Proof Sekiro deflect doesn't work in Souls-likes

>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.

Shopping Cart Returner Shirt $21.68

DMT Has Friends For Me Shirt $21.68

Shopping Cart Returner Shirt $21.68

  1. 9 months ago
    Anonymous

    The original was shit, The Surge was shit and the reboot will be shit.

    • 9 months ago
      Anonymous

      this one is by a different studio entirely, but Deck13's new game is a 6/10 game in every conceivable metric

      • 9 months ago
        Anonymous

        What were they thinking?
        We could have had Surge 3 at least

    • 9 months ago
      Anonymous

      >The Surge was shit
      lies!

  2. 9 months ago
    Anonymous

    its looking rough

  3. 9 months ago
    Anonymous

    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

    • 9 months ago
      Anonymous

      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.

      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.

      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.

      • 9 months ago
        Anonymous

        >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

  4. 9 months ago
    Anonymous

    The surge 1 and 2 has this mechanic and it works fine?

    • 9 months ago
      Anonymous

      >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. 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.

      >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.

      • 9 months ago
        Anonymous

        It did in both. Here's 2.

        • 9 months ago
          Anonymous

          No it didn't, you have no idea of what you are talking about directional parry isn't the same as Sekiro block deflect.

          • 9 months ago
            Anonymous

            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.

            • 9 months ago
              Anonymous

              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.

              • 9 months ago
                Anonymous

                >that webm
                What the hell this looks cool. Is the surge 2 actually good?

              • 9 months ago
                Anonymous

                Yeah it's cool

                why shields were so fun in ER and dumb in this game

                why were they so fun in ER?

                They aren't about reactive in the last moments to attack but observing/predicting the enemy combos

  5. 9 months ago
    Anonymous

    LOTF looks great, I might be more excited for that than AC6. They even have proper invasions in it, can't wait.

    • 9 months ago
      Anonymous

      The PVP will be a complete shitshow lmao

      • 9 months ago
        Anonymous

        I assume it will be pretty funny, even if it's terrible.

  6. 9 months ago
    Anonymous

    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.

    • 9 months ago
      Anonymous

      Thread should've ended here.

  7. 9 months ago
    Anonymous

    Will they release the demo? I want to deflect things with a greatsword.

  8. 9 months ago
    Anonymous

    Play tester anon, how was the level design? That's the thing I'm looking forward to the most.

    • 9 months ago
      Anonymous

      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

      • 9 months ago
        Anonymous

        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.

        • 9 months ago
          Anonymous

          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

          • 9 months ago
            Anonymous

            I kind of like the implementation of the lantern in fights. Is it really that OP?

            • 9 months ago
              Anonymous

              Yes, especially for bosses.

              • 9 months ago
                Anonymous

                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?

              • 9 months ago
                Anonymous

                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.

              • 9 months ago
                Anonymous

                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?

              • 9 months ago
                Anonymous

                >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

              • 9 months ago
                Anonymous

                I heard from one guy that a status builds up when you use spells. Is that true?

              • 9 months ago
                Anonymous

                >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

  9. 9 months ago
    Anonymous

    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)

    • 9 months ago
      Anonymous

      >Does the parry cost any stamina at all when you get it?
      No, only the block

  10. 9 months ago
    Anonymous

    why shields were so fun in ER and dumb in this game

    why were they so fun in ER?

  11. 9 months ago
    Anonymous

    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.

    • 9 months ago
      Anonymous

      From what I've heard, deflecting decreases their posture until their bar gets filled. You can then stagger them with a heavy attack.

      >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

      I see. Someone said that Umbral spells cost Vigor, a la Resonant Soul or Climax from Dark Souls 2.

      • 9 months ago
        Anonymous

        >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

        • 9 months ago
          Anonymous

          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.

          • 9 months ago
            Anonymous

            There's one that makes lightning fall from above like a small bombardment and a laser ray

            • 9 months ago
              Anonymous

              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.

              • 9 months ago
                Anonymous

                it had lower rate of fire than that

              • 9 months ago
                Anonymous

                Ah. Any other stand outs you can remember?

  12. 9 months ago
    Anonymous

    >ER
    >having fun anything related to combat
    anyway nice fanfic

  13. 9 months ago
    Anonymous

    I'm honestly looking forward to this game, I hope we get a demo soon

    • 9 months ago
      Anonymous

      Same here. At least something to help with the wait.

Your email address will not be published. Required fields are marked *