I defeated the bull, finally! First go this time, I got a lucky run with it doing a loop and I just ran behind him wailing away. Had a sliver of health left and he almsot got me in the end, so close!
Decided to explore a bunch after and found the monks, pinwheel fella and some freaky thing guarding a bell. So tempted to ring that bell but the inscription leads me to believe I will regret it. And I already regret so much
People seem to think the softcap for Attack Power is 15, and I'm reading that the increases past there are so small that if you actually went up to 99 Attack Power you would only have double the damage that you have at 15.
I beat Jinchrio....Finally....god that last phase....it was right before bedtime so cant wait to get back home and see all the opened up world i was blocked from.
Stercus, Stercus, Stercus, Morituri Sum
+1
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Alright I thought more about what makes this game easier to me.
And I thought of a big one.
The need (or lack there of) in this game to learn tells. This is big for me because it's not something I really can do. Like in a souls game the more moves you can identify the better off you are. But I can't really see the start of animation, know what's going to be and then decide the proper reaction. I can't process and react that quickly. I need to basically be hovering a single reaction button (roll) and any time I see the enemy make a movement I just pressing that button. If against a boss I will try to pick one or two specific moves that leave the biggest openings and then only wait for those to happen.
In this it does half the work for you. Everything without a big red panic mark the reaction is exactly the same and you can also abuse the safety of blocking.
So then you can either be crazy safe and bail on every red mark. Or just learn one of the red marks that you can see and react to easily for countering.
It's what makes guys like the "centipede" mini-bosses so easy. They only have 1 red mark attack. So you always know exactly what is going to happen when a big red mark appears on screen. The rest of their attacks just don't matter. You don't need to try and memorize any of the regular attack patterns. You just hold block and try hit parries along the way.
In this it does half the work for you. Everything without a big red panic mark the reaction is exactly the same and you can also abuse the safety of blocking.
Alright I thought more about what makes this game easier to me.
And I thought of a big one.
The need (or lack there of) in this game to learn tells. This is big for me because it's not something I really can do. Like in a souls game the more moves you can identify the better off you are. But I can't really see the start of animation, know what's going to be and then decide the proper reaction. I can't process and react that quickly. I need to basically be hovering a single reaction button (roll) and any time I see the enemy make a movement I just pressing that button. If against a boss I will try to pick one or two specific moves that leave the biggest openings and then only wait for those to happen.
In this it does half the work for you. Everything without a big red panic mark the reaction is exactly the same and you can also abuse the safety of blocking.
So then you can either be crazy safe and bail on every red mark. Or just learn one of the red marks that you can see and react to easily for countering.
It's what makes guys like the "centipede" mini-bosses so easy. They only have 1 red mark attack. So you always know exactly what is going to happen when a big red mark appears on screen. The rest of their attacks just don't matter. You don't need to try and memorize any of the regular attack patterns. You just hold block and try hit parries along the way.
Well getting the timing of it is kind of a thing - the animation, I find, is good enough that I can often fight an enemy sight unseen and just wreck 'em by reacting quickly. The only example I can think of that was harder than it shoulda' been to parry was the
corrupted
monk, when she does the series of big, round swings - the last one always seems to land a tenth of a second sooner than my parry, it drives me crazy.
'Chance, you are the best kind of whore.' -Henroid
+1
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
In this it does half the work for you. Everything without a big red panic mark the reaction is exactly the same and you can also abuse the safety of blocking.
the problem with the 'red mark' thing is that there isnt any difference between a thrust (can counter) and a sweep(cant) or a lunge (must jump). If they came up different colors or maybe if the kanji was different so i could recognize what im suppose to do it would be a bit easier but after working on Jinchino for several hours straight last night, you eventually train yourself to recognize there movements. Like hes got several types of standard attacks....two horizontal swings, i knew i could jump in right after, his upper right to lower left swing has two variants...the first is one swing and he obviously looks like he overextended himself and is a good time to go in, but the second he does a backswing because it wasnt quite as far a swing. I was programming my muscle memory by doing this fight, not because my vision improved.
the problem with the 'red mark' thing is that there isnt any difference between a thrust (can counter) and a sweep(cant) or a lunge (must jump). If they came up different colors or maybe if the kanji was different so i could recognize what im suppose to do it would be a bit easier but after working on Jinchino for several hours straight last night, you eventually train yourself to recognize there movements. Like hes got several types of standard attacks....two horizontal swings, i knew i could jump in right after, his upper right to lower left swing has two variants...the first is one swing and he obviously looks like he overextended himself and is a good time to go in, but the second he does a backswing because it wasnt quite as far a swing. I was programming my muscle memory by doing this fight, not because my vision improved.
Well, just for starters,
Thrust - can counter with mikiri (or a perfect parry)
A sweep - tap jump twice to jump-kick the dude in the face for huge posture (can counter)
Grab - step dodge.
'Chance, you are the best kind of whore.' -Henroid
the problem with the 'red mark' thing is that there isnt any difference between a thrust (can counter) and a sweep(cant) or a lunge (must jump). If they came up different colors or maybe if the kanji was different so i could recognize what im suppose to do it would be a bit easier but after working on Jinchino for several hours straight last night, you eventually train yourself to recognize there movements. Like hes got several types of standard attacks....two horizontal swings, i knew i could jump in right after, his upper right to lower left swing has two variants...the first is one swing and he obviously looks like he overextended himself and is a good time to go in, but the second he does a backswing because it wasnt quite as far a swing. I was programming my muscle memory by doing this fight, not because my vision improved.
Well yea, you still have to find the tells for the red marks. But that's what I'm saying. In Souls games there are no red marks. The only way to tell any attack from another is purely tells. In this the game yells at you to pay attention to specific attacks so you only need to differentiate between a few different moves. And you don't even always need to learn them all. Most of the time you can just pick one and try to look for that single red mark attack and just GTFO for anything else.
Well getting the timing of it is kind of a thing - the animation, I find, is good enough that I can often fight an enemy sight unseen and just wreck 'em by reacting quickly. The only example I can think of that was harder than it shoulda' been to parry was the
corrupted
monk, when she does the series of big, round swings - the last one always seems to land a tenth of a second sooner than my parry, it drives me crazy.
But failing the timing usually just means you block instead of parry which.. isn't a very big punishment.
If an attack I'm not sure about is coming I just start lightly tapping the button and almost every time it's either a parry or a block even though I have no fucking clue what the actual attack was.
If an attack I'm not sure about is coming I just start lightly tapping the button and almost every time it's either a parry or a block even though I have no fucking clue what the actual attack was.
I do too >.< feels kinda' cheesy, but the window for a "parry" in Sekiro is pretty generous.
'Chance, you are the best kind of whore.' -Henroid
+2
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Plus kinda required in a video game to have the desired effect of your character actually dodging things when they always dodge with the same animation and you can't actually control their limbs or anything like that.
the problem with the 'red mark' thing is that there isnt any difference between a thrust (can counter) and a sweep(cant) or a lunge (must jump). If they came up different colors or maybe if the kanji was different so i could recognize what im suppose to do it would be a bit easier but after working on Jinchino for several hours straight last night, you eventually train yourself to recognize there movements. Like hes got several types of standard attacks....two horizontal swings, i knew i could jump in right after, his upper right to lower left swing has two variants...the first is one swing and he obviously looks like he overextended himself and is a good time to go in, but the second he does a backswing because it wasnt quite as far a swing. I was programming my muscle memory by doing this fight, not because my vision improved.
Well yea, you still have to find the tells for the red marks. But that's what I'm saying. In Souls games there are no red marks. The only way to tell any attack from another is purely tells. In this the game yells at you to pay attention to specific attacks so you only need to differentiate between a few different moves. And you don't even always need to learn them all. Most of the time you can just pick one and try to look for that single red mark attack and just GTFO for anything else.
Well getting the timing of it is kind of a thing - the animation, I find, is good enough that I can often fight an enemy sight unseen and just wreck 'em by reacting quickly. The only example I can think of that was harder than it shoulda' been to parry was the
corrupted
monk, when she does the series of big, round swings - the last one always seems to land a tenth of a second sooner than my parry, it drives me crazy.
But failing the timing usually just means you block instead of parry which.. isn't a very big punishment.
If an attack I'm not sure about is coming I just start lightly tapping the button and almost every time it's either a parry or a block even though I have no fucking clue what the actual attack was.
I would say failing the parry is a decent punishment given that you have to maintain posture and in later bosses if your posture breaks it keeps you from doing the vitality damage you need to in-between animations to progress the fight.
The thing is that while I agree that the mechanics of Sekiro are all much easier, I think the bosses themselves are a lot harder. I feel like I actually have to learn every boss, rather than just learning a handful of dangerous animations and otherwise spamming dodge.
You can recognize attacks based on animation and also attack pattern.
Sometimes you narrow it down to several possibilities, e.g. he stepped back and sheathed his sword, so it might be a thrust or it might be a sweep. Eventually you'll learn that he only does a sweep after X, and only does a thrust after Y.
The pattern recognition has to be a little more deliberate in this game than other games, I'm finding. If I play without deliberate thought and analysis I will get smucked
I think the big thing is that, not every boss is just "break their posture moran".
A lot of them are like "you have to figure out how to safely whittle away vitality first" or "you have to figure out what to do to put them in a vulnerable state", or "you can do such and such during this phase but you cannot do it during this phase", etc.
I have had to at least take a little time to think about every one of the main bosses I've fought (except maybe the first one).
Honestly, if you can learn to do the block dance technique mixed with training yourself to always be blocking this game becomes a lot easier. I've gotten to the point where I'm not wholly dependent on block-dancing but know how to do it well enough just prior to an enemy attack that I'm just rarely getting hit.
I hope they add DLC for one-on-one multiplayer combat in an arena, stealthily providing us with Bushido Blade 3
Oh god no. I don't want to pay to get my ass kicked.
Y'know what I did for literally every Souls game I ever played?
Unplugged the internet cable from the back of my PlayStation. I'm here to experience epic loneliness across the romantic backdrop of an ancient ruined civilization and hard core action, and I can do both alone, thank you very much you weird griefers!
'Chance, you are the best kind of whore.' -Henroid
+7
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
the problem with the 'red mark' thing is that there isnt any difference between a thrust (can counter) and a sweep(cant) or a lunge (must jump). If they came up different colors or maybe if the kanji was different so i could recognize what im suppose to do it would be a bit easier but after working on Jinchino for several hours straight last night, you eventually train yourself to recognize there movements. Like hes got several types of standard attacks....two horizontal swings, i knew i could jump in right after, his upper right to lower left swing has two variants...the first is one swing and he obviously looks like he overextended himself and is a good time to go in, but the second he does a backswing because it wasnt quite as far a swing. I was programming my muscle memory by doing this fight, not because my vision improved.
Well yea, you still have to find the tells for the red marks. But that's what I'm saying. In Souls games there are no red marks. The only way to tell any attack from another is purely tells. In this the game yells at you to pay attention to specific attacks so you only need to differentiate between a few different moves. And you don't even always need to learn them all. Most of the time you can just pick one and try to look for that single red mark attack and just GTFO for anything else.
Well getting the timing of it is kind of a thing - the animation, I find, is good enough that I can often fight an enemy sight unseen and just wreck 'em by reacting quickly. The only example I can think of that was harder than it shoulda' been to parry was the
corrupted
monk, when she does the series of big, round swings - the last one always seems to land a tenth of a second sooner than my parry, it drives me crazy.
But failing the timing usually just means you block instead of parry which.. isn't a very big punishment.
If an attack I'm not sure about is coming I just start lightly tapping the button and almost every time it's either a parry or a block even though I have no fucking clue what the actual attack was.
I would say failing the parry is a decent punishment given that you have to maintain posture and in later bosses if your posture breaks it keeps you from doing the vitality damage you need to in-between animations to progress the fight.
We shall see how that goes!
I'm sure I'll hit some more walls later, just the comparison to Souls where I hit walls early and often makes this feel far less punishing.
And when bosses need Vit damage there are a lot of moves that do chip damage through blocks and stuff(so far) so if you don't mind taking your time there seem to be a lot of options.
Like before I was at Genichiro he was a boss that people talked about needing to really crack down and learn his moves for. But spam parry > spam attack > spam parry was like 90% of the fight with the rest being me fleeing in terror if a red symbol popped up.
It was super fun and I'm glad there wasn't as bad as I feared because I'm garbage at learning and memorizing attacks. But once I just put my full faith in on the block system there wasn't much to actually learn. If you need more posture you just step back and hold block and it refills in 3 seconds. And even if he guard breaks you his punish is so slow that it actually doesn't even matter.
I have been saying a posture meter or similar would be more fun for sword combat than just health bars, for years. Years! And they all laughed at me. Well, I showed them, sort of.
On NG, I did not understand that "apparition-type enemies" encompasses not only "transparent ghosty things" but also "enemies with terror attacks and teleportation".
I took out Shichimen Warrior twice without consumables in long battles of attrition, but had to say "screw it" to round three because he would just spam his laser attack and I hadn't figured out a counter.
On NG+ he went down like a chump to Divine Confetti and the Counter-Terror Umbrella.
I have been saying a posture meter or similar would be more fun for sword combat than just health bars, for years. Years! And they all laughed at me. Well, I showed them, sort of.
It's a good thing Miyazaki listened to you, specifically.
I am really excited for the DLC for this game. From Software does incredible DLC and they have some pretty rich veins to tap with this system.
I feel like DLC might not be guaranteed. (Activision didn't even try to sell us on a "season pass"!)
And as good and polished as this game is, you can really tell they cut a lot of corners to get there. Like, rather than DLC, I'd probably prefer an update that diversifies enemies/minibosses (did we really need four different Juzou fights?) and reworks different systems (like making Combat Arts more viable).
Posts
Went exploring
Mistakes were made
-Indiana Solo, runner of blades
but that damn golden ape, yeesh. He's a glass cannon, but the other one tears me apart if I try to take him.
I too did similar mistakes yesterday.
You can still buy it. I thought I was locked out of buying them to but turns out you’re not.
Decided to explore a bunch after and found the monks, pinwheel fella and some freaky thing guarding a bell. So tempted to ring that bell but the inscription leads me to believe I will regret it. And I already regret so much
And I thought of a big one.
The need (or lack there of) in this game to learn tells. This is big for me because it's not something I really can do. Like in a souls game the more moves you can identify the better off you are. But I can't really see the start of animation, know what's going to be and then decide the proper reaction. I can't process and react that quickly. I need to basically be hovering a single reaction button (roll) and any time I see the enemy make a movement I just pressing that button. If against a boss I will try to pick one or two specific moves that leave the biggest openings and then only wait for those to happen.
In this it does half the work for you. Everything without a big red panic mark the reaction is exactly the same and you can also abuse the safety of blocking.
So then you can either be crazy safe and bail on every red mark. Or just learn one of the red marks that you can see and react to easily for countering.
It's what makes guys like the "centipede" mini-bosses so easy. They only have 1 red mark attack. So you always know exactly what is going to happen when a big red mark appears on screen. The rest of their attacks just don't matter. You don't need to try and memorize any of the regular attack patterns. You just hold block and try hit parries along the way.
Well getting the timing of it is kind of a thing - the animation, I find, is good enough that I can often fight an enemy sight unseen and just wreck 'em by reacting quickly. The only example I can think of that was harder than it shoulda' been to parry was the
I don't replay games so I will never see NG+
Well, just for starters,
Thrust - can counter with mikiri (or a perfect parry)
A sweep - tap jump twice to jump-kick the dude in the face for huge posture (can counter)
Grab - step dodge.
Yes.
Well yea, you still have to find the tells for the red marks. But that's what I'm saying. In Souls games there are no red marks. The only way to tell any attack from another is purely tells. In this the game yells at you to pay attention to specific attacks so you only need to differentiate between a few different moves. And you don't even always need to learn them all. Most of the time you can just pick one and try to look for that single red mark attack and just GTFO for anything else.
But failing the timing usually just means you block instead of parry which.. isn't a very big punishment.
If an attack I'm not sure about is coming I just start lightly tapping the button and almost every time it's either a parry or a block even though I have no fucking clue what the actual attack was.
I do too >.< feels kinda' cheesy, but the window for a "parry" in Sekiro is pretty generous.
Plus kinda required in a video game to have the desired effect of your character actually dodging things when they always dodge with the same animation and you can't actually control their limbs or anything like that.
I would say failing the parry is a decent punishment given that you have to maintain posture and in later bosses if your posture breaks it keeps you from doing the vitality damage you need to in-between animations to progress the fight.
Sometimes you narrow it down to several possibilities, e.g. he stepped back and sheathed his sword, so it might be a thrust or it might be a sweep. Eventually you'll learn that he only does a sweep after X, and only does a thrust after Y.
The pattern recognition has to be a little more deliberate in this game than other games, I'm finding. If I play without deliberate thought and analysis I will get smucked
A lot of them are like "you have to figure out how to safely whittle away vitality first" or "you have to figure out what to do to put them in a vulnerable state", or "you can do such and such during this phase but you cannot do it during this phase", etc.
I have had to at least take a little time to think about every one of the main bosses I've fought (except maybe the first one).
The Cool Meter™
Oh god no. I don't want to pay to get my ass kicked.
Y'know what I did for literally every Souls game I ever played?
Unplugged the internet cable from the back of my PlayStation. I'm here to experience epic loneliness across the romantic backdrop of an ancient ruined civilization and hard core action, and I can do both alone, thank you very much you weird griefers!
We shall see how that goes!
I'm sure I'll hit some more walls later, just the comparison to Souls where I hit walls early and often makes this feel far less punishing.
And when bosses need Vit damage there are a lot of moves that do chip damage through blocks and stuff(so far) so if you don't mind taking your time there seem to be a lot of options.
Like before I was at Genichiro he was a boss that people talked about needing to really crack down and learn his moves for. But spam parry > spam attack > spam parry was like 90% of the fight with the rest being me fleeing in terror if a red symbol popped up.
It was super fun and I'm glad there wasn't as bad as I feared because I'm garbage at learning and memorizing attacks. But once I just put my full faith in on the block system there wasn't much to actually learn. If you need more posture you just step back and hold block and it refills in 3 seconds. And even if he guard breaks you his punish is so slow that it actually doesn't even matter.
On NG+ he went down like a chump to Divine Confetti and the Counter-Terror Umbrella.
Feels badgood, man.
It's a good thing Miyazaki listened to you, specifically.
I feel like DLC might not be guaranteed. (Activision didn't even try to sell us on a "season pass"!)
And as good and polished as this game is, you can really tell they cut a lot of corners to get there. Like, rather than DLC, I'd probably prefer an update that diversifies enemies/minibosses (did we really need four different Juzou fights?) and reworks different systems (like making Combat Arts more viable).