Black Myth: Wukong

Black Myth: Wukong

Näytä tilastot:
Giganx 6.9.2024 klo 6.21
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Here's how to fix Wukongs combat
Figured I'd do Game Science a favor and give them some pointers on how to design action combat,

First, cloud step should be how the normal dodge works. It comes out immediately and lets you follow up immediately; no animation lock. Remove the decoy and invisibility and just make that the dodge.

Second, counterflow and tactical retreat should cancel your attack animations and come out immediately. They're obviously supposed to be used dynamically while attacking, so the fact that you can't cancel into them is baffling.

Third, switching stances should cancel animations. This would allow players to stance dance to create unique combos that are actually practical even in hectic fights. For a supposed "action" game the ability to combo is non-existent.

From there you can remove crutches like immobilize and monkey gank squad and Wukong will be a pretty damn good action game.
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Näytetään 76-88 / 88 kommentista
I think if you want to play resolute strike playstyle you just have to slow down your inputs a ton, focus on perfect dodges, and never really go into the third hit of your light attack combo chain. Something really clicked with me against last boss, I started just poking with 1-2 light attacks and either countering if possible, following up with skyfall if punishable, or disengaging and trying to perfect dodge back to neutral then repeating the process.

Full light attack combo is for big openings, and you should be saving your focus charges for resolute strike and skyfall with this playstyle.

You have to be way more deliberate and it definitely helps to just fully commit to spellbinder for this style of play. I went from hating the game's combat to thinking it is better than any from software game once it clicked. It's nice that from software finally has another studio pushing them. The concept of spellbinder is incredible and I hope from software takes inspiration with it. Elden ring would be amazing if it had the equivalent. Increased combat
power for sacrificing the ability to use spirit summons or magic based abilities.

I wish I had discovered spellbinder earlier(only got it shortly before erlang after already beating the game once) but it's kinda nice that it is far out of the way and difficult to access because it forces you to engage with the abilities in the game.

I need more time with the game still, but I think it's mostly an issue with expectations of how the playstyle should work. If you take more time and adjust your approach, counter playstyle seems to flow really well. It makes sense that you would have to play more patiently if you want to be engaging with the counter systems anyway.

This game better get GOTY.
bro no.... you cant cancel out of these because you need to think and plan what you are doing... its called skill...

Believe it or not, but this game is actually generous in this regard. They cancels where you can end an attack slightly earlier and shift to dodge, unless you are using a light attack finisher or heavy attack.
Well...

1st point is stupid,
2nd point I have no idea because I don't use these moves,
3rd point is actually a great idea, not the way you want it to be, but there definitely could have been some mixed combos by switching stances mid combo.
Yo i be BUTTON MASHING my dodge button all day and these devs think thats acceptable. hypocrisy.
sometimes like 20 times in a row then like 1 or 2 light attacks then back to BUTTON MASHING my dodge button "in tune to the rhythm" for 20 more attacks.
i have been playing the game for over 40 hours now, and i am stuck on this one boss for a bit of time and the one reason he is so hard is cause i can't dodge properly cause the game won't let me to animation cancel to dodge while i am attacking and the boss essentially can kill you in two or more hits, i have been able get through most other bosses using shadow clone and immobilise but this dude is too tough

i wanna be able to just dodge and attack and beat the guy, only if the dodge worked properly, i hope the devs give us the ability to animation cancel so the dodging works, i mean it seems like a must have for a game like this

and i don't get why i can't dodge while in the air, i mean the monkey has a size changing staff, cant he just extend it in the air to dodge by striking the ground or something
Let the enemy attack first, keep an eye out for delayed attacks in the middle of their combos, and counter them with a resolute strike/tactical retreat. It's like a unique parry mechanic and a lot of fun.
Viimeisin muokkaaja on Judgment_Kazzy; 6.9.2024 klo 13.22
phantom lähetti viestin:
i have been playing the game for over 40 hours now, and i am stuck on this one boss for a bit of time and the one reason he is so hard is cause i can't dodge properly cause the game won't let me to animation cancel to dodge while i am attacking and the boss essentially can kill you in two or more hits, i have been able get through most other bosses using shadow clone and immobilise but this dude is too tough

i wanna be able to just dodge and attack and beat the guy, only if the dodge worked properly, i hope the devs give us the ability to animation cancel so the dodging works, i mean it seems like a must have for a game like this

and i don't get why i can't dodge while in the air, i mean the monkey has a size changing staff, cant he just extend it in the air to dodge by striking the ground or something
Local man confused he can't smash attack without any consequences.
how many action combat games have you designed?
lol devs spend years designing and testing combat system and some nobody kid comes on steam forums to attempt to tell them what to do x)
Giganx lähetti viestin:
Figured I'd do Game Science a favor and give them some pointers on how to design action combat,

First, cloud step should be how the normal dodge works. It comes out immediately and lets you follow up immediately; no animation lock. Remove the decoy and invisibility and just make that the dodge.

Second, counterflow and tactical retreat should cancel your attack animations and come out immediately. They're obviously supposed to be used dynamically while attacking, so the fact that you can't cancel into them is baffling.

Third, switching stances should cancel animations. This would allow players to stance dance to create unique combos that are actually practical even in hectic fights. For a supposed "action" game the ability to combo is non-existent.

From there you can remove crutches like immobilize and monkey gank squad and Wukong will be a pretty damn good action game.

You refusing to stop spamming ♥♥♥♥ is entirely a you and a performance problem and not a game mechanics problem.
Sawayaka lähetti viestin:
They get away with it because its an action RPG, so the whole sticking you in a role you gotta play encompasses this point pretty well, nioh had stance dancing and lots of lore accurate items.
i mean the way they give you jingubang is pure lore anyways so they could've given wukong nun chucks or some claws, maybe even open palm kung fu for unarmed combat it really isn't outside the realm of possibilities. you also have to consider how much of the game is paid for by the ccp. so it makes sense why they focused on the lore without doing the whole netflix thing.
new games really make some of the older games look pretty good ngl. if you dont mind graphics too much.


Its not an action rpg it is an action game due to the character being pre defined in every way. The story, the character all pre defined. There is no character agency just an order of which you unlock things this does not make it an rpg it is an action game not an rpg. Otherwise god of war would be an rpg and so would call of duty.
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Lähetetty: 6.9.2024 klo 6.21
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