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Let's All Freak Out In The [Ghost of Tsushima] Thread

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Posts

  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Maxed Kunai + Kunai charm (throw 2 extra) + Kensei Armor + Ghost Weapon damage charm (20%) x2 = You are a human shotgun.

    Battletag: Threeve#1501
    PSN: Threeve703
    metaghostvagrant_windsChance
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    I had an encounter last night where I did three perfect parry one-hit kills right after each other in quick succession when surrounded by three guys.

    It looked and felt so badass.

    i've managed to perfect parry or perfect dodge kill a "boss" during one of those sweet duels a couple of times now, and i don't think it'll ever stop feeling incredible

    GoodKingJayIIIvagrant_winds
  • metaghostmetaghost An intriguing odor A delicate touchRegistered User regular
    I had an encounter last night where I did three perfect parry one-hit kills right after each other in quick succession when surrounded by three guys.

    It looked and felt so badass.

    i've managed to perfect parry or perfect dodge kill a "boss" during one of those sweet duels a couple of times now, and i don't think it'll ever stop feeling incredible

    I wish Duels didn't immediately transition to "concluding cutscene" when you hit the appropriate damage threshold. So many great photo opportunities down the drain.

    vagrant_windsChanceOlivaw
  • DemonStaceyDemonStacey TTODewback's Daughter In love with the TaySwayRegistered User regular
    man I guess you could go through the game without parrying, but parrying feels so good!

    I don't parry in any games because I'm bad it. Plus I think dodging is way cooler. So I just ignore parry in every game that has it.

  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    man I guess you could go through the game without parrying, but parrying feels so good!

    I don't parry in any games because I'm bad it. Plus I think dodging is way cooler. So I just ignore parry in every game that has it.

    normally i'm the same way but for some reason it clicks a little better for me here, plus i find myself accidentally dodge-rolling and/or dodging right into enemies a lot, so i've had to find a balance

    although i did just unlock the 'killing blow on perfect dodge' trait, so hopefully i'll be able to put that to good use

  • DemonStaceyDemonStacey TTODewback's Daughter In love with the TaySwayRegistered User regular
    man I guess you could go through the game without parrying, but parrying feels so good!

    I don't parry in any games because I'm bad it. Plus I think dodging is way cooler. So I just ignore parry in every game that has it.

    normally i'm the same way but for some reason it clicks a little better for me here, plus i find myself accidentally dodge-rolling and/or dodging right into enemies a lot, so i've had to find a balance

    although i did just unlock the 'killing blow on perfect dodge' trait, so hopefully i'll be able to put that to good use

    The step dodge in this does feel really good because the iframes are pretty insane. So it still gives a real badass feeling of just sidestepping a big attack and dicing up the enemy.

    Chance
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I like to learn the parry timing. I never get to perfect, but I get to good enough that I can execute pretty regularly. I find it worthwhile to learn because it’s just another tool in the arsenal, and one that feels really good to use.

    Battletag: Threeve#1501
    PSN: Threeve703
    italianranma
  • Local H JayLocal H Jay Registered User regular
    Parrying in this game feels 100% better than in Jedi Fallen Order that's for damn sure.

    Xbox - Local H Jay
    PS - Local_H_Jay
    Sub me on Youtube
    And Twitch
    ChanceitalianranmaAlexandier
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I don't know if it was better, but it was certainly easier in FO.

    Battletag: Threeve#1501
    PSN: Threeve703
  • ChanceChance Registered User regular
    I don't know if it was better, but it was certainly easier in FO.

    Easier but somehow worse. That's what you get for tryin' to riff on From Software combat. If you're not Ska Studios, I guess.

    'Chance, you are the best kind of whore.' -Henroid
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I don't really agree with that.

    Battletag: Threeve#1501
    PSN: Threeve703
  • Local H JayLocal H Jay Registered User regular
    Didn't mean to suggest FO was a bad game, the combat just felt fudgey and had a long "travel time" so you there were plenty of times where the parry was important but impossible for me to reliably execute. Meanwhile in this game, it has a rhythm to it that makes more sense to my monkey brain, I guess. The combat is easier in this, they compensate by making it so at the very least blocking will make do. Blocking will not make do in Fallen Order at high difficulty, whereas Hard mode Ghost of Tsu feels just right.

    Just my hot take, having played them relatively close together

    Xbox - Local H Jay
    PS - Local_H_Jay
    Sub me on Youtube
    And Twitch
    Chanceitalianranma
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I mean it's fine, I'm not judging anyone for thinking FO was a good or bad game. I quite liked it, for a lot of reasons, but also recognize some serious flaws. I haven't really played it since January, so it's hard for me to compare to what Ghost does with its combat, but I do remember that I felt much more confident in my ability to read tells and parry timing than I do in Ghost. I also think that the flow of combat felt much more natural in terms of executing one move into the next. But FO lived and died by its sword fighting, whereas Ghost gives you a lot more tools at its disposal.

    That's kind of a design choice though. I don't know if it's good or bad. Sucker Punch wanted it to be more challenging than I think FO, which I did not think was easy but after some time with the game I really felt the sweet spot between difficulty and execution, where experience felt like it made a difference. Ghost wanted to make it more reflexive, and even with 40-50 hours in the game I still find it to be a crapshoot. But I'm not as reliant on my sword either.

    Battletag: Threeve#1501
    PSN: Threeve703
  • ChanceChance Registered User regular
    Maybe for me it was that I played FO too close to Sekiro, and FO tasted to me like it had been in development for years as one thing, then Sekiro came out and in the final 6 months of development they were like "oh we gotta do that!"

    "What? No - don't try that - do what you were going to do in the first place! This is going to be undercooked at best."

    "Here it is! Lightsaber combat with a delicious Sekiro style stamina and parry system! How's it taste?"

    (Nibble.)

    "Ugh."

    I was still replaying Sekiro days before I started Fallen Order. It was like someone taking you to McDonald's right after you'd eaten a fifty dollar steak. It's both, technically, beef.

    'Chance, you are the best kind of whore.' -Henroid
    italianranmaOlivaw
  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    I just got to Act 3. I really wish the game had explicitly told me I would be locked out of the other 2/3rds of the island before doing that mission instead of saying, "this will be a long mission," ambiguous bullshit. Guess I can't get those other pipe gun recipes until post game or whatever?

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I've never played Sekiro but based on what I have seen of the game FO didn't play like that. It felt much closer to the deliberate, measured pace of a Dark Souls game. With a little bit of Bloodborne's speed mixed in.

    But a good example of the differences between FO and Ghost are the parry mechanics, and why they are the way they are. In Ghost, if you don't execute a perfect parry, you will kind of slide of the guy and push him out of the way. There's not really a penalty for missing the perfect parry, you just need to get your sword up in time, and that basic parry timing is fairly generous. FO on the other hand, demanded that you learn perfect parry timing. If you just blocked you would find yourself backed into a corner with your guard broken. Same with blaster bolt deflection. Now doing that wasn't particularly hard, but there was a learning curve. Holding your lightsaber in front of you was a mistake that would get you killed.

    FO made perfect a parry an essential part of combat, though easier to execute. Perfect parry isn't as necessary in Ghost, but you get a nice reward (instant death or massive damage) for doing it.

    Battletag: Threeve#1501
    PSN: Threeve703
  • DemonStaceyDemonStacey TTODewback's Daughter In love with the TaySwayRegistered User regular
    Oh woah I just saw that a new Lethal difficulty is being added in today?

    Wow that's so awesome. I cannot wait to try it out later!

    Chancevagrant_windsLocal H JayOlivaw
  • metaghostmetaghost An intriguing odor A delicate touchRegistered User regular
    I just got to Act 3. I really wish the game had explicitly told me I would be locked out of the other 2/3rds of the island before doing that mission instead of saying, "this will be a long mission," ambiguous bullshit. Guess I can't get those other pipe gun recipes until post game or whatever?

    You just need to complete the first Act 3 mission, to open the Western Door.

  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    edited July 2020
    I just got to Act 3. I really wish the game had explicitly told me I would be locked out of the other 2/3rds of the island before doing that mission instead of saying, "this will be a long mission," ambiguous bullshit. Guess I can't get those other pipe gun recipes until post game or whatever?
    completing I think the second story mission in A3 will reopen the previous zones.

    GoodKingJayIII on
    Battletag: Threeve#1501
    PSN: Threeve703
    Chance
  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Okay cool. Thanks all.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


    GoodKingJayIII
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    Oh woah I just saw that a new Lethal difficulty is being added in today?

    Wow that's so awesome. I cannot wait to try it out later!

    Oh shit nice, a reason to replay the game later.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • ChanceChance Registered User regular
    Patch notes:
    New difficulty level: Lethal

    – Enemy weapons are more deadly, but Jin’s katana is also more deadly
    – Enemies are more aggressive in combat
    – Enemies detect you faster
    – Tighter Parry and Dodge windows
    Patch 1.05 will also include the following new options in the accessibility menu:

    Lower Intensity Combat

    Lower intensity mode is meant to maintain the heart and feel of Ghost of Tsushima combat while relaxing several timing-specific elements. Combat is less intense, giving you more time to react. Stealth settings are more forgiving, and enemies take longer to detect you.

    – Most enemy attacks which are normally unblockable become blockable when Lower Intensity is enabled. Blocking with L1 will keep you safe from more attacks than standard combat, though some attacks must still be dodged.
    – Enemies break off their attack combos after damaging you, giving you a chance to recover before the next wave of attacks. In addition, your heavy attacks will interrupt attacks from Brutes, giving you another way to stop their combos.
    – Enemies will not attack you while you’re using Resolve to heal
    – Enemy awareness builds more slowly, giving you more time to recover after being spotted

    Text changes

    – Large Text option: Increases text size of subtitles, mission objectives and interact prompts by 150% when enabled
    – Added option to turn speaker name off when subtitles are enabled
    – New subtitle text color options in addition to white: Yellow, Blue, Red, Green
    Patch 1.05 also includes additional bug fixes.

    Lethal sounds interesting but call me when they add the plain straw hat.

    'Chance, you are the best kind of whore.' -Henroid
    Kana
  • milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    So "Very Hard w/ cinematic lethality" and "I don't actually like to play video games but am paid to review them" difficulties.

    The subtitle options are nice too.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
    milk ducks
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    i like the idea of more aggressive enemies and higher lethality, but pleeease let me keep my timing windows, i'm already so baaaad at them

  • ZavianZavian universal peace sounds better than forever war Registered User regular
    Just completed Gosaku’s armor quest, I liked the story but man it was very copy and paste “Liberate X farms”, “Free X prisoners”. The forced stealth sections of this game are terrible, just let me samurai fight everyone! There also isn’t much difference between Gosakus armor and the regular samurai armor stat wise. I’ve still been using Travelers outfit the whole game. At least the armor is way more unique than FO’s different poncho colors though

  • ChanceChance Registered User regular
    edited July 2020
    Zavian wrote: »
    Just completed Gosaku’s armor quest, I liked the story but man it was very copy and paste “Liberate X farms”, “Free X prisoners”. The forced stealth sections of this game are terrible, just let me samurai fight everyone! There also isn’t much difference between Gosakus armor and the regular samurai armor stat wise. I’ve still been using Travelers outfit the whole game. At least the armor is way more unique than FO’s different poncho colors though

    I loved the Gosaku quest specifically because i completed more than half of it before I had any idea it was a Mythic quest.

    I was just like "oh you ain't fuckin' with my farmers! Hero awayyy!"

    Chance on
    'Chance, you are the best kind of whore.' -Henroid
    DevoutlyApatheticGiantGeek2020
  • milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    Zavian wrote: »
    There also isn’t much difference between Gosakus armor and the regular samurai armor stat wise.

    Samurai Clan Armor is defensive: it reduces all damage taken, increases maximum health, and restores Resolve when you get hit. It's great for duels, and for when you're still getting comfortable with the combat system. The bonuses it grants allow you to get away with making more mistakes, basically.

    Gosaku’s Armor is almost the exact opposite, because it's primarily focused on offense: it still grants a bonus to player health, but massively increases your Stagger damage and also heals you wherever you break someone's guard. You can combine this with further Stagger bonus damage, and / or Charms that knock people down or make your own stacks uninterruptible after successfully Staggering an opponent.

    One is a defensive powerhouse, capable of rendering you almost invincible even on Hard. The other is incredibly offensive, allowing you to be really aggressive even against huge crowds of enemies.

    Chancevagrant_windsKanaOlivaw
  • ZavianZavian universal peace sounds better than forever war Registered User regular
    milk ducks wrote: »
    Zavian wrote: »
    There also isn’t much difference between Gosakus armor and the regular samurai armor stat wise.

    Samurai Clan Armor is defensive: it reduces all damage taken, increases maximum health, and restores Resolve when you get hit. It's great for duels, and for when you're still getting comfortable with the combat system. The bonuses it grants allow you to get away with making more mistakes, basically.

    Gosaku’s Armor is almost the exact opposite, because it's primarily focused on offense: it still grants a bonus to player health, but massively increases your Stagger damage and also heals you wherever you break someone's guard. You can combine this with further Stagger bonus damage, and / or Charms that knock people down or make your own stacks uninterruptible after successfully Staggering an opponent.

    One is a defensive powerhouse, capable of rendering you almost invincible even on Hard. The other is incredibly offensive, allowing you to be really aggressive even against huge crowds of enemies.

    Ive been increasing my sword damage so haven't really noticed a difference at all, Im not playing on harder difficulties though. I'm glad theyre adding an even easier Story mode though. I can't stand difficult combat, one reason I've avoided Sekiro and Nioh

  • ChanceChance Registered User regular
    Sekiro : You want an easier difficulty? Play an easier game. It's obvious that you don't get what we're trying to do, here.

    Ghost : Come one, come all! Enjoy yourselves! You get a harder mode and you get an even-easier mode than the easy mode!

    Sekrio : Have you no dignity?

    Ghost : I'm sorry? Did you say something, Sekiro? I couldn't hear over all these sales records I'm shattering. Just so loud every time you break another one, y'know?

    Sekiro : ...my combat is so tight, though...

    Ghost : Oh God, the tightest. Absolutely. Biggest debut for a new IP - did you hear?

    Sekiro : Okay fuck you, Ghost.

    Ghost : Get in li-hiiiine, 'cause erryone wants a piece o' dis ayyyys.

    Sekiro : I fucking hate you.

    'Chance, you are the best kind of whore.' -Henroid
    vagrant_windsitalianranmaGiantGeek2020Senna1lakhesis
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    Heavenly Strike as an interrupt also gets you momentum. You're now the one on offense afterwards.
    I find that nearly all situations where I would use Heavenly Strike as an interrupt, a jumping heavy attack (often a jump kick) does the same thing, without burning resources.

    CSPOhhO.png
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2020
    Chance wrote: »
    Patch notes:
    New difficulty level: Lethal

    – Enemy weapons are more deadly, but Jin’s katana is also more deadly
    – Enemies are more aggressive in combat
    – Enemies detect you faster
    – Tighter Parry and Dodge windows
    Patch 1.05 will also include the following new options in the accessibility menu:

    Lower Intensity Combat

    Lower intensity mode is meant to maintain the heart and feel of Ghost of Tsushima combat while relaxing several timing-specific elements. Combat is less intense, giving you more time to react. Stealth settings are more forgiving, and enemies take longer to detect you.

    – Most enemy attacks which are normally unblockable become blockable when Lower Intensity is enabled. Blocking with L1 will keep you safe from more attacks than standard combat, though some attacks must still be dodged.
    – Enemies break off their attack combos after damaging you, giving you a chance to recover before the next wave of attacks. In addition, your heavy attacks will interrupt attacks from Brutes, giving you another way to stop their combos.
    – Enemies will not attack you while you’re using Resolve to heal
    – Enemy awareness builds more slowly, giving you more time to recover after being spotted

    Text changes

    – Large Text option: Increases text size of subtitles, mission objectives and interact prompts by 150% when enabled
    – Added option to turn speaker name off when subtitles are enabled
    – New subtitle text color options in addition to white: Yellow, Blue, Red, Green
    Patch 1.05 also includes additional bug fixes.

    Lethal sounds interesting but call me when they add the plain straw hat.

    Did you not get the Sword Master's Hat?

    Seems like a pretty plain straw hat to me.

    Ninja Snarl P on
  • JavenJaven Registered User regular
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    I've been using the Wanderer's Straw Hat, and it's exactly the look that I wanted (including the big gash/hole on the front). You can see just enough of the face to be mysterious during cutscenes. :)

    CSPOhhO.png
    Olivaw
  • ChanceChance Registered User regular
    I know there are like 25+ different straw hats in the game. I know.
    Chance wrote: »
    Patch notes:
    New difficulty level: Lethal

    – Enemy weapons are more deadly, but Jin’s katana is also more deadly
    – Enemies are more aggressive in combat
    – Enemies detect you faster
    – Tighter Parry and Dodge windows
    Patch 1.05 will also include the following new options in the accessibility menu:

    Lower Intensity Combat

    Lower intensity mode is meant to maintain the heart and feel of Ghost of Tsushima combat while relaxing several timing-specific elements. Combat is less intense, giving you more time to react. Stealth settings are more forgiving, and enemies take longer to detect you.

    – Most enemy attacks which are normally unblockable become blockable when Lower Intensity is enabled. Blocking with L1 will keep you safe from more attacks than standard combat, though some attacks must still be dodged.
    – Enemies break off their attack combos after damaging you, giving you a chance to recover before the next wave of attacks. In addition, your heavy attacks will interrupt attacks from Brutes, giving you another way to stop their combos.
    – Enemies will not attack you while you’re using Resolve to heal
    – Enemy awareness builds more slowly, giving you more time to recover after being spotted

    Text changes

    – Large Text option: Increases text size of subtitles, mission objectives and interact prompts by 150% when enabled
    – Added option to turn speaker name off when subtitles are enabled
    – New subtitle text color options in addition to white: Yellow, Blue, Red, Green
    Patch 1.05 also includes additional bug fixes.

    Lethal sounds interesting but call me when they add the plain straw hat.

    Did you not get the Sword Master's Hat?

    Seems like a pretty plain straw hat to me.

    It is but it's also curved - and it's not bad! It's far preferable to another headband! And The Betrayer's Straw Hat I honestly love, but just the classic, normal-sized hat is iconic. It's so iconic I am honestly really weirded out that we get like 25 variations of straw hats, and two specific variations of the classic style that are obliterated with "wear" so as to be useless as hats. Like walking around with a beanie on.

    It's weird. It's a weird omission.

    'Chance, you are the best kind of whore.' -Henroid
  • ChanceChance Registered User regular
    Fantasy patch notes:

    -The Hat
    -A mode that plays like hard or normal but Jin and Mongols all die in 2 hits, period.
    -Jin, Ishikawa, Tomoe and her followers are now mysteriously the only archers on the whole island!


    I don't mean that last one. But kinda.

    'Chance, you are the best kind of whore.' -Henroid
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    If I could trade my bow, both of them, and nobody else had any bows either I would be 100% on board with that trade.

    Nod. Get treat. PSN: Quippish
    ChanceOlivaw
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    But fire and explosion arrows are so fun...

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • ChanceChance Registered User regular
    But fire and explosion arrows are so fun...

    A small price to pay!

    'Chance, you are the best kind of whore.' -Henroid
    DevoutlyApathetic
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    You don't standoff, then afterwards slowmo and headshot the Archers in the distance?

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
    italianranma
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