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The only time heavy spam does something is when enemies try to duck or jump, and because physical heavy attacks have a large vertical component, it clips them.
So The trick is to not lock on to them run circles around around them while swiping.... preferably with a sword. Allowing you to get their backside/or side as they are not autofacing/blocking. Or you can swipe them with the Reaver, which they cant block. And if your Reaver is in danger of sapping your health or you're just plain low, just switch to the spectral realm.... and swipe like crazy. Then feed on there souls and return to the material realm after you're finished. This is about the only way to reliably damage enemies in the latter half of the game.
It doesn't really help to get past guards. They'll still reliably block you when performing standing light or heavy attacks.
At best, your moving around weakly poking your sword forward seems to require some distance to not immediately have the enemies input read you.
There was a way to stun lock almost any enemy in the game – claws: light attack, light attack, heavy attack, repeat. Landing any hit at some point meant death to the enemy. The trick was to try this combo and if it was blocked – dodge and immediately try again. It sometimes took a few tries but was a sure way to kill anything. I think only Sarafan swordsmen (and fire demons if you attacked them during their uninterruptible fire breath attack) could get out it. In this release unfortunately attacks tend to whiff at some point.
The best way is still to just use the Reaver and switch to claws if healing is necessary.
But the final "boss rush" does clearly show everything that is wrong with combat in this game. I still remember laughing when I read the description in the Dark Chronicle, which claimed that first two enemies "fell easily before the power of the Reaver". That’s not exactly what it looked like on my end :-).
Staying unlocked helps, but not because enemies are input reading you. Not exactly.
There's an angle where Raziel is NOT facing the enemy when you press the attack button, that your attack will NOT be blocked. You have to make him awkwardly face 10~ degrees to the left or right of the enemy you want to hit, and then turn Raziel INTO the enemy as the animation starts to clip them. You still have some facing control when an animation starts.
Locking on hurts you because you CANT do this.
This is also why you can "Run around and poke people" with a sword and it works. You're always slightly off angle when doing this.
Polearms that have the swinging animation do this even better because they have a wide reach and more forgiving angle.
Straight up, if physical swords had the Reaver's horizontal running slashes, this would be so much easier.
But yeah basically locking on locks you in to the angle they block at. That said they actually DO have a bad habit of input reading and auto blocking when locked on. I can't count how many times they blocked my attack from behind while locked on, in the remake. I lock-on strafe dash behind them... attack them from the rear, and BAM the moment the attack connects with their back they are facing me and blocking as if they were facing that direction from the start despite their model having just done a 180. I've also had instances (usually with the demons) where they will be facing away from me when they block... and it still counts as blocked, when locked on. This only happens when locked on though... as I can pretty much poke em in the back with impunity when not locked on. That's why I am fairly certain that at least SOME of the enemies ARE input reading... or at the very least 360 blocking, when locked on.
Also I've found that if I try to use the polearms to do non-locked on attacks tends to increase the likelihood of it getting blocked and punished... as they are slower... and the wider angle has a better chance of hitting the blocked angles... thus negating the attack entirely.
Let's not pretend any of the LoK games have anything resembling combat depth after the first playthrough.
The only reason we reasonably play these games is for the aesthetic, theme, and no small amount of nostalgiabait.
Even Defiance, at it's peak, was largely the same thing over and over with no incentive to change up your moveset. You kill things as quickly and effeciently as possible so as to not impact your constantly draining health.
As for why we play the games... it aint just nostalgia. You're overlooking the best part about the games... THE F*CKING INCREDIBLE WRITING! That's why Blood Omen 2 was considered the black sheep and "bad" game of the series despite being an alright game in its own right.
This is ALSO there was such a violently negative reaction in the fanbase towards the multplayer arena shooter spinoff Nosgoth. Had it been the multiplayer component of a larger narrative driven LoK title... it would have likely been loved. The concept (asymetrical Humans vs Vampires Arena Combat) wasn't without merit & was honestly inspired. But nope... S/E killed that to to make a non-narrative P2W Multiplayer Money Spinner from its corpse of an epic narrative driven franchise. Fans reacted SO negatively that it never made it out of alpha.
FUN FACT: I actually got banned from Nosgoth's Facebook page for proving the devs were lying out of their a$$es, deleting reviews, & banning people for voicing criticism while claiming to "want to foster open and honest discussion with the community". I called them out on it. They said i was lying. I posted pics of them threatening & banning longtime respected members of community for doing just that. And got banned myself. XD