part of the light combo will let you easily go into counterflow with basically no delay.
This is intentional and meant to make you plan around the long delay of the flurry attack. Let's also not forget that the final part of the light combo will stagger nearly every boss in the game (NEARLY) which you can then immediately counterflow from.
It does NOT equate to bad game design