11/24/2023 0 Comments Wo long fallen dynasty classesThe one application I found is access to a fast attack from hammer without having to start a spring. And there aren't, as far as I know, any enemies that attack in low sweeps or require you to precisely hit weakspots (horns, eyes). They don't have some special property like their high stance-damage in Elden Ring. There are a couple martial skills that do these big uppercuts, but I couldn't follow up meaningfully with the jump attack often. My major complaint with movesets is jumping attacks-the one you get from the normal attack button, not the jumping execution. The hammer sucks against everything EXCEPT the boar & hulking dudes, and there the damage to health & spirit shine. Very interesting change.Īs far as the movesets, I found it difficult to juistify mid-combat weapon swapping in the same way I swap stances in Nioh, but against mooks, there's definitely varying utility to each moveset. And they compete with each other through the 4-wizardry limit. Like, instead of putting on a silly amount and charging in, you have to rotate through em in close range. One thing this has on Nioh: spirit makes applying buffs more interesting. I also ended up using blue more for wizardry and martial skills than spirit attacks-if I ended a combo and it wasn't absolutely chock-full, I'd do something else for more value. I don't feel quite as enthusiastic, but I appreciate your take. Interested to hear what everyone else thinks. Plus, having martial arts tied to weapons and weapon quality seems like an interesting way to keep the loot pool engaging and to keep experimenting with different drops. I understand that the move pool for each weapon feels like a reduction from NioH 2, but like Bloodborne is to Dark Souls, I feel like the move-sets that we have are really refined, with a clear identity and purpose. I would highly recommend that people turn on the numerical displays for health and spirit in the options menu, as it makes the weighing up of spirit-based skills a lot more clear. You're only ever one good deflection streak away from getting back into the fight and it really encourages you to stay away from the lower limits of Spirit by being active in your defence. I know the in-game tutorial points you towards expending spirit for heavy attacks, but when you start to use excess spirit to safely use martial arts and magic, the system really starts to make sense. I absolutely love this system which feels like the Sekiro posture system turned up to 11. So what if we combined stamina, magic, and utility into the same meter and then tied it to damage and deflections?" "Okay, people say Bloodborne encouraged aggressive combat by letting them recover health by dealing damage.
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