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Like that you can cancel the animation like you could do in games like god eater(dodge/roll cancel) and mh etc~
I initially tried to focus on melee, particularly big 2-handed weapons since I prefer greatswords and anything adjacent, but any amount of extended melee combat on the ground just felt off.
When I switched to using melee just to break parts or unload on a downed abductor everything felt better. I wish I could run around and swing my sword at everything, but it kinda feels like melee is more for utility than combat.
I found out about this in a loading screen tip, most of which I don't get to fully read because they disappear so quickly. It's nice that it's possible, but I wish it could be done with dodging. Using the thorn isn't as intuitive, I generally forget it can be done in the moment I'd need it (sometimes while instinctively trying to dodge instead). Feels a bit riskier than if I could just dodge in the left-stick's direction.
Probably missing some other useful info in those tips. I saw something about a combo or cancel that results in a quick-charge, which would be nice, but I didn't fully read it and it hasn't popped up again.
If I'm in a perfect position I'm not going to want to dodge or grapple away. But I'm moving to get out of a bad position. Maybe a perfect position that has unexpectedly become a bad position. That's what it's for, it's in the name. It doesn't get more intuitive.
Adding an additional step before being able to dodge, and having that step be a cursor-aimed grapple, is definitively less intuitive than just tapping dodge. If I don't have time to aim somewhere ideal, and instead must go where I'm aiming in that moment, them yeah, I might have have to follow it up with a dodge.
I'm not saying grappling doesn't work as a dodge. Just that when it comes to cancelling it of an attack, I don't have any choice since dodging won't do that, and I don't see any good reason dodge couldn't have been made an option. The current, and only, option, is less intuitive than just tapping dodge.
It doesn't always auto grapple, either, if you just swing and tap thorn, it'll hook to the ground and you can just start another charge attack.
I like Toukiden, God Eater, and Freedom wars but have hated every monster hunter i've played with a passion. Dragons Dogma is the only poorly made clunky/janky game out of all the ones that i've listed. I've not had any jank in God Eater.
While dashing if you press light attack you will flick the enemy with your sword then quickly jump back, if you press an attack button after this you will do a follow up where you lunge forward with the tip of your sword. Hitting with both parts of this 3 times should knock an abductor over but since you can delay the follow up/cancel it and the move itself gives you distance... this might be what you want to spam. Other than that it's just learning positioning.
I mostly use an aftershadow and a demascus knife so I can tell you with complete confidence that you can absolutely run around with a melee. It's guns that are weak as hell and only good for utility.
You're attacking the guy personally because you couldn't argue otherwise?
Instead of listing out the things makes God Eater 3 jank, you decided to stoop to the lowest level instead, classic.
Lets go through the list
- Bad tells on bosses that communicate nothing about the attack making avoiding damage more about memorization, which is made worse by the fact 90% of the roster is the same like 3 bosses re-skinned.
- no i-frames while locked in a taking damage animation making repeat unavoidable hits happen (this is possibly the worse design you could ever have)
- no impact, combat is unsatisfying and mindless spam which when combined with the bad boss tells makes it feel like you just brainlessly spam the boss (which you've fought 7 billion times already) to death while getting hit by random BS occasionally, and when you die its the game's own poor shallow design rather then being your fault
now GE specificaly:
The camera is possibly the worst lock on I have ever used in any game ever. Its single purpose is to make it harder to see, and when combined with GE3's US which is SOMEHOW worse then MH it means seeing is basically impossible.
GE and PSO2 are like, not good. But its fun in how messy it is. I'd never fault someone for enjoying it but saying its GOOD? Hell no.
Its fun for like a few hours at a time here and there and then you play something better
Define "Jank", because most people would consider games like Monster Hunter, Dark Souls, etc, those of slower, more methodical combat as "jank", especially coming off faster action games. In fact, plenty of people don't play, or can't enjoy games like Monster Hunter, Souls, etc simply BECAUSE Of how slow and methodical the game is.
If you think bosses in PSO2 have bad tells, you either aren't looking at the animations, or listening to sound cues, of which almost every attack from almost every boss has a clear tell. If you don't see or hear said tells, you're either button mashing, or you're simply blind/not paying attention.
If we want to talk about monsters having no tells, let's bring up Monster Hunter:
- Yian Kut Ku(Charge)
- Yian Garuga(Charge)
- Plesioth(tail spin) - It will always hit you unless you're ready to roll/block/hop
- Alatreon(claw swipe) - must anticipate it or not be mid-attack to dodge.
- Bulldrome(horn attack, short charge)
Etc.
All of these are old monsters, sure, and a vast majority of this is just "If it turns to look at you, roll or get hit", but "Turning to look at you" is not a cue. More recent monster hunters have gotten better about this, but there's still a few examples of attacks with poor tells
Except a ton of action games have this? Monster Hunter, Souls, PSO2, Toukiden, etc. High-commitment attacks have generally been a staple in a vast majority of action games, why single out PSO2? Are you button mashing? Are you spamming Over End(Cross Cut in Global) on sword like an idiot? Name an emergency quest boss, and I will tell you all of its attack signals.
- No impact, yeah, I can agree with that, there is hit stun, but staggering enemies is more of a DPS(or lack thereof) kind of issue, and some enemies are generally downright near-impossible to stagger.
- "Mindless spam", I see where your problem with "while locked in a taking damage animation" problem lies lol.
- Again, bad boss tells are only because you aren't paying attention, for the most part.
- Most of the deaths you get in pso2 are, in fact, entirely the player's fault, not the game's fault. There are, of course, exceptions in every game where there's one or two monsters that just have the ability to kill you from offscreen(games like MH aren't immune to this, either).
I can't really talk about god eater, as I think God Eater as a whole is garbage, and I haven't touched it since getting through a good chunk of GE3, but I will say with certainty that God Eater combat is worse than PSO2's in every aspect. While somewhat similar, it is in no way comparable.
Oh, and if we wanna talk about Monster Variety, God Eater and Freedom Wars basically have you fighting the same ~10(GE) and 6(FW) monsters through the entire game. All reskinned for different colors, with having basically no new attacks.
PSO2 had 16 bosses in episode 1 alone that all functioned differently, minus Fang Banther/Banshee(and not counting rare variants of monsters). The "Same 3 bosses" comment you made is not only an exaggeration, but shows either a lack of understanding, or lack of knowledge about pso2.