The hold triangle attacks feel pretty pointless too. I want to find an application where Moon stance spin attack makes sense but I am really struggling. Feels Moon only exists to pummel brutes with triangle spam
Winds upgraded charge kick knocks people down for a one hit kill.
You can also juggle people with arrows with concentration while they are in the air.
Also, you can kill people by kicking them off of cliffs. This works for any sufficiently high structure, too. There was one outpost encounter that I completed by climbing an archer's tower, waiting for people to climb up to get me, and kicking them off the tower. It was pretty hilarious.
I've done this and it's pretty fun but I guess what I mean is the hold triangle moves don't seem to have any practical or ideal applications. I can't think of a scenario where it proved more useful than regular attacks.
On a completely separate note, anyone playing on the stock hard-drive and if so, what are the load times like on them?
Using a usb SSD, they are fast and it seems like SP is using it for storytelling too: I don't recall a load screen for the flip to new locations in Jin's flashbacks.
Everyone's calling this a "Goodbye" for the PS4 when it's also a "Hello" to the PS5 and what games might be like there...
PSN: ImRyanBurgundy
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited August 2020
I'm on a plain PS4 with the stock HDD and I've literally had one single circumstance where the load time for quick travel was long enough to let me read more than two tips. Normally the load time is so fast the tip barely has time to load itself.
I don't know what kind of black magic they used to achieve that, but it must be the darkest of the dark arts because it is fucking blazing fast.
My only real complaint about the game is that the R2 button is grossly underutilized. I mean, why not use it for movement? I just feel like using analog sticks for movement is archaic at this point. Why not make it so all you have to do is hold R2 and swing your DualShock controller around wildly to facilitate movement? Just seems like a missed opportunity. Oh well.
Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
+9
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
On a completely separate note, anyone playing on the stock hard-drive and if so, what are the load times like on them?
Using a usb SSD, they are fast and it seems like SP is using it for storytelling too: I don't recall a load screen for the flip to new locations in Jin's flashbacks.
Everyone's calling this a "Goodbye" for the PS4 when it's also a "Hello" to the PS5 and what games might be like there...
I’m on the stock Pro hard drive and initial load time on the high end is maybe 15 seconds. Once the save is loaded, 5 seconds tops.
Her tale is really good, if somewhat predictable. Great interaction between the characters.
Jin’s immediate humility as he quickly understands his father had an affair is extremely touching and a bit heartbreaking. He must be dealing with an extraordinary conflict in that moment. But he has the wherewithal to allow Yuriko peace and comfort in her final moments.
I wish they explored it more, dealing with the conflict of his idyllic image of his father paired with a deep betrayal. But for what it was, it was good.
I'm not sure it was an affair! The day at the hot springs she seems to be remembering is after his mom had died, because it was also after Jin had run off and gotten sick, if I remember right
Not to say it wasn't still improper, and that Jin still isn't dealing with that, but I don't think it was explicitly immoral
I agree as well.
I did not feel it was an affair either - but definitively something going on after Jins mother died
The last leg of her questline is called "The Art of Seeing."
"You brought little Jin to me, when he was so sick, after all that time in the forest. We had already lost Lady Sakai. Kazumasa, are you listening?"
"I'm listening."
"I made him drink that remedy my mother taught me. We sat by his side the whole night. You held my hand. Do you remember?"
"Yes I remember."
"that night I was so scared, so sad for little Jin. But I was so happy. Does that make me a bad person?"
"No."
"When he recovered, when you taught me how to ride, the day we rode to the onsen, the sunset was red and full. That was ..."
"That was what?"
"The best day of my life."
Lord Sakai was unhappy in his married life. They all but say there was an affair, and their relationship continued after Lady Sakai's death.
Jin must see his father for who he was. All of him. Jin believed his father was a man like Shimura. In fact, he was about as different as they could be. It is something Jin must reconcile to make the ultimate decision he makes to break away from the samurai tradition.
See but
the quotes you’re quoting explicitly say that anything as overt as handholding happened after Lady Sakai’s death. The day they went to the onsen together happened after Jin was sick, which happened after her death. When he was “weighed down by sadness” I took it to mean it was his wife’s death and Jin’s grief/sickness
I don’t think Kazumasa was unhappy in his married life, but I do think he was burdened by grief. I think maybe he and Yuriko might have had feelings, but if they did prior to his wife’s death, they didn’t act on them until afterward. That’s why Yuriko was so happy to just be holding Kazumasa’s hand—it was a reciprocation of affection that he had never given her before
I agree with the rest of your analysis, in particular Jin having to recognize the differences between the person he thought his father was and the reality of him, and the differences between him and his uncle. I just think the game is attempting a character rehabilitation for Kazumasa, and him having an affair would not help that
Yeah, I read:
Unrequited love rather than affair, which combined with her clearly diminishing faculties is just heartbreaking. Game's not afraid to go there, but it's not excessive. Just a very human moment
I just want to say if my husband ever takes our kid's nurse to a hot tub in the middle of the night, I am going to assume that they fucked.
All the talk about stances and how the combat feels less exciting as more tools are opened up:
Yes, I agree. Ghost was designed in every aspect, I think, to be accessible and palatable to as wide an audience as possible, and look good doing it. It wasn't really made for MorningLord to push the envelope, because there's very little to push, here. It operates on rules that are very separate and kind of Mac-like.
Combat in Ghost is a Mac - it'll do what you need it to, but don't ask it to do anything else and no, you can't access the settings files.
Combat in most Japanese action games are a PC - razor-sharp and designed for you to push it to the edge.
It's satisfying, when you parry an attack or just get that final perfect slash on a mongol in the same way it's satisfying when Kratos does the square-square-square-square-square-triangle combo. Lol.
Everyone can do it, and at the end he smashes the ground with the blades of chaos and it's like blaaaa and the bad guys are like "nooo my booones" and I'm all like "muahahaha this feels good."
Same thing. Easy. Fun.
'Chance, you are the best kind of whore.' -Henroid
+1
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
Kinda feel like I've hit the limit of how much I can break the duels. Not that there's much to use to break it with. Can't really figure out anything new to use.
I did find out that the jump has invincibility frames but I can't actually use it to jump through an attack and punish. They push away the kick and block the jumping strike. Kind of worthless.
Oh well I figured out how to use every stance and every stance special attack to style on em without using a lick of resolve so that'll do I guess.
There's just not that much depth to the duels really. The game wants to force you into Stone Stance, so you've got a very limited selection of moves. The opponents almost invariably have 2-3 times as many effective moves, several unblockable attacks, and can kill you in a few hits while you're forced to hack away at them like a block of wood. I spend a fair portion of each duel getting pissed off that the guy I'm facing can kill me in a couple kicks, yet my own kick seems to do fuck-all for damage against enemies.
Compared to engaging whole camps with a variety of items and moves, I'm finding the duels to be invariably dull and poorly-done. They're much too shallow and one-sided, and the most interesting thing about them is that they're generally set up in very picturesque locations. I'd honestly just prefer to skip the duels at this point, I don't find them at all entertaining.
Funnily enough water stance hold attack is better at breaking their white bar than heavy attack in stone stance. You only get one heavy attack in stone stance before they start dodging, and you can frequently make them block the entire flurry which does more overall white damage. That's your aim in every fight, breaking their white bar. That's if they don't just start eating individual hits and taking life damage anyway. A good way to make them start blocking the flurry is to hit them with a charged kick out of wind stance after dodging. There's no penalty for trying this, you can dodge, parry or stop doing the flurry at any point.
It's also one of the best ways to punish them when they are staggered, since it does a shitload of damage. (I have all the stances fully upgraded)
Another completely valid working combo is hold kick in wind stance into the starting two hits of moon stance. That charged kick basically forces them to stand there and block whatever you do next. I frequently segue into the flurry attack after this combo (they can sometimes avoid the flurry afterwards but will often as not just block it all), and it will all do a lot of white damage, and some health damage, and much more than just wailing on them in stone stance. The charged kick does a decent amount of white damage as well.
There's also absolutely zero penalty for trying out different moves in different stances as every single heavy attack and charged heavy attack in every stance can be instantly block or dodge cancelled at any point. You cannot be punished in your recovery. You have no recovery. The only exception is the flurry, which must be cancelled in between each individual hit, but each individual hit is faster than any other attack you have and it will cancel the majority of their attacks anyway.
Light attacks can't be cancelled tho, which is fairly bizarre, but whatever.
That's...about it tho. You can use moon stance charged attack to interrupt and do some damage, but the flurry is better. So that's just styling on them at that point. All the other stuff I mentioned is legit more effective than just stone stance tho.
The hold triangle attacks feel pretty pointless too. I want to find an application where Moon stance spin attack makes sense but I am really struggling. Feels Moon only exists to pummel brutes with triangle spam
Winds upgraded charge kick knocks people down for a one hit kill.
You can also juggle people with arrows with concentration while they are in the air.
Also, you can kill people by kicking them off of cliffs. This works for any sufficiently high structure, too. There was one outpost encounter that I completed by climbing an archer's tower, waiting for people to climb up to get me, and kicking them off the tower. It was pretty hilarious.
I've done this and it's pretty fun but I guess what I mean is the hold triangle moves don't seem to have any practical or ideal applications. I can't think of a scenario where it proved more useful than regular attacks.
When fully upgraded it's an instant kill on any enemy. Charged kick walk up press square they die. It's the most effective way to kill ronin in the field, since they are a bit like mini bosses and can block/parry your regular attacks.
Instant kill pretty handy. Also keeps you moving.
The flurry in water stance is legit much effective than regular heavy attacks at breaking shields and damaging them afterwards. It does more damage, more white bar damage and it's faster at it all to boot. Also generally better at white bar damage than stone stance heavy attacks in duels, as I mentioned above.
The moon stance charged attack is for those times you have multiple brutes in close proximity. It's rare, I know, I know, it's rare. But it happens, and that's it's legit use. And it will stunlock all of them no matter what kind of brute they are. Tower shield, axe, gun, whatever. For no resolve or resource cost. Take it or leave it, it's the king of that situation.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
edited August 2020
Yea that even applies to the upgrades. Which is my biggest complaint, but that's also just a personal thing and not something wrong with the game.
it doesn't want you to have to make any big decisions wrt to your character. It wants everything to be small impact and easy to get everything so your character can do it all with no hassle.
It's an action game and not an RPG but man do skill trees and armor upgrades make me want an RPG and make me want decisions.
The amount of restrictions I've had to put on myself and still feel like I get too many skill points and WAY TOO MANY MATERIALS.
I cannot believe there is a charm that increases material gains. That seems so very silly in this game with how many they throw at you.
But that's what the game wants to be. It wants you to have everything and get it without too much effort. It's just something that makes me enjoy it less, but I still love it for what it is.
DemonStacey on
+1
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
Actually supplies becomes a big limiting factor in upgrades more than anything else. The final tiers in all the armors are hugely expensive supply wise.
So I'm kind glad that charm exists.
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Her tale is really good, if somewhat predictable. Great interaction between the characters.
Jin’s immediate humility as he quickly understands his father had an affair is extremely touching and a bit heartbreaking. He must be dealing with an extraordinary conflict in that moment. But he has the wherewithal to allow Yuriko peace and comfort in her final moments.
I wish they explored it more, dealing with the conflict of his idyllic image of his father paired with a deep betrayal. But for what it was, it was good.
I'm not sure it was an affair! The day at the hot springs she seems to be remembering is after his mom had died, because it was also after Jin had run off and gotten sick, if I remember right
Not to say it wasn't still improper, and that Jin still isn't dealing with that, but I don't think it was explicitly immoral
I agree as well.
I did not feel it was an affair either - but definitively something going on after Jins mother died
The last leg of her questline is called "The Art of Seeing."
"You brought little Jin to me, when he was so sick, after all that time in the forest. We had already lost Lady Sakai. Kazumasa, are you listening?"
"I'm listening."
"I made him drink that remedy my mother taught me. We sat by his side the whole night. You held my hand. Do you remember?"
"Yes I remember."
"that night I was so scared, so sad for little Jin. But I was so happy. Does that make me a bad person?"
"No."
"When he recovered, when you taught me how to ride, the day we rode to the onsen, the sunset was red and full. That was ..."
"That was what?"
"The best day of my life."
Lord Sakai was unhappy in his married life. They all but say there was an affair, and their relationship continued after Lady Sakai's death.
Jin must see his father for who he was. All of him. Jin believed his father was a man like Shimura. In fact, he was about as different as they could be. It is something Jin must reconcile to make the ultimate decision he makes to break away from the samurai tradition.
See but
the quotes you’re quoting explicitly say that anything as overt as handholding happened after Lady Sakai’s death. The day they went to the onsen together happened after Jin was sick, which happened after her death. When he was “weighed down by sadness” I took it to mean it was his wife’s death and Jin’s grief/sickness
I don’t think Kazumasa was unhappy in his married life, but I do think he was burdened by grief. I think maybe he and Yuriko might have had feelings, but if they did prior to his wife’s death, they didn’t act on them until afterward. That’s why Yuriko was so happy to just be holding Kazumasa’s hand—it was a reciprocation of affection that he had never given her before
I agree with the rest of your analysis, in particular Jin having to recognize the differences between the person he thought his father was and the reality of him, and the differences between him and his uncle. I just think the game is attempting a character rehabilitation for Kazumasa, and him having an affair would not help that
Yeah, I read:
Unrequited love rather than affair, which combined with her clearly diminishing faculties is just heartbreaking. Game's not afraid to go there, but it's not excessive. Just a very human moment
I just want to say if my husband ever takes our kid's nurse to a hot tub in the middle of the night, I am going to assume that they fucked.
All the talk about stances and how the combat feels less exciting as more tools are opened up:
Yes, I agree. Ghost was designed in every aspect, I think, to be accessible and palatable to as wide an audience as possible, and look good doing it. It wasn't really made for MorningLord to push the envelope, because there's very little to push, here. It operates on rules that are very separate and kind of Mac-like.
Combat in Ghost is a Mac - it'll do what you need it to, but don't ask it to do anything else and no, you can't access the settings files.
Combat in most Japanese action games are a PC - razor-sharp and designed for you to push it to the edge.
It's satisfying, when you parry an attack or just get that final perfect slash on a mongol in the same way it's satisfying when Kratos does the square-square-square-square-square-triangle combo. Lol.
Everyone can do it, and at the end he smashes the ground with the blades of chaos and it's like blaaaa and the bad guys are like "nooo my booones" and I'm all like "muahahaha this feels good."
Same thing. Easy. Fun.
There is a difference between a game that does not require mastery from you and a game where you essentially just press x to win.
I don't need this game to be dark souls. I don't even REALLY need it to ask mastery of me at all. But fighting spear people is literally just press triangle until they fall over. Decision making is entirely absent from the process.
And this is coming from someone whose goal in most fights is actively to make it look as cool as possible. I hate using resolve to heal because I want to use that resolve to finish the fight with heavenly strike or dance of wrath or something. Even then, spearguys are just terminally uninteresting.
Rend on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
I don't think it was necessary to allow them to be parried or parried from the stance.
I also don't think it was necessary to give them infinite super armor for any attack but wind stance heavy attack.
They're the worst designed enemy in the game.
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Actually supplies becomes a big limiting factor in upgrades more than anything else. The final tiers in all the armors are hugely expensive supply wise.
So I'm kind glad that charm exists.
Man I legit have been making myself upgrade stuff I don't use and requiring myself to finish upgrading an armor all the way to max before I move on to the next one I like just to slow myself down and it still feels too fast. And that's without the charm.
I don't even use bows and I have both maxed out just to use up supplies. Which also means I now have 0 use for bamboo(other than selling for more supplies if I needed them..) and I haven't even touched the third area yet and have a lot to do in the second area and I don't use the double up charm. That seems crazy!
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 2020
Oh also I figured out Aegeri's no resolve thing.
When you die the game saves your current resolve.
If you die after building resolve, you respawn with more than you walked into the fight with.
Patient people could abuse this to build resolve while learning the fight until they have enough to spam resolve attacks and win.
I recommend the 15% resolve when you break opponents guard in duels. And bludgeoning charms.
Also on that note gosaku is completely op in duels. I tried out gosaku with two bludgeoning charms they spent more time staggered than fighting.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Her tale is really good, if somewhat predictable. Great interaction between the characters.
Jin’s immediate humility as he quickly understands his father had an affair is extremely touching and a bit heartbreaking. He must be dealing with an extraordinary conflict in that moment. But he has the wherewithal to allow Yuriko peace and comfort in her final moments.
I wish they explored it more, dealing with the conflict of his idyllic image of his father paired with a deep betrayal. But for what it was, it was good.
I'm not sure it was an affair! The day at the hot springs she seems to be remembering is after his mom had died, because it was also after Jin had run off and gotten sick, if I remember right
Not to say it wasn't still improper, and that Jin still isn't dealing with that, but I don't think it was explicitly immoral
I agree as well.
I did not feel it was an affair either - but definitively something going on after Jins mother died
The last leg of her questline is called "The Art of Seeing."
"You brought little Jin to me, when he was so sick, after all that time in the forest. We had already lost Lady Sakai. Kazumasa, are you listening?"
"I'm listening."
"I made him drink that remedy my mother taught me. We sat by his side the whole night. You held my hand. Do you remember?"
"Yes I remember."
"that night I was so scared, so sad for little Jin. But I was so happy. Does that make me a bad person?"
"No."
"When he recovered, when you taught me how to ride, the day we rode to the onsen, the sunset was red and full. That was ..."
"That was what?"
"The best day of my life."
Lord Sakai was unhappy in his married life. They all but say there was an affair, and their relationship continued after Lady Sakai's death.
Jin must see his father for who he was. All of him. Jin believed his father was a man like Shimura. In fact, he was about as different as they could be. It is something Jin must reconcile to make the ultimate decision he makes to break away from the samurai tradition.
See but
the quotes you’re quoting explicitly say that anything as overt as handholding happened after Lady Sakai’s death. The day they went to the onsen together happened after Jin was sick, which happened after her death. When he was “weighed down by sadness” I took it to mean it was his wife’s death and Jin’s grief/sickness
I don’t think Kazumasa was unhappy in his married life, but I do think he was burdened by grief. I think maybe he and Yuriko might have had feelings, but if they did prior to his wife’s death, they didn’t act on them until afterward. That’s why Yuriko was so happy to just be holding Kazumasa’s hand—it was a reciprocation of affection that he had never given her before
I agree with the rest of your analysis, in particular Jin having to recognize the differences between the person he thought his father was and the reality of him, and the differences between him and his uncle. I just think the game is attempting a character rehabilitation for Kazumasa, and him having an affair would not help that
Yeah, I read:
Unrequited love rather than affair, which combined with her clearly diminishing faculties is just heartbreaking. Game's not afraid to go there, but it's not excessive. Just a very human moment
I just want to say if my husband ever takes our kid's nurse to a hot tub in the middle of the night, I am going to assume that they fucked.
All the talk about stances and how the combat feels less exciting as more tools are opened up:
Yes, I agree. Ghost was designed in every aspect, I think, to be accessible and palatable to as wide an audience as possible, and look good doing it. It wasn't really made for MorningLord to push the envelope, because there's very little to push, here. It operates on rules that are very separate and kind of Mac-like.
Combat in Ghost is a Mac - it'll do what you need it to, but don't ask it to do anything else and no, you can't access the settings files.
Combat in most Japanese action games are a PC - razor-sharp and designed for you to push it to the edge.
It's satisfying, when you parry an attack or just get that final perfect slash on a mongol in the same way it's satisfying when Kratos does the square-square-square-square-square-triangle combo. Lol.
Everyone can do it, and at the end he smashes the ground with the blades of chaos and it's like blaaaa and the bad guys are like "nooo my booones" and I'm all like "muahahaha this feels good."
Same thing. Easy. Fun.
There is a difference between a game that does not require mastery from you and a game where you essentially just press x to win.
I don't need this game to be dark souls. I don't even REALLY need it to ask mastery of me at all. But fighting spear people is literally just press triangle until they fall over. Decision making is entirely absent from the process.
And this is coming from someone whose goal in most fights is actively to make it look as cool as possible. I hate using resolve to heal because I want to use that resolve to finish the fight with heavenly strike or dance of wrath or something. Even then, spearguys are just terminally uninteresting.
Only a Sith deals in absolutes. Show us all the video of someone holding up a dualshock with one hand and mashing a single button and clearing a camp in Ghost of Tsushima.
Well, wait - I guess those new difficulty modes have made that possible. You could totally do that. Maybe? Idk I haven't tried them - but perhaps that's the issue. What difficulty are you playing it on, that's making it so boring to you?
Edit: also I have to say, for some reason:
If your priority is style, and you're dissatisfied with the lack of style in executing one move over and over, maybe do any other move. There are a lot.
Chance on
'Chance, you are the best kind of whore.' -Henroid
It annoys me to no end that even the cranes are like, particle cranes that will fly away as soon as you hit photo mode.
'Chance, you are the best kind of whore.' -Henroid
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 2020
I mean. You can still kill spears by dodging their attack and doing light attacks. On lethal its arguably faster tbh.
And heavenly strike.
And throwing a kunai at them and wailing on them.
Or throwing a sticky bomb on them and booting them into their mates.
Or kicking them and using concentration to juggle them.
In fact the kick is even free because you'll still auto parry if they try to interrupt the kick, so there's not really any excuse for not booting spearmen around the place like they're soccerballs.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Only a Sith deals in absolutes. Show us all the video of someone holding up a dualshock with one hand and mashing a single button and clearing a camp in Ghost of Tsushima.
Well, wait - I guess those new difficulty modes have made that possible. You could totally do that. Maybe? Idk I haven't tried them - but perhaps that's the issue. What difficulty are you playing it on, that's making it so boring to you?
Edit: also I have to say, for some reason:
If your priority is style, and you're dissatisfied with the lack of style in executing one move over and over, maybe do any other move. There are a lot.
I am explicitly complaining about spearguys. I enjoy fighting pretty much everything other than spearguys, the spearguys are just boring.
And yes, I do like to do stylish stuff in this game. I like dodging, parrying, weaving heavy and strong attacks, the whole kit and kaboodle. But all of those things are predicated on the effectiveness of the strategy in the first place. I don't need to limit myself to the single most effective strategy, but I want a strategy that gets the job done and makes me look badass.
The problem is that with spearguys the delta of effectiveness is absolutely immense between "use triangle and win automatically" and just about any other strategy. It feels bad to use other moves against them, especially because a lot of them are really inconsistent, when just hitting triangle is a guaranteed win. I find that giving up that much effectiveness leaves a bad taste in my mouth. And, if all that's left in the camp are like eight spear guys, yeah I could one handed beat them and film it with the other hand, that would be pretty trivial.
Again just to be clear, my complaint is exclusively with the spear wielding mongols/peasants/etc. I don't really have a complaint about the rest of the cast.
I mean. You can still kill spears by dodging their attack and doing light attacks. On lethal its arguably faster tbh.
And heavenly strike.
And throwing a kunai at them and wailing on them.
Or throwing a sticky bomb on them and booting them into their mates.
Or kicking them and using concentration to juggle them.
In fact the kick is even free because you'll still auto parry if they try to interrupt the kick, so there's not really any excuse for not booting spearmen around the place like they're soccerballs.
I wrote that list and then deleted it because it felt kinda' impolite. There are myriad answers to a speartip. Not tryin' to be impolite, but it's like "it bothers me when I do this."
"Then stop doing that."
"But it's more challenging to do literally anything else. Ow."
"Well, I'm not a Doctor, but... dodge? Just dodge outta' the way and counter attack. It is so easy I literally know people who beat Sekiro that way."
"But it's not guaranteed."
"But that's your problem with triangle."
Chance on
'Chance, you are the best kind of whore.' -Henroid
I mean. You can still kill spears by dodging their attack and doing light attacks. On lethal its arguably faster tbh.
And heavenly strike.
And throwing a kunai at them and wailing on them.
Or throwing a sticky bomb on them and booting them into their mates.
Or kicking them and using concentration to juggle them.
In fact the kick is even free because you'll still auto parry if they try to interrupt the kick, so there's not really any excuse for not booting spearmen around the place like they're soccerballs.
I wrote that list and then deleted it because it felt kinda' impolite. There are myriad answers to a speartip. Not tryin' to be impolite, but it's like "it bothers me when I do this."
"Then stop doing that."
"But it's more challenging to do literally anything else. Ow."
"Well, I'm not a Doctor, but... dodge? Just dodge outta' the way and counter attack. It is so easy I literally know people who beat Sekiro that way."
"But it's not guaranteed."
"But that's your problem with triangle."
Let's just take the argument all the way to its logical conclusion. I know this isn't what you're arguing, but bear with me here.
Let's say I had a move that cost zero resources, was fast to come out, safe, and killed every enemy within sight instantaneously. This is not a secret move, it is placed in the same list as all the rest of the tools I've got at my disposal. It doesn't even cost an easily renewable resource like kunai.
Do I utilize this move? Sometimes perhaps. Maybe or maybe not. Maybe I do it a lot or a little, always or not at all. But the presence of this thing would make the game not fun for me. Knowing I had this ace up my sleeve the whole time, that I was never truly vulnerable and that I was just choosing to be vulnerable until maybe I chose not to be, maybe that would be a cool thing for some game but not really for this one, not for me at least. I would be very bored, because I want the game to be imposing restriction on me, and this hypothetical win button proves all those restrictions are strictly optional.
Now, this button does not exist, but if we back up from that absurd precipice, the seed of that feeling is still there for me. I do use varied moves against the enemy encounters in this game. I don't always use triangle against spearguys, but neither do I never use it. Sometimes I do dodge out of the way, sometimes I use kunai, sometimes I do this or that or whatever. But, during situations where my only immediate threat is one or more spearguys (which is not exactly uncommon, sometimes they're the only ones near you and sometimes they're the only ones left), I feel a pang of boredom because I have this ace up my sleeve. Now the cool stuff I'm doing is just me fucking around and playing with my food, and that's not a feeling I like. I want to feel stylish and varied and I want to feel like I'm earning it and in this situation, with this specific enemy, I don't feel that way.
I never said spear enemies were poorly designed (that was someone else), I never said they shouldn't be in the game, and I never even said it should be changed. Specifically I just said it was "baffling," it literally confuses me. I just don't like that aspect, and pointed out that the game systems which provide incentive for you to design jin's move that way could have themselves been designed around. I just don't like it, it makes fights against those enemies feel cheap to me.
At the end of the day it's not that big a deal, but it's incongruous with the rest of the game. The rest of the game doesn't feel that way to me, and if there are other enemies around often the spear enemies don't even feel that way, since mixed in they're probably as they should be. Just, every once in a while the game kind of overplays its hand to me and I get a little bored with it in a way that is particularly striking to me, probably because when I saw the move in the unlock screen I got excited, but more often than not I find that it bores me now.
For only having Heavenly Strike and Dance of Wrath you get way too much Resolve. We needed some more moves like those that cost resolve or some other abilities that cost resolve.
+2
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 2020
I actually hate them. I hate their super armor their inflexible design. The fact you cant do anything interesting except use op stuff that works on everyone or perfect parry them. The fact that you kind of have to swap to wind stance when theyre mixed in because theyre too dangerous to ignore.
I particularly hate that they keep tagging me. Thats on me but I still take it personally. How dare you.
So Im not bored despite everything you said being true. Because fuck those guys die die die. I relish their slaughter.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
I'm at the end of this game and I have to say I'm not super happy that they had me fight during sunset where red flashes aren't visible (for my colourblind eyes, at least)
On lethal you will be one shot 100% by any unblockable in this fight, so. It's pretty annoying.
I'm at the end of this game and I have to say I'm not super happy that they had me fight during sunset where red flashes aren't visible (for my colourblind eyes, at least)
On lethal you will be one shot 100% by any unblockable in this fight, so. It's pretty annoying.
Is this with the various colorblind settings already on? Is Ghost's bad (or not there?)
'Chance, you are the best kind of whore.' -Henroid
I'm at the end of this game and I have to say I'm not super happy that they had me fight during sunset where red flashes aren't visible (for my colourblind eyes, at least)
On lethal you will be one shot 100% by any unblockable in this fight, so. It's pretty annoying.
Is this with the various colorblind settings already on? Is Ghost's bad (or not there?)
I took a look and saw no settings for the flashes, sadly.
Tbh the main difficulty is that he mixes you up between slow blue and extremely fast red attacks, so you just shouldn't try to parry at all. It's too fast to react to while deciding between reactions.
I ended up beating him because the duel AI is pretty bad when it gets cornered, and I noticed it won't let you get more than 3 resolve in that fight. I guess they don't want you spamming the cool attacks they gave you, for... reasons.
+1
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited August 2020
Spear guys problem is that their core attacks are way too fast and they have too many unblockables pre-upgrade. After you upgrade parrying stance they are significantly easier to deal with, but then you unlock that magic triangle and they go from enemy #1 to an irritating distraction. The game deliberately makes them irrelevant with one button, which I'm going to say is a really strange design decision no matter which way I end up looking at it. Why is this enemy specifically automatically countered and beaten with one button?
For only having Heavenly Strike and Dance of Wrath you get way too much Resolve. We needed some more moves like those that cost resolve or some other abilities that cost resolve.
I was pretty surprised they made the fire sword use another consumable. Yes that makes logical sense but like you said we’ve got so much damn resolve I was expecting to have more to do with it.
I think they just figured you’d heal with it in big fights? By the midgame healing was entirely unnecessary. Especially after combat you could just equip the healing charm and you’d be topped off after about 30-45 seconds—by the time you got to the next place you were going.
I actually hate them. I hate their super armor their inflexible design. The fact you cant do anything interesting except use op stuff that works on everyone or perfect parry them. The fact that you kind of have to swap to wind stance when theyre mixed in because theyre too dangerous to ignore.
I particularly hate that they keep tagging me. Thats on me but I still take it personally. How dare you.
So Im not bored despite everything you said being true. Because fuck those guys die die die. I relish their slaughter.
See for me they kinda' call out to go for the manual parry because that was always my response in my first playthrough. I didn't start jumping over them in early game until someone here pointed out the move, here, and so because I was going for the just-mostly-the-sword thing, parrying them became my go-to. And because they're so dangerous, it always made it super-exciting, to me. I had an awesome fight once where three spearmen and a swordsman had surrounded me and I switched to spear stance and one went in - parry - another - parry - another - perfect parry, WHAM - and the swordsman collapses and runs, and I pan the camera over to the other two.
Overwatch has been out for, God... four years, now. Four and I've mained Tracer since six or nine months after launch. The other day I broke 1,000 hours played total, 500 of it on Tracer, and I'm not yet bored of Tracer. Just sent a terrifying McCree a GG, and they sent me back a heart, it was awesome.
In the last 2.5 weeks I mainlined Ghost of Tsushima for what I'm pretty sure is close to 100 hours. I played the equivalent of 20% of my entire Tracer Overwatch career in the last 2 weeks, I'm now midway through my second runthrough, on lethal, and I too have run up to three shield dudes in a row, held down triangle for the flurry combo three times in a row and when "whelp, that was not precisely intense."
I get that. But I was also proud enough of it to put it in a video and be all like "look what I can do!"
I've been playing Overwatch all weekend, haven't touched Ghost since Saturday. Takin' a little break, because if I'm being honest, c'mon. I really did do over 100 hours in two weeks. That is a Ghost bender. I was drunk with it. And after that, sure, I've optimized every single encounter and can execute everyone just soo perfectly that sometimes it's perfunctory, but damn after ten rounds on Tracer I'll switch to Sombra or Zarya or Zen just to shake it up a bit.
I'm takin' a little breather from Tsushima, now. I love the game, and I'm lookin' forward to gettin' back with it soon. Absence is gonna' make for a sweet reunion, I expect.
Anyway there's a spell you can learn in a lot of the Shin Megami Tensei games called Armageddon or something like that. I think o
I started up Sekiro thinking “oh man, this is going to be rough, I’m going to have to relearn so much”
Then I had the realization that Tsushimas parry windows are so much tighter than Sekiros and I was perfect parrying everything with ease.
Ahhh t'was a good gen.
'Chance, you are the best kind of whore.' -Henroid
+3
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Ugh, with all sincerity: fuck dueling.
Just finished up the demon dude quest and I'm just completely sick of the broke-ass dueling system. I dunno what my favorite part is: the unblockable unparryable multi-hit chains the track you over a huge distance, having to hit the enemy some thirty times to kill them when you die in 2-3 hits, attacks that are straight-up broken with hitboxes that clearly reach a foot or two beyond the attack, chains of regular attacks that suddenly turn off parrying for some reason, the fact that the player gets restricted to a teensy little handful of moves when dueling opponents get a solid dozen strikes of their own where every single hit deals high damage, constantly fighting with the aggravating combat control system that randomly decides you want to run away now rather than scoot back, or that the duels decide to be incredibly stingy with Resolve in order to limit your attack options even more.
This is not dueling. Sekiro had dueling, with enemies that had total health comparable to your restorable health, movesets of comparable size to your own, and a strict adherence to the rules of the combat system. The "dueling" in Ghosts is just crap, pretty-looking swordfighting attached to a really shoddy, unbalanced secondary combat system. I wouldn't miss a bit of it if they had just skipped duels entirely, these are hands-down the most badly-done part of the game.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited August 2020
The first few duels are pretty much okay. The enemies don't have a ton of health or moves, so they can feel like an actual duel.
The later ones are awful and epitomize the cardinal design sin of taking the "legendary" player character and making them a chump compared to very over-equipped random enemies. If the player could cheat the game systems half as much as the higher-up duelists, no enemy in the game would ever be a threat at any point.
What the duel system needed was depth and complexity. What it got was the old crank-up-health-and-damage entree, with a side order of break-the-game-rules-too.
I'm just real glad the dueling shit should be done with for a long while now and I can get back to the parts of the game that aren't ass.
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Dance of Wrath just makes a mockery of duels if you’re wearing Gosu armour. Duels definitely have a larger and more sudden jump in difficulty compared to all other mechanics though.
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I found that during duels when I would double tap dodge to roll away they would just track me and hit me with follow up attacks. But when I performed a simple dodge I’d sidestep the follow up attack.
Duels are weird. The first few are tough. Then you get HS and you’ve got a decent tool to push stagger and damage. Then the parry charm makes it easy to counter regular and “silver” unblockables. Then you get Wrath and it’s just “oh, were we fighting?” because the guy is already dead.
Battletag: Threeve#1501
PSN: Threeve703
+3
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
edited August 2020
Yeah I never had an issue with duels, to the point where I had to decide not to use the Dance just to make it more interesting. They could absolutely bring me to low health with a good string, but I had resolve, so I got back to full health in two button presses, especially with the charm that gives you bonus health if you’re lower than 50%
Dance of Wrath just makes a mockery of duels if you’re wearing Gosu armour. Duels definitely have a larger and more sudden jump in difficulty compared to all other mechanics though.
Not for me, at least not on normal difficult.
Standoffs, though, can suck it.
Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 2020
Finding duels boring. They're way too easy. Option select destroys all of them.
Kinda hoping I can find one that makes me need to stop using the option select. I live in hope that I wont destroy every duel with such a simple strat, and I pretty much am always disappointed.
I also wish I could lower Jin's damage. Regret upgrading my katana so much. They die too quickly. I can't even have much fun styling on them. They barely get any attacks.
Hah. Six Blades of Kojiro Spoiler.
If you kill all 5 straw hats before you talk to the quest giver he says the usual "You gotta fight 5 guys first to gain the honor of fighting Kojiro"
And Jin's just like "Yeah I done dusted them already"
"righto, Kojiro's here then"
edit: Damn, was hoping he'd be tougher than the others.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
+2
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Posts
I've done this and it's pretty fun but I guess what I mean is the hold triangle moves don't seem to have any practical or ideal applications. I can't think of a scenario where it proved more useful than regular attacks.
Using a usb SSD, they are fast and it seems like SP is using it for storytelling too: I don't recall a load screen for the flip to new locations in Jin's flashbacks.
Everyone's calling this a "Goodbye" for the PS4 when it's also a "Hello" to the PS5 and what games might be like there...
I don't know what kind of black magic they used to achieve that, but it must be the darkest of the dark arts because it is fucking blazing fast.
I’m on the stock Pro hard drive and initial load time on the high end is maybe 15 seconds. Once the save is loaded, 5 seconds tops.
PSN: Threeve703
All the talk about stances and how the combat feels less exciting as more tools are opened up:
Yes, I agree. Ghost was designed in every aspect, I think, to be accessible and palatable to as wide an audience as possible, and look good doing it. It wasn't really made for MorningLord to push the envelope, because there's very little to push, here. It operates on rules that are very separate and kind of Mac-like.
Combat in Ghost is a Mac - it'll do what you need it to, but don't ask it to do anything else and no, you can't access the settings files.
Combat in most Japanese action games are a PC - razor-sharp and designed for you to push it to the edge.
It's satisfying, when you parry an attack or just get that final perfect slash on a mongol in the same way it's satisfying when Kratos does the square-square-square-square-square-triangle combo. Lol.
Everyone can do it, and at the end he smashes the ground with the blades of chaos and it's like blaaaa and the bad guys are like "nooo my booones" and I'm all like "muahahaha this feels good."
Same thing. Easy. Fun.
Funnily enough water stance hold attack is better at breaking their white bar than heavy attack in stone stance. You only get one heavy attack in stone stance before they start dodging, and you can frequently make them block the entire flurry which does more overall white damage. That's your aim in every fight, breaking their white bar. That's if they don't just start eating individual hits and taking life damage anyway. A good way to make them start blocking the flurry is to hit them with a charged kick out of wind stance after dodging. There's no penalty for trying this, you can dodge, parry or stop doing the flurry at any point.
It's also one of the best ways to punish them when they are staggered, since it does a shitload of damage. (I have all the stances fully upgraded)
Another completely valid working combo is hold kick in wind stance into the starting two hits of moon stance. That charged kick basically forces them to stand there and block whatever you do next. I frequently segue into the flurry attack after this combo (they can sometimes avoid the flurry afterwards but will often as not just block it all), and it will all do a lot of white damage, and some health damage, and much more than just wailing on them in stone stance. The charged kick does a decent amount of white damage as well.
There's also absolutely zero penalty for trying out different moves in different stances as every single heavy attack and charged heavy attack in every stance can be instantly block or dodge cancelled at any point. You cannot be punished in your recovery. You have no recovery. The only exception is the flurry, which must be cancelled in between each individual hit, but each individual hit is faster than any other attack you have and it will cancel the majority of their attacks anyway.
Light attacks can't be cancelled tho, which is fairly bizarre, but whatever.
That's...about it tho. You can use moon stance charged attack to interrupt and do some damage, but the flurry is better. So that's just styling on them at that point. All the other stuff I mentioned is legit more effective than just stone stance tho.
When fully upgraded it's an instant kill on any enemy. Charged kick walk up press square they die. It's the most effective way to kill ronin in the field, since they are a bit like mini bosses and can block/parry your regular attacks.
Instant kill pretty handy. Also keeps you moving.
The flurry in water stance is legit much effective than regular heavy attacks at breaking shields and damaging them afterwards. It does more damage, more white bar damage and it's faster at it all to boot. Also generally better at white bar damage than stone stance heavy attacks in duels, as I mentioned above.
The moon stance charged attack is for those times you have multiple brutes in close proximity. It's rare, I know, I know, it's rare. But it happens, and that's it's legit use. And it will stunlock all of them no matter what kind of brute they are. Tower shield, axe, gun, whatever. For no resolve or resource cost. Take it or leave it, it's the king of that situation.
it doesn't want you to have to make any big decisions wrt to your character. It wants everything to be small impact and easy to get everything so your character can do it all with no hassle.
It's an action game and not an RPG but man do skill trees and armor upgrades make me want an RPG and make me want decisions.
The amount of restrictions I've had to put on myself and still feel like I get too many skill points and WAY TOO MANY MATERIALS.
I cannot believe there is a charm that increases material gains. That seems so very silly in this game with how many they throw at you.
But that's what the game wants to be. It wants you to have everything and get it without too much effort. It's just something that makes me enjoy it less, but I still love it for what it is.
So I'm kind glad that charm exists.
There is a difference between a game that does not require mastery from you and a game where you essentially just press x to win.
I don't need this game to be dark souls. I don't even REALLY need it to ask mastery of me at all. But fighting spear people is literally just press triangle until they fall over. Decision making is entirely absent from the process.
And this is coming from someone whose goal in most fights is actively to make it look as cool as possible. I hate using resolve to heal because I want to use that resolve to finish the fight with heavenly strike or dance of wrath or something. Even then, spearguys are just terminally uninteresting.
I also don't think it was necessary to give them infinite super armor for any attack but wind stance heavy attack.
They're the worst designed enemy in the game.
Man I legit have been making myself upgrade stuff I don't use and requiring myself to finish upgrading an armor all the way to max before I move on to the next one I like just to slow myself down and it still feels too fast. And that's without the charm.
I don't even use bows and I have both maxed out just to use up supplies. Which also means I now have 0 use for bamboo(other than selling for more supplies if I needed them..) and I haven't even touched the third area yet and have a lot to do in the second area and I don't use the double up charm. That seems crazy!
When you die the game saves your current resolve.
If you die after building resolve, you respawn with more than you walked into the fight with.
Patient people could abuse this to build resolve while learning the fight until they have enough to spam resolve attacks and win.
I recommend the 15% resolve when you break opponents guard in duels. And bludgeoning charms.
Also on that note gosaku is completely op in duels. I tried out gosaku with two bludgeoning charms they spent more time staggered than fighting.
Pfft. Heals. Resolve moves. Jedi need not these things.
Well Rey did that one time. Okay two, but most Jedi need not these things.
Only a Sith deals in absolutes. Show us all the video of someone holding up a dualshock with one hand and mashing a single button and clearing a camp in Ghost of Tsushima.
Well, wait - I guess those new difficulty modes have made that possible. You could totally do that. Maybe? Idk I haven't tried them - but perhaps that's the issue. What difficulty are you playing it on, that's making it so boring to you?
Edit: also I have to say, for some reason:
If your priority is style, and you're dissatisfied with the lack of style in executing one move over and over, maybe do any other move. There are a lot.
It annoys me to no end that even the cranes are like, particle cranes that will fly away as soon as you hit photo mode.
And heavenly strike.
And throwing a kunai at them and wailing on them.
Or throwing a sticky bomb on them and booting them into their mates.
Or kicking them and using concentration to juggle them.
In fact the kick is even free because you'll still auto parry if they try to interrupt the kick, so there's not really any excuse for not booting spearmen around the place like they're soccerballs.
I am explicitly complaining about spearguys. I enjoy fighting pretty much everything other than spearguys, the spearguys are just boring.
And yes, I do like to do stylish stuff in this game. I like dodging, parrying, weaving heavy and strong attacks, the whole kit and kaboodle. But all of those things are predicated on the effectiveness of the strategy in the first place. I don't need to limit myself to the single most effective strategy, but I want a strategy that gets the job done and makes me look badass.
The problem is that with spearguys the delta of effectiveness is absolutely immense between "use triangle and win automatically" and just about any other strategy. It feels bad to use other moves against them, especially because a lot of them are really inconsistent, when just hitting triangle is a guaranteed win. I find that giving up that much effectiveness leaves a bad taste in my mouth. And, if all that's left in the camp are like eight spear guys, yeah I could one handed beat them and film it with the other hand, that would be pretty trivial.
Again just to be clear, my complaint is exclusively with the spear wielding mongols/peasants/etc. I don't really have a complaint about the rest of the cast.
I wrote that list and then deleted it because it felt kinda' impolite. There are myriad answers to a speartip. Not tryin' to be impolite, but it's like "it bothers me when I do this."
"Then stop doing that."
"But it's more challenging to do literally anything else. Ow."
"Well, I'm not a Doctor, but... dodge? Just dodge outta' the way and counter attack. It is so easy I literally know people who beat Sekiro that way."
"But it's not guaranteed."
"But that's your problem with triangle."
Let's just take the argument all the way to its logical conclusion. I know this isn't what you're arguing, but bear with me here.
Let's say I had a move that cost zero resources, was fast to come out, safe, and killed every enemy within sight instantaneously. This is not a secret move, it is placed in the same list as all the rest of the tools I've got at my disposal. It doesn't even cost an easily renewable resource like kunai.
Do I utilize this move? Sometimes perhaps. Maybe or maybe not. Maybe I do it a lot or a little, always or not at all. But the presence of this thing would make the game not fun for me. Knowing I had this ace up my sleeve the whole time, that I was never truly vulnerable and that I was just choosing to be vulnerable until maybe I chose not to be, maybe that would be a cool thing for some game but not really for this one, not for me at least. I would be very bored, because I want the game to be imposing restriction on me, and this hypothetical win button proves all those restrictions are strictly optional.
Now, this button does not exist, but if we back up from that absurd precipice, the seed of that feeling is still there for me. I do use varied moves against the enemy encounters in this game. I don't always use triangle against spearguys, but neither do I never use it. Sometimes I do dodge out of the way, sometimes I use kunai, sometimes I do this or that or whatever. But, during situations where my only immediate threat is one or more spearguys (which is not exactly uncommon, sometimes they're the only ones near you and sometimes they're the only ones left), I feel a pang of boredom because I have this ace up my sleeve. Now the cool stuff I'm doing is just me fucking around and playing with my food, and that's not a feeling I like. I want to feel stylish and varied and I want to feel like I'm earning it and in this situation, with this specific enemy, I don't feel that way.
I never said spear enemies were poorly designed (that was someone else), I never said they shouldn't be in the game, and I never even said it should be changed. Specifically I just said it was "baffling," it literally confuses me. I just don't like that aspect, and pointed out that the game systems which provide incentive for you to design jin's move that way could have themselves been designed around. I just don't like it, it makes fights against those enemies feel cheap to me.
At the end of the day it's not that big a deal, but it's incongruous with the rest of the game. The rest of the game doesn't feel that way to me, and if there are other enemies around often the spear enemies don't even feel that way, since mixed in they're probably as they should be. Just, every once in a while the game kind of overplays its hand to me and I get a little bored with it in a way that is particularly striking to me, probably because when I saw the move in the unlock screen I got excited, but more often than not I find that it bores me now.
I particularly hate that they keep tagging me. Thats on me but I still take it personally. How dare you.
So Im not bored despite everything you said being true. Because fuck those guys die die die. I relish their slaughter.
On lethal you will be one shot 100% by any unblockable in this fight, so. It's pretty annoying.
Is this with the various colorblind settings already on? Is Ghost's bad (or not there?)
I took a look and saw no settings for the flashes, sadly.
Tbh the main difficulty is that he mixes you up between slow blue and extremely fast red attacks, so you just shouldn't try to parry at all. It's too fast to react to while deciding between reactions.
I ended up beating him because the duel AI is pretty bad when it gets cornered, and I noticed it won't let you get more than 3 resolve in that fight. I guess they don't want you spamming the cool attacks they gave you, for... reasons.
I was pretty surprised they made the fire sword use another consumable. Yes that makes logical sense but like you said we’ve got so much damn resolve I was expecting to have more to do with it.
I think they just figured you’d heal with it in big fights? By the midgame healing was entirely unnecessary. Especially after combat you could just equip the healing charm and you’d be topped off after about 30-45 seconds—by the time you got to the next place you were going.
PSN: Threeve703
Then I had the realization that Tsushimas parry windows are so much tighter than Sekiros and I was perfect parrying everything with ease.
Way of the Swagurai...
See for me they kinda' call out to go for the manual parry because that was always my response in my first playthrough. I didn't start jumping over them in early game until someone here pointed out the move, here, and so because I was going for the just-mostly-the-sword thing, parrying them became my go-to. And because they're so dangerous, it always made it super-exciting, to me. I had an awesome fight once where three spearmen and a swordsman had surrounded me and I switched to spear stance and one went in - parry - another - parry - another - perfect parry, WHAM - and the swordsman collapses and runs, and I pan the camera over to the other two.
That was an awesome moment, for me. Anyway, @Rend
Overwatch has been out for, God... four years, now. Four and I've mained Tracer since six or nine months after launch. The other day I broke 1,000 hours played total, 500 of it on Tracer, and I'm not yet bored of Tracer. Just sent a terrifying McCree a GG, and they sent me back a heart, it was awesome.
In the last 2.5 weeks I mainlined Ghost of Tsushima for what I'm pretty sure is close to 100 hours. I played the equivalent of 20% of my entire Tracer Overwatch career in the last 2 weeks, I'm now midway through my second runthrough, on lethal, and I too have run up to three shield dudes in a row, held down triangle for the flurry combo three times in a row and when "whelp, that was not precisely intense."
I get that. But I was also proud enough of it to put it in a video and be all like "look what I can do!"
I've been playing Overwatch all weekend, haven't touched Ghost since Saturday. Takin' a little break, because if I'm being honest, c'mon. I really did do over 100 hours in two weeks. That is a Ghost bender. I was drunk with it. And after that, sure, I've optimized every single encounter and can execute everyone just soo perfectly that sometimes it's perfunctory, but damn after ten rounds on Tracer I'll switch to Sombra or Zarya or Zen just to shake it up a bit.
I'm takin' a little breather from Tsushima, now. I love the game, and I'm lookin' forward to gettin' back with it soon. Absence is gonna' make for a sweet reunion, I expect.
Anyway there's a spell you can learn in a lot of the Shin Megami Tensei games called Armageddon or something like that. I think o
Ahhh t'was a good gen.
Just finished up the demon dude quest and I'm just completely sick of the broke-ass dueling system. I dunno what my favorite part is: the unblockable unparryable multi-hit chains the track you over a huge distance, having to hit the enemy some thirty times to kill them when you die in 2-3 hits, attacks that are straight-up broken with hitboxes that clearly reach a foot or two beyond the attack, chains of regular attacks that suddenly turn off parrying for some reason, the fact that the player gets restricted to a teensy little handful of moves when dueling opponents get a solid dozen strikes of their own where every single hit deals high damage, constantly fighting with the aggravating combat control system that randomly decides you want to run away now rather than scoot back, or that the duels decide to be incredibly stingy with Resolve in order to limit your attack options even more.
This is not dueling. Sekiro had dueling, with enemies that had total health comparable to your restorable health, movesets of comparable size to your own, and a strict adherence to the rules of the combat system. The "dueling" in Ghosts is just crap, pretty-looking swordfighting attached to a really shoddy, unbalanced secondary combat system. I wouldn't miss a bit of it if they had just skipped duels entirely, these are hands-down the most badly-done part of the game.
// Switch: SW-5306-0651-6424 //
The later ones are awful and epitomize the cardinal design sin of taking the "legendary" player character and making them a chump compared to very over-equipped random enemies. If the player could cheat the game systems half as much as the higher-up duelists, no enemy in the game would ever be a threat at any point.
What the duel system needed was depth and complexity. What it got was the old crank-up-health-and-damage entree, with a side order of break-the-game-rules-too.
I'm just real glad the dueling shit should be done with for a long while now and I can get back to the parts of the game that aren't ass.
Also Perfect Parries are wonderful in duels.
// Switch: SW-5306-0651-6424 //
Duels are weird. The first few are tough. Then you get HS and you’ve got a decent tool to push stagger and damage. Then the parry charm makes it easy to counter regular and “silver” unblockables. Then you get Wrath and it’s just “oh, were we fighting?” because the guy is already dead.
PSN: Threeve703
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Not for me, at least not on normal difficult.
Standoffs, though, can suck it.
Kinda hoping I can find one that makes me need to stop using the option select. I live in hope that I wont destroy every duel with such a simple strat, and I pretty much am always disappointed.
I also wish I could lower Jin's damage. Regret upgrading my katana so much. They die too quickly. I can't even have much fun styling on them. They barely get any attacks.
Hah. Six Blades of Kojiro Spoiler.
And Jin's just like "Yeah I done dusted them already"
"righto, Kojiro's here then"
edit: Damn, was hoping he'd be tougher than the others.
PSN: Threeve703