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I have a question,have you finished the game yet?Because if you didn't you should.
"Think about it from a practical combat perspective (yes, I realize it is a fantasy demon slaying game).
Nero has a belt of arms and overcharges an arm for a unique effect. Sometimes that arm is literally shot into enemies, other times its a 'shoop da woop' laser. These arms are made by a human (Nico) after a 1 month gap from Nero losing his arm. The fact they do what they do (even manipulate time!) from a human creator, and in such a short time is astounding.
Nero comments on the fragility of the arms early on. So he breaks them often. Rather than re-tinker an arm that has to 'cooldown' from overcharge, the game design is that it just breaks which allows Nero to just shove his stump arm into a new breaker on his belt. Very efficient for mid-combat to never lose a beat.
With all that Nico accomplished after 1 month, hell even a few minutes to an hour as you progress in the game's timeline, leaves little room for fine tuning and troubleshooting. Nero is also fighting all the time and she needs to constantly resupply him.
Nico's the♥♥♥♥♥♥
Hope this helps explain the situation.
Happy Hunting ^.^"
It's not an oversight. It's actually more thought out than you would like to give the dev team credit for because you don't like it. It's also for variety not balance.
The reason is that Nero's combat style is very freestyle oriented, with Nero using whatever he has at hand, gambling it all on one single moment. This fits into his character type, with him being a sink or swim person.
This is also why all of Nero's skill names and Red Queen (ie queen of hearts) are gambling terms.
I just got to the part where you use Dante, don't see how finishing the game changes the issue unless this gets fixed.
Like i said before i don't mind breaking the arms as a part of the mechanic, what i don't like is not being able to change them. I agree that lore wise it does make sense but this are gameplay mechanics.
You can also make the mechanic that if you have a combo or chain where you had to cycle through several Devil breakers, if you get hit once you lose all of the ones you used for the combo (3, 4 whatever) with a high risk, the reward is even more satisfying.
It's good, damn it, they know what they're doing.
Ok i'll check it out
No, just no.
Complex combos can look cool while also being effective, this is particularly true considering there are, as i mentioned, very situational Devil breakers that are best used once and then changed for another one.
Feed it from the back ffs.
This will be a problem in Bloody Palace.
Don't see why this is a problem in Bloody Palace at all. Just learn what each of them does so you can use whatever one you have, or just break the one you don't want for an overpowered move and pick up another later.
If you don;t liek Nero, don't play him, they are intentionally not meant to be played the same way.
...
Just a shame you are forced to play specific characters for specific missions.....waiting for this to be safely modded out or for an official patch before I replay other difficulties for now.
I like Nero, in fact I find his momentum a bit more fun than Dante because of charge shot, exceed, and buster. I just find odd being limited when trying different combinations. It is like the flow is somewhat forced.
In Bloody Palace, are we going to get random breakers? We will see.
Ok first off i like Nero. i thought he was pretty fun
Second off, dont play him? dude you're FORCED to play as him.
Third off, not a valid excuse. Nero would still be very different from Dante even if you were able to cycle his ♥♥♥♥.
Also you can buy a lot more from Nico once you upgraded everything and have no more use for red orbs other than buying breakers.
You can use the D pad to call for specific breakers (map up to two devil breakers to each direction), and the Left button to cycle. I know you use it to break the breakers, but they could've done something like: Hold the LB to break one, tap it to cycle. Done.