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Vsync is already enabled ingame. Also, I'm playing at 144hz (gsync), with vsync enabled at driver level as well.
Just 60fps mind you, so this could just be bad game design as well. It's suspicious though, that all the insane damage these two bosses deal come from two damage numbers appearing at once, rather than one. It also doesn't make sense for a single "hit" to deal two damage numbers instead of one, design-wise. I don't think any ability of any character I played so far has this.
edit: Just did that mid-boss on easy, and no more double numbers showed up. There's definitely something wonky going on. I doubt it's because easy, but more like "for some weird reason".
The Bird boss at the Mountain has the same kind of wide horizontal swipe with bleed effect, like the T-Rex has. This also double hits you. I didn't test that much, but I didn't get double hit when I wasn't completely in front of the enemy, but rather a little to the side.
Also burn is INSANE. Is that status supposed to remove your entire HP within 3 seconds?
I really feel like something is very wrong with this port at this point. It should at least work with 60fps.
Well, honestly, not surprising. This port always had problems, so while it doesn't seem to crash anymore, and looks pretty, the damage sometimes doesn't make sense. It's just insanely spiky. The bird is a good example. The only dangerous thing is getting swiped and double hit, or get hit by fire. Everything else, including the BIG dives and whatnot are harmless.
Maybe some really tanky things just randomly disappearing in raids/hunts is also part of this. Don't see damage numbers when your cannon fires, so I can't be sure, but it's definitely weird.
From your description, the swipes of both T-Rex and Bird work as intended. You got massive damage (feels like double hit as you said) because their attacks surpassed your Bleed threshold -> x2 damage taken + heavy movement. Nevertheless, the amount of damage + status build-up you receive depends on your position, i.e. taking a direct hit will guarantee full damage taken, meanwhile at the rear of attack radius it hit less.
On higher difficulty it is more likely for you to get status - Poison, Paralyze, Frozen, but the most easiest of all are Bleed and Burn. And yes, Burn will destroy you in 3 seconds so you better prepare anti-burn medicines/accessories. Bleed attacks on Hard about 2 hits are enough to wreck you, Nightmare & Inferno is certainly 1 hit kill or close to 1 hp (if you are lucky).
Welcome to Ys my friend, where you don't mess with them status. 'Time to practice flash guard and flash move ^^
If all of that is actually as intended, then this game is one hell of a difficulty spiking game. I never liked this game as much as Celceta, but with all the damage sponge enemies around now (someone must like Monster Hunter..), too much gimmicks that are flat out not entertaining (raids, hunts, fishing) and highly questionable damage spikes from specific boss abilities, it's honestly becoming the worst of the new Ys era starting with 7.
It's not like I'm even much of a fan of the older Ys games, where most bosses were just awfully designed. At least that's still way better in Ys8, with one major exception and the 3d aspect making a bunch of hitboxes REALLY REALLY wonky. (like hugging a boss, to hit them, when they do "wide" kinda of attacks will hit you at awfully random feeling moments. Or fire hitting seemingly way too early, compared to when the animation hits you)
It's a good first venture into full 3d, but they really need to learn to use it better. And stop wasting time with pointless stuff like "yeah, do the dungeon again, just at NIGHT haha".
Actually it is not that much of a hell difficulty spike unless you went straight Inferno first time, plus playing classic Ys way - no healing.
Classic Ys fans and veterans still consider VIII easy game due to how Flash Guard (FG) and Flash Move (FM) work. And it is mostly true, unlike SEVEN and Celceta where you have to exactly guard each attack one by one, in VIII you just need to successfully do FG once and enjoy short invincibility, same thing for FM. But better and worse at the same time, both can be stacked and spammed together. Thus it is possible for you to get massive invincibility duration during the whole boss fight, even crazier with accessories that extend FG/FM duration. I could understand why devs chose to buff up status in this game, especially Burn & Bleed working as severe punishment. Besides, you can always have the use of healing and revival items to soothe the battle out.
Nevertheless, it can take quite a good amount of time to understand and use both FG and FM effectively. The tricky part is, you might need to hit FG/FM early before the attack even hit you, not quite exactly at the moment the attack hit you. Because some bosses/enemies attack so fast that you can certainly feel "Omae wa mou shindeiru", especially in higher difficulty where enemies attack speed are increased. Hence, the FG system is designed to have tiny register duration rather than exact moment (notice when a sphere appears) to counter these attacks.
For example, Bird' fireballs, you might see the the distance between you and a ball is around
x ------ O. You can clearly see it hasn't reached you but if you don't press FG around at that moment then system considers you are late and hit taken. The same for the horizontal swipes of both the Bird and "Great Jaggi", you may see they just gain the right height and about to swing, but if you don't FG at that time then hit taken as well.
Once you got the hang of FG/FM, you will do way better in a fight, even feel like dancing with rhythmically button press. Nevertheless, devs already knew this exploit thus created "pro gamer moves" with certain end bosses that can handle your FG/FM, that's when the real fun and real difficulty spike started, almost no room for mistakes.
Well that's why "Great Jaggi" existed xD. But to be fair, they are not that damage spongy, with the right accessory such as Savage Mask that x2 skill damage, huge stats increasing capes, a good food buff, and a successful FG that x1.5 damage combined together you can imagine the crazy numbers already, even on Inferno. Furthermore, most of the boss fight can be done under 5 minutes, and that is classic time for an Ys boss match. If you really want to talk about sponginess, wait till you see the true nightmare of NG+ with Infinity mode.
For features such as raids, hunts and fishing they are entirely optional, just consider them minor touches to the game, after all they fit the theme of survival perfectly. Raids and hunts can greatly extend your playtime, and become great opportunities to practice FM/FG and take advantage of all playable characters in heat moment. Fishing while being flat out simple, it adds refreshing feel to the game, and is a good thing that you don't have to idle in one place over and over again like other games, you can collect all the fishes quickly and advance.
The night dungeons, you may call it cheap replayability, but they are actually that fun and challenging, and scary, giving PTSD as well. Who could have known with certain enemies placement could change the entire thing. Falcom truly trolled us with these.
Edit: and we still have Kuro no Kiseki part 1 and 2 (next year) on pending list.
Edit2: and try to use NVIDIA driver launcher to force 60 fps limit instead.
Because on top of the broken skills the window for perfect evade and parry is insanely tight because of high fps.
Isn't there's two bugs of high framerate before?
hmm..
first one is this one and second one is where you stuck at the point, you can't either move, and takes all the dmg. (i remember that happened to me before, that's sucks.)