Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yet, somehow, you still complain about the mildest delays on attacks
And being able to change their trajectory mid-air and following your dodge is also breaking physical laws.
Jokes aside , I don't see why the topic in question is a problem at all. In the end it's still just a choreographed attack, and you'll eventually learn that you shouldn't try to parry everything lol
I'll take an exemple : The first boss in Nier automata. During the intro, Engel will raise his arms very high before lowering them to crush you. This attack is a one shot from full life in hard difficulty mode, It's also unavoidable asside from perfect dodge. Now, it make sense because it's visually slow, and hit the ground at a visually expected time.
Now imagine the same :
> Engel raise his arms very slowly, then hold high for 3 seconds, and it hit the ground less than 0.1s later, leading to a Oneshot.
> Worse, Engel raise his arms slowly, then lower it at a constant speed. But 1 meter above the ground, he stops midway for the duration of a dodge animation, then hit the ground immediately after and still Onsehot you.
This is what I call delayed attacks, and this is why it's bad, because it makes no sense. Unless you know exactly at what point you need to push the button or get lucky, there is no way to dodge. It's a cheap way to add 'difficulty' that isn't real
Nah, it mostly started with Sekiro & then went nuts with Elden Ring. The Deamon, Dark, and Bloodborn games all had predictable Attack cycles that were fast and aggressive.
I agree, Fox. I still enjoyed the game despite that, and I can see why they made weird ass necros and doll-like bladers have weird patterns, even if I don't find them particularly fun. The genre turning into a game of "memorize these weird unintuitive attack patterns" is the death of it, but it feels right at home for this game because it's not a series that had satisfying medieval knight combat for a decade. Like, I can't be mad at a fire katana-wielding hunter of bladers hanging in mid-air for a second before delivering a roundhouse kick