>perfect combat after 5 horrendous rolling simulators
>relapse
literally what the frick was Miyazaki thinking with Elden Ring?
>perfect combat after 5 horrendous rolling simulators
>relapse
literally what the frick was Miyazaki thinking with Elden Ring?
>CLANG CLANG CLANG CLANG
>perfect combat
Yes you absolute homosexual
>t. moron
Yes
Yeah
Holy fricking kino
oh looks it's the same homosexual webm of the dude clearly spamming the deflect button and using the only "resin" in the game for an easy boss but now he's same-gayging himself, how lame
I can’t believe that right after this they made Elden Ring. We’ll never get Sekiro DLC. Hold me bros….
NAME ONE GAME WITH BETTER COMBAT OR YOU ARE A FRICKING homosexual
Oneechanbara Z2 Chaos
t. absolute homosexuals
Takes on to know one homo, see you at pride
DMC5
Empire Earth
>posts best thing about the combat
>acts like it's a bad thing
Yes
Fpbp
Sekiro was too hard. Still waiting for the patch to allow summoning on ps4
It's literally all FromSoft does. The same game for 13 years and yet not a single actual improvement over the series:
>level up girls are back since Dark Souls 2, but they are annoying because you have to click through dialogue, it's a chore
>Maiden in Black in fricking DeS just talked in background, already worked in first game and made shit in next ones
>Melina now talks in background, but appears 5 times maybe in 100 hours blind playthrough if you aren't lucky, defeating the point
or
>backstabs fixed in Sekiro
>suddenly back to same shitty instant snap in Elden Ring
or
>Dark Souls 2 improved NG+ by mixing up enemy placement
>Elden Ring has the same shitty NG+ as every other Souls game
They do not improve. They NEVER improve. They made 2 good games by fricking accident and have no idea what made them good.
Deathbloe animations and the different animations for different weapons in 2 were way better than the same old riposte/backstab animation that was probably just recycled from another game before DeS anyway, so tired of looking at that shit ugly animation.
back to same shitty instant snap in Elden Ring
Backstabs haven't been instant since DS2 rehauled the system to make them a "grab" animation that has to hit before the actual fixed backstab animation plays.
With bigger weapons that have a longer backstab animation, you get tons of whiffed backstabs, especially with the more aggressive and jumpy enemies.
fromgays hate Sekiro because the game isn't just copying builds off the wiki and rolling.
They also can't use summons as a crutch.
There's no epic PVP.
They can't even do effective soul farming to increase strength until you get the dancer's mask either which is in the last area.
And New game+ is hard.
This is just a few reasons why Soulsbros hate on Sekiro
OOOOOOOOOHHHHHHHHHHH IM ROOOOOLLLLINNNGGGG
>l1 spam simulator
Post your Gauntlet: Mortal Journey clear if it's so easy
>engaging with the enemy is bad
>parrying with your sword is bad, because, reasons...
>rolling around the enemy bad, because, reasons...
You look fricking ridiculous, and it removes all tempo from the combat.
>Let me fricking i-frame this boss's 10 second move so I can get in two light attacks in lmao
One, it looks stupid. Doing leaping rolls in heavy combat armor looks fricking stupid. Two, at a certain point, rolls stopped being a "rapid repositioning" button and became just the "turn invincible" button. You could believably imagine your DeS/DS1 jumping under/over the attacks of large enemies, but with DS3/ER you can see that the only reason your character has any chance at all in combat against flying armored beasts doing barrel rolls and shooting sword beams at you is because you inexplicably being invincible while rolling. This form of combat is no longer grounded as the enemies have gotten faster/bigger/more aggressive. Three, I'm spending more time moving away from the enemy than I am making progress in the fight. In Sekiro, you spend a good 90% of the time making progress in your fight, only backing off to heal. In Elden Ring you, spend over half your time waiting for the one or two punishable combos that don't immediately chain into another combo or punisher.
>replace roll-spamming with deflect-spamming
wow what a masterpiece, bravo
>spam rolls: no downsides
>spam deflect: get trashed
>spam roll: get roll-catched
>spam deflect: not downsides
here, I can play your stupid game too
>Let me fricking i-frame deflect this boss 10 second string so i can get two light attacks in lmao
>what the frick is posture???
a reversed healthbar with auto-regen
functionally, for 95% of enemy attacks in Sekiro, deflecting is just i-frame rolling without the repositioning.
for the few other attacks you get a giant floating red sign like a qte
do a sl1 no magic run and you won't be roll spamming because a single hit will end you too, what is the point of your argument if you start talking about optional challenge runs?
Sekiro is just Dark Souls stripped of all its variety in weapons, armors and spells and with a few gimmicks like the grappling hook and it will forever be forgotton after the massive success of Elden Ring.
>do a sl1 no magic run and you won't be roll spamming because a single hit will end you too, what is the point of your argument if you start talking about optional challenge runs?
the point is they are more fun
i feel fricking neutered after returning to soulshit, weapons and spells are meme tier dogshit that don't matter in the slightest, just roll and spam R1, there's no depth and nor is there any fun involved in the combat.
Elden Ring is already forgotten. Sekiro will be remembered among the action game giants
>deflect
>i-frames
I see
>Let me fricking i-frame deflect this boss 10 second string so i can get two light attacks in lmao
use kuro's charm and the bell demon and this cant happen
more like "lemme go crazy aggressive on this boss and even use shinobi tools to interrupt some of their attacks until they deflect my attacks so i can deflect 3 or 4 hits"
>genichiro uses his 15 hit combo
>don't need to deflect, use flame spear to interrupt him
you didn't learn the game
>rolling simulators bad
>parrying simulators good
The absolute state of Sekirogays everyone
Elden ring is just the bosses doing anime moves while you wait, why did they add the worst elements from ds2/ds3
Bosses in Sekiro are super satisfying because they're designed in such a way that you have to actually master their timings.
In Elden Ring half of the time I feel like a headless goose and with some bosses (Maliketh, Mohg, Malenia come to mind, with no summons ofc) I feel like I won because I got lucky with the rng or I abused certain mechanics.
from what ive noticed they dont really let you wait for openings for attack as much as you being the one to create the openings
The combat in sekiro is satisfying because a good defense is just as effective at getting the posture gauge up as a good offense. It never feels like you are "waiting your turn", because it's your turn the entire time. If anything, on some bosses I struggled because I wasn't aggressive enough and let their posture bars go down when they stopped attacking after I got it up a decent way from just playing defensive.
>cheated my way through bosses because Isshin and Owl was too hard
>will never experience Sekiro again for the first time
I am tainted. I feel like a prostitute that spit on purity. I feel like I blueballed myself the satisfaction of actually mastering the game because of my attention span. I didn't expect the game to be actually good
I cheesed demon of hatred on my first playthrough and it made me feel so shit. I played the game like 3 times again though including double hardmode without cheesing so I redeemd myself.
I don't get why people fellate Sekiro so badly. The combat is a step up from Souls as an action game, sure, but there's still no depth to it and there's very little mechanical precision required.
I suppose people who expect a souls-like would be impressed by how the game plays, but once you realize it's an action game with broken stealth and you start playing accordingly the challenge kinda gets cut short. I mean, I'm not good at the game, I can't do the gauntlets, but I honestly didn't feel the need to improve at all between Gyoubu and Isshin. I was told Genichiro was a huge skill check and a filter? I only had to retry the fight a few times mostly because I was playing like a pussy expecting him to be near impossible. Well, I can't beat his inner version in the gauntlet so I guess they're right in a sense.
Sure, it's a fine action game, it's fun, I personally love it, but I don't think it's the masterpiece some people treat it as. I have major gripes with how everything outside of the main blade combat feels like a rushjob. Combat arts and prosthetic tools are so situational they might as well as not be there most of the time and they also require emblems. Why did they do this? They're so limited that you never have enough of them to play around with anything the game gives you and the regular mooks are so easy you'd just be wasting resources. The late combat art unlocks, which are a fricking chore to unlock by the way, not only cost the fricking emblems, they're also too long and elaborate to be useable and are less useful than the fricking ichimonjis. The ninjutsu feel extremely half assed and rushed too, and there's no reason to engage with them because of the previously mentioned emblems. Also, stealth is a joke. You can tongue a dude's anus and he won't do jackshit if you're crouching and hanging from ledges make you invisible to anyone who's standing on top of the thing you're hanging from.
There's way too much that needs improvement.
>but there's still no depth to it
he's right about the academic stuff like how philosophy majors fellates idiotic theories from morons simply because they wrote them in a pretentious and hard to understand way.
Anyway, simple and focused is usually the best way to go, imagine if they added a bunch of "features" to SoTC, it would ruin the game.
Not reading all of that.
>combat too simpllistic
>Prosthetics/Combat Arts are too situational
>spirit emblems are a stupidly limiting system
>stealth is REALLY bad
There.
op stealth is a good thing
combat is simple so what? fps games are simple in nature you just click enemy and win, there is skill component which makes it engaging, this is same wiht sekiro
prosthetics i use them all the time down to a point i had to farm emblems many times in every playthru (use lazulite flame + headless sugars most fight) also the ghost headless sugar is super useful
stealth is fine for what it is, optional minigame if you wanna be more efficient, it's not supposed to be hitman
agree about the emblems tho, better that they just give you 15 elbmens each time you rest and don't need to buy them with sen
>combat too simplistic
Compared to what? certainly not dark souls where you just roll, r1, roll, r1.
>Tools are too situational
No it isn't.
>Noooo let me spam tools
No.
>Stealth bad.
In what way? You know this is designed for a controller right?
Simple combat is good though. It's intuitive, satisfying and cuts out all the bullshit, and you can focus entirely on what the enemy is doing because you don't have to think about your own offense much.
>combat too simpllistic
between mikiri counters, jumps and the poisebreak system it completely shits on souls games
Glorified QTEs (jumping in combat and mikiri serve no purpose outside of clearly labeled counterable sweeps and thrusts) and an alternative health bar aren't exactly revolutionary features
it's fun and satisfying
and they aren't QTEs, what the frick is this meme
>and they aren't QTEs, what the frick is this meme
You see the big red kanji screaming JUMP NOW/MIKIRI NOW and you do it
you see the guy attacking you with his sword and your brain screams DEFLECT DO IT NOW and you do it
moron, regular attacks give you the choice on how to deal with them or figure out the best way to defend against them
The game doesn't TELL you to block certain heavy attacks with umbrella but you can figure that out for yourself
Jump and mikiri opportunities are outright labeled by the game and those tools have no application outside of those clearly labeled attacks
I preferred how Elden Ring handled jumps where figuring out which attacks you could dodge by jumping was left up to the player instead of the game outright telling you when to jump
seethe
>boss is attacking
>roll
Oh my GOD A QTE!!
are you fricking moronic? have you ever played a single video game in your life?
>JUMP NOW/MIKIRI NOW
QTE is when there is a button prompt on the screen moron
>jumping is a QTE
When there's a big red jump prompt on the screen and there's no combat use for jumping outside of those moments, yeah, basically
QTE requires there be button prompt on screen
>it doesn't count because the prompt is a Japanese character
it's not a button prompt, it's an animation
>character
kanji
It's still a QTE just like all those missable deathblows are.
no button prompt = no QTE
unless u can explain why there no single pic on google "qte" that has no button prompt..?
>it's not a button prompt, it's an animation
If the enemy just did a sweep animation and you had to read it correctly and jump over it, sure
Having a giant red warning kanji and sound effect playing telling you to JUMP OVER THIS ATTACK NOW turns it into a QTE because the game is outright telling you how to respond
>telling you to JUMP
mikiri also gets a kanji, and you can't never ever jump vs. mikiri
The game isn't telling you how to respond, it's telling you how you can't respond, i.e. signalling the attack is unblockable. A QTE requires two things: being a context sensitive event outside of standard gameplay and having timed button prompts appear that are independent of the game's standard control scheme and missing them be a failure state.
The sad thing is that this utterly moronic viewpoint gets entertained when there's an actual, real criticism of the Perilous attack kanji system waiting there, in that putting it above you instead of having a visual effect of the enemy doing the attack is a terrible telegraph method, especially when it doesn't show up based on distance.
You can dodge or walk away, you can jump and step on their face or jump and attack, it's not a qte when you have 4 different options, you are not locked in a cinematic animation with agency taken from you.
>Glorified QTEs
Black person please there's plenty of different solutions and besides, by that standards the entirety of dark souls is a qte with roll and hit as a button press
Has anyone ever claimed that Dark Souls has amazing combat?
it has worse combat than sekiro, by far, which is the point of contention
>combat too simpllistic
Your brain is too simplistic.
>Prosthetics/Combat Arts are too situational
Yeah.
>spirit emblems are a stupidly limiting system
It's a stupid system, but it's not at all limiting, considering you quickly end up swimming in the frickin' things.
>stealth is REALLY bad
I'm not into stealth games, so I don't know what would make "good stealth" per se, but I can see how Sekiro's stealth is pretty simplistic. Still, there's a lot of mileage gained out of what stealth components there are, and considering how it doesn't sell itself primarily as a stealth game, I think it's fine.
All of these are incorrect. The actual issue with Sekiro is that the options are there but you are far too limited in how many you have access to for no good reason. One combat art, one Ninjutsu, three prosthetics and five items is nowhere near enough when they could all be easily made available at will with minimal effort, especially with this game coming after DS3 having ten items and an extra quick select on the menu.
>One combat art, one Ninjutsu, three prosthetics and five items
You barely even use these as it is, giving you more slots for useless gimmicks isn't going to change much.
>outing yourself as a scrub
for what purpose?
If you barely use them then you are at a disadvantage and if you think they're useless you are in no way qualified to call the game "simple". And for the record that video people post in response to falsely using the term "simple" are also falsely applying an entirely different concept to make themselves look smart while sidestepping the actual merits of the game.
I equip mortal draw and I press L1+R1 and I win. What do I need more slots for?
Everything you posted except for the simplistic combat is completely accurate, and even that is to some extent. I say this as someone who genuinely loves the game. I think it’s an 8 but with a second pass on the spirit systems, prosthetic balancing and allowing for multiple combat arts at once it could be a 10. Still, the core gameplay is insanely satisfying imo and since the posture system is 90% what you’re doing it’s insanely satisfying that often
i remember people hyping guard counters and it was a turbomeme. why didnt they just put in perfect block or something at least
swordsmanship mod makes that shit really fun.
The biggest issue with combat arts is that Ichimonji is just way to OP. Outside of flashy webms, or just having fun, I don't think there is any reason to not use Ichimonji.
Ichimonji is trash and worse than basic R1s
The good CAs are Mortal Draw and Dragon Flash
ichimonji is decent early game, but it's much weaker to even an un-charged, 0 emblem mortal draw
everyone forgets this was going to be a tenchu game at first
aka mash x simulator
perfect is a strong word but yeah, normalgays only like roll+r1 and miyazaki is a hack
Elden Ring has much better and deeper combat than Sekiro.
you tried
ER has all the elements from Sekiro besides deflect spam and grapple.
-stealth is less casualized because you don't get MGS suspicion meters, you have to judge it by enemy movement and if they pull out their swords
-jumping over sweeps/earthquake attacks/ground aoes
-posture breaking via successive attacks and posture regen if you take big breaks between attacks, incentivizing you to play aggressive and risky
-guard counters and the fact that they inflict as much posture damage as a fully charged R2
-most of the prostetics abilities are in as either spells or weapon arts
-customizable weapon arts (and way more of them than Sekiro, over x10)
-they literally even have the mist raven, flame slash and double slash with similar animations to Sekiro.
I played ER, being able to jump over attacks is fake news because attack hitboxes aren't built with jumping in mind outside of few early game exceptions and the ground shake attacks. And "crouching" with weapon attacks is also a big meme, you do it accidentally like in your webm by just the nature of spamming the attack that crouches you with UGS which is most of them. If the mob decides to use stomp attack you get hit.
GG no re
Not at all, in both Sekiro and ER, jumping removes the hitboxes for your legs and about half your chest till you land, they are very easy to use vs anything that's not a vertical overhead attack that hits from above.
yeah but its still a shitty unathletic game compared to sekiro, every action feels like your character weighs 5 tons and is stuck in superglue, compared with the input queue it feels so frickinggggggggggggggg bad also gl. jumping against bosses that just never stop attacking which is most of them at least in sekiro there is a point to jumping attacks cause usually u do it to trigger goomba stomp for massive posture dmg in elden ring u jump attack to....? ooga booga with 2H because that's how i see most ppl who jump use it, just non stop jump and trade with boss
I can summarise Elden Ring's shittiness in one example
Dark Souls drinking sound:
>*glug, crackle...*
Almost sounds like fire which reflects what Estus actually is. A nice satisfying sound.
Elden Ring drinking sound:
>WRREEEEEEEEEEEE
It's meant to... it's based on... uhhh....
In other words, it's soul vs soulless. This extends to most aspects of the game.
I'm kind of baffled by people calling Mikiri a good mechanic, I actually think it detracts from the game. It's a mechanic with only one application (it counters thrusts) and yet is so overly effective at doing this that it becomes the ONLY answer to thrusts. There is no cost and no risk (the window for them is huge) associated with Mikiris but the reward is massive, so thrusts basically become free posture damage for you.
And the worst part is that thrusts already had an interesting risk/reward dynamic where they're unblockable but you can take the risk to deflect them, or just dodge. Mikiri just completely trivializes these moments that should normally be dangerous. I think the Mikiri window should have been much stricter.
>Mikiri just completely trivializes these moments that should normally be dangerous
It's an unlockable upgrade, it's supposed to trivialize them. If you don't like it then just don't use it.
Yeah but the sound and animation is so good that none of that matters.
This, "depth" is overrated as hell, what matters the most is that combat feels good and that the visuals and sound design are satisfying.
I would not call thrusts being a risk/reward dynamic with deflecting them as it's just really not that difficult or dangerous a thing to do, and dodging isn't much of an option considering so many have high tracking. So deflect and Mikiri are considered the main responses to thrusts and are more like consistency tests. However there definitely should be many more instances where you might want to consider deflecting the thrusts over Mikiri, the way it is now makes it almost entirely eclipse deflect as a choice because said moments are very minimal and there's a lot of missed potential there.
I see we've evolved from them being useless gimmicks already. Of course I don't need to tell you how ignorant you're being so there's no point bothering any further.
>I see we've evolved from them being useless gimmicks already.
They're useless gimmicks because none of them do anything that isn't done better by Mortal Draw outside of very few extreme fringe scenarios like Dragon Flash in maybe 1 matchup, and Sakura Dance for lightning.
Mortal Draw has massive startup, slow overall speed and a cost. It doesn't restore Posture, it doesn't inflict ailments, it doesn't have any mobility or evasive element. I'm sure I could go on, but you'll likely write these off because big damage number and continue to miss the original point.
>Mortal Draw has massive startup, slow overall speed and a cost
This is true for every other CA that isn't straight up worse than R1 as well aside from Dragon Flash, which is that attack's niche
>It doesn't restore Posture, it doesn't inflict ailments, it doesn't have any mobility or evasive element
None of these matter, posture is infinite as long as you don't frick up deflects and in NG+ bell+charmless fills up basically instantly anyway and your innate mobility and evasion are better than any CA, see the fricking meme that is nightjar slash
This is all again, entirely incorrect and baseline surface level takes of the sort people copypaste on the board ad infinitum. CAs aren't "worse than R1" as they fill clearly different purposes, and just as I said you write off the many options available that other prosthetics and CAs give because you happen to account for them with other methods (or are just wrong about them), while blissfully unaware of the hypocrisy inherent there.
Yes. You're almost there.
>CAs aren't "worse than R1" as they fill clearly different purposes
Okay, name some that aren't done strictly better by other tools, whether they're different CAs/prosthetics or just your regular attacks and movement abilities.
I could do so if I hadn't already listed several qualities that CAs and prosthetics provide to differing degrees (in fact I left piercing guard out as another big one), opening different windows and use cases for each of them, but you've now more than ever made it clear that having more options equipped/available at once would make a significant necessary improvement to the game. And that was simply my original point, so thank you.
>in fact I left piercing guard out as another big one
Piercing guard is a detriment because you want to be doing as much posture damage as possible on anything capable of guarding and HP damage doesn't matter beyond the bare minimum to stop their posture regeneration which is generally better done with fire
You don't know shit about this game and stop pretending that you do
>HP damage doesn't matter except when it does, ignoring the many other times it can be effective and the moments when you're actually able to do it/not do it
>it's "generally" better done with fire which is done through multiple prosthetics all with distinct uses and costs, and using one of them limits you to only two others
I think you've forgotten what this discussion was meant to be about in your desperation to show how much you think you know. Because you're still showing that the game would be better with being able to equip all your options and use them seamlessly.
>same startup as ichimonji
>"massive startup"
ok
True. I found that fighting enshin of misen without mikiri just like the first time I met him was more challenging when I was replaying the game. Mikiri allows you to cheese through most thrusts and you are almost never punished for it
Shinobi hunters are actually one of the few instances I was referring to where deflecting and Mikiri both have their reasons to be used, due to their four thrust attack. Deflecting the first three and then doing Mikiri on the last is really satisfying and is the kind of thing that should be much more prevalent, rather than trying to find ways to make Mikiri worse. The way it works there aren't really many ways to do that without making it feel bad to use.
>L1 L1 L1 L1 L1 L1 L1 L1 L1
Sekiro is trash.
Sekiro has less depth by the simple fact that every enemy and boss is fine-tined to be balanced around your 1 weapon.
ER bosses need to be reasonably balanced for 300 weapons, even is some weapons clearly shit all over some bosses because bleed/rot/frost or elemental damages.
>Sekiro has less depth by the simple fact that every enemy and boss is fine-tined to be balanced around your 1 weapon.
And they couldn't even get that right considering the balance of prosthetics and combat arts is all over the place.
Yeah, the fact that fireworks just stun everything and let you get free hits on their HP is busted.
soulsBlack folk truly are a blight on the industry
cashing in on normie morons to make more games like sekiro later. how hard is it to figure out?
Best part is that the sekiro block-deflect system would work perfectly fine in souls
Can still hold block to block with shield but take stamina damage (depending on shield stability)
Can tap block to deflect and avoid stamina damage (timing window tightens based on size of shield)
Give enemies combos, some attacks of which will catch rolls and others can be countered by rolling through them
Bit of tweaking and it would work fine
No it can't you fricking homosexual
Most enemies do elemental damage and are completely different
Demon of Hatred shows why Sekiro combat suck, it has to be the same shit with very specific sword bosses
Yeah, because there are hardly any "guy with sword" bosses in souls games right
>Most enemies do elemental damage and are completely different
Do you really think this is a totally insurmountable problem?
>Demon of Hatred
Can be deflected
Developers like you are the reason we get the same games year after year with a fresh coat of paint
Use your fricking imagination you child
Sekiro combat
>L1 L1 L1 L1 L1 L1 L1 L1 L1 L1
>Simon says jump
>Simon says dodge
>Combat arts are useless
Elden Ring combat
>Guard counter
>Poise attacks
>Spells
>Shields
>Dodge
>Jumps
>Parry
>Spacing
>Ashes of War
Except only roll is viable in ER.
Also the input latency and the input buffer make it automatically the worse soul game.
filtered
elden ring / sekiro / dark souls / bloodborne are all vanilla flavor with different toppings stop trying to be so edgy and just enjoy your copy and paste video game you know how to play before you even begin
>get firecrackers
>you win
great game
friendly reminder that if you used prosthetic tools you didn't beat the game
you can never go back after you play this kino
I wish we get a dlc or sequel but it's never gonna happen