>Tried LOTF closed demo as playtester
>Raise the shield
>Perfect block on frame 1
>Staggers enemies and bosses and is pretty much universal
>Block gameplay is now just pressing guard in a lobotomized version of dodge gameplay
>All of this with a knight shield, but works with 2 handed sword
>Realize why shields were so fun in ER and dumb in this game
Pretty much the worst part of LOTF, they should axe the mechanic entirely.
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The original was shit, The Surge was shit and the reboot will be shit.
this one is by a different studio entirely, but Deck13's new game is a 6/10 game in every conceivable metric
What were they thinking?
We could have had Surge 3 at least
>The Surge was shit
lies!
its looking rough
We didn't need Lords of the Fallen for that.
Every single "lmao sekilol L1 Block" mod for Elden Ring plays like shit and heavily downgrades the game, clashing with game mechanics centered around trading hits, using movement or creating openings
Perfect block in ER/ Souls should simply be something like "reduce stamina consumption of block by 66% and provide like a 5 frame advantage on inputs". Another tool in the kit where it works well against quick slashes and human enemies, but gets countered by grabs and big monster hits. Taking crucible knights for example, you can deflect the sword swings, but the stomps, tail hits, and shield bash will still overwhelm your block, requiring dodges/ positioning to counter.
It works in Sekiro also because there's like five to seven deflect animations based on the size of the hit, where big hits like headless ape helm splitter sends you sliding on the ground even if you deflect.
>Perfect block in ER/ Souls should simply be something like "reduce stamina consumption of block by 66% and provide like a 5 frame advantage on inputs".
There's already an incentive to perfect blocking in Souls games, and it's the stamina regen debuff. Block gameplay shouldn't be solely about timing inputs because Parrry has that, but managing the correct blocking of lighter attacks, spacing from others and analyzing the enemy attacks for retaliatory strikes. In the end, guard counters are also more than 5 frames cut from charged attacks into a new animation
The surge 1 and 2 has this mechanic and it works fine?
>The surge 1 and 2 has this mechanic
no
>Sekiro had a posture system and a tight parry mechanic that turned your defensive actions into an offensive strategy
So does this game. It's still shit
>Also there's nothing wrong with generous parry timings.
Game is extremely easy.
It did in both. Here's 2.
No it didn't, you have no idea of what you are talking about directional parry isn't the same as Sekiro block deflect.
Granted, if your saying no game has the exact same mechanic, sure. I should have said The Surge 1 and 2 has a close analog.
In The Surge 2 you press timed directional buttons to parry. You have to read the animation unless you have the hud chip and if you mess it up you get hit.
The Surge also doesn't have shields or weapon with guard/stability stats so parry can be reduced to a universal move without muddling build variety
Lords of the Fallen implemented a Sekiro deflect system 1:1 where you block at the right time and get a shitton of frames from frame 1 to whatever where you parry the opponent, except in a game with enemies designed around dodge rolls instead of deflection, with their telegraphed animations and windups. If you ever happen to frick up you'll still get the block and there's no risk element to parry anymore. A bunch of parries are enough for almost any threat to get staggered. And I have no idea how the hell they plan to make this work in PVP.
>that webm
What the hell this looks cool. Is the surge 2 actually good?
Yeah it's cool
They aren't about reactive in the last moments to attack but observing/predicting the enemy combos
LOTF looks great, I might be more excited for that than AC6. They even have proper invasions in it, can't wait.
The PVP will be a complete shitshow lmao
I assume it will be pretty funny, even if it's terrible.
Sekiro had a posture system and a tight parry mechanic that turned your defensive actions into an offensive strategy. Moreover it still provided a regular health-bar tied to posture, so you could apply a mix of standard offense and defense, pure offense if you're a shitter, or pure defense if you want to be perfect.
If other games aren't applying that system, then it's not really the "Sekiro deflect".
Also there's nothing wrong with generous parry timings. So many games introduce parries or counter systems, but the window is so tight that the risk of getting hit is never worth the reward, and practicing parries so you can nail them consistently isn't worth the time invested.
Bloodborne actually solved this problem with RANGED parries (via the gun) tied to a limited resource. Sekiro specifically has the revive mechanic to deal with the problem of missing parries and getting 75% of your healthbar chunked.
Thread should've ended here.
Will they release the demo? I want to deflect things with a greatsword.
Play tester anon, how was the level design? That's the thing I'm looking forward to the most.
I liked it. Pretty much the most consistent part of the test, they nailed encounter design and use verticality a lot. I also like that you can go in Umbral Realm at any time or just hold the lamp at times ytou traverse hidden passages
Excellent to hear. I feel like level design has consistently been something Souls-likes have been struggling with. Any other negatives you have? All of the reviews have been positive so far, so I'd like to see if there are other things to watch out for.
Dodges have weirdly inconsistent and generous iframes and cover too much ground, so you can put a lot of distance mostly against mobs, the lanters ability is really OP and it feels like Hexworks tried really hard to implement it. Certain bosses/minibosses with the whole gimmick of having to hold the lantern and kill an Umbral enemy buffing/regenerating the bosses. Comsumables and ranged attacks were really good too
I kind of like the implementation of the lantern in fights. Is it really that OP?
Yes, especially for bosses.
I thought you couldn't use it on bosses? Or do you mean using it to deal with whatever buffs the Umbral stuff is giving them?
Several minibosses are weaker to Soulflay
and you can even one shot them after using it
You also get an extra chance with umbral for story bosses with the lantern if you haven't used it.
I see. I've always been a fan of "Soul damage", so I'll probably still have fun with it.
I'm aware of the Sekiro-esque second life you get. I honestly like the way they're using it more than in Sekiro, at least from what I've seen so far.
What build did you use, anon? None of the reviewers I've seen used magic. Was that Umbral stuff available at all?
>What build did you use, anon?
Blackfeather Ranger
>None of the reviewers I've seen used magic. Was that Umbral stuff available at all?
No, only Radiant and Rhogar
I heard from one guy that a status builds up when you use spells. Is that true?
>I heard from one guy that a status builds up when you use spells. Is that true?
I watched gameplay from other attendees.
Unless it's some specific spell, no
You just lose mana and stamina like Elden Rimg/Dark Souls 3
Does the parry cost any stamina at all when you get it?
From your description alone I feel like parrying should have been restricted to weapons, so that if you miss you take chip damage because the weapons don't have 100% damage mitigation (I assume, if it works like DaS/ER)
>Does the parry cost any stamina at all when you get it?
No, only the block
why shields were so fun in ER and dumb in this game
why were they so fun in ER?
Sekiro deflecting doesn't stagger enemies, it only stuns them after many deflects in a short amount of time. What you describe sounds very different.
From what I've heard, deflecting decreases their posture until their bar gets filled. You can then stagger them with a heavy attack.
I see. Someone said that Umbral spells cost Vigor, a la Resonant Soul or Climax from Dark Souls 2.
>I see. Someone said that Umbral spells cost Vigor, a la Resonant Soul or Climax from Dark Souls 2.
Oh, only saw Rhogar and Radiant so it was a mechanic specific to Umbral spells. Didn't see them in action
Speaking of Radiant spells, did you see any of them besides standard miracles? I heard a few cost HP to cast, and I love that stuff.
There's one that makes lightning fall from above like a small bombardment and a laser ray
I see. Could be a lightning reskin of that one fireball spell from the trailers, but could still be fun. The laser ray sounds cool.
it had lower rate of fire than that
Ah. Any other stand outs you can remember?
>ER
>having fun anything related to combat
anyway nice fanfic
I'm honestly looking forward to this game, I hope we get a demo soon
Same here. At least something to help with the wait.