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Yes, it is questionable wether or not such approach to combat is practical. But it stands to reason that if your defense is inpenetrapable - then you win by simply existing.
Sekiro doesn't actually deals damage to enemies most of the time. His attacks but scratch most of his opponents. What he's trying to achieve is to break opponent's composure, so that he would make a mistake and open himself for an attack that will actually count - a deathblow.
So that's precisely what happens.
You deflect opponent's attacks, his stamina runs out, he becomes angry / scared of Sekiro's skill, makes a wrong move / loses his balance and that's when Sekiro strikes for real with a blow that counts. That's basically this game's combat in a nutshell.
Personally i love it, as actually clashing swords with my opponents all the time is something i wish Dark Souls games always had.
And mechanically it adds another layer to combat where it's a good idea sometimes to dodge or sprint because otherwise you couldn't poke their face for hp damage which in turn lowers their posture regen. Fighting thicc ghost monk without doing so is the textbook example.
Sure you could still argue that attacking could just deal more posture damage or even chip hp damage and that deflecting could not, but then there's less of an incentive to do the coolest fkn thing. Like, why bother learning how to deflect Isshin's wombo combo if I can just back off and then mikiri the last attack?
Personally I'd rather just get rewarded with immediate deathblow progress than a buff which achieves the same thing in a roundabout way or fuels itself by making defending easier which I'm probably good at already to even get the buff in the first place.
Irrelevant to anything.
Yet nothing to do with anything that doesn't achieve even close to the same thing. Hence, the entire point. It's a legitimate design that actually works well according to the game. There's no actual cheese going on because it is the game design. It's just off in the sense of user experience.
The posture mechanic is actually helping you to destroying your opponent is life a bit by bit because if they don't put that mechanic on it, you will certainly need more time to deplete all of enemies health bar. You just need to keep maintaining your pressure to them as well as to not letting your guard down at the same moment. Also even they give you some passives skills to get more damage on posture while doing a counter attack.
For me all of that is just perfectly balance and it feels really good to do the combat.
I think you just need to learn how to not doing a parry spam instead pressing it at the right timing at least most of the time, because that is the point of the game anyway. Its like a rhythmic gameplay applied to 3D combat. And i think the idea of posture is like a "perfect combo bar" thing in the rhythm game.
I feel like sekiro combat are just simillar with in the shadow of mordor or batman, but in sekiro we don't have a prompt buttons and without time slow feature on every each of the action.
Sorry for the english by the way, i hope you understand what i mean.
Yeah, no. While I love difficult games, I do not need all of my games to be that levels of difficult and it's insane to me you think this is a good idea or should be an industry standard.
It would single handedly kill the industry.
Umm, so i take that you failed to understand my point. Ok then thats my bad. Im not good with explaining something. I am so sorry about that, and i'll just take my leave here.
Well goodluck to you to understanding the point of the game mechanic dude. :)
The combat feels like a dance to me where each partner attacks and the other defends at certain times and the skill in the combat comes in part from knowing when it's your turn to lead and attack or the opponent's turn to lead where you defend and also how and when those roles switch. It feels amazing to pull off and the great sound design provides excellent feedback on this as well.
You don't want to be on the defensive all the time. That was actually one of the hardest things I had to get over at first is that you actually have to be fairly aggressive and press the attack.
Attacking the enemy keeps them on the defensive and also can damage their health which slows posture regeneration which is crucial especially in boss fights. Counters like the Mikiri counter actually reward you for being aggressive and up close to the enemy. Countering a sweep properly by jumping over it and landing on the enemy's head also requires you to be close.
there's even an item called kuro's charm, that you can give back to kuro at the start of a game that forces you to deflect instead of block so you don't lose health. it makes the game a lot more challenging, but more fun as well. deflecting everything a boss throws at you means you've mastered the fight and there's nothing more satisfying than that in from software games.