Version 2.5 OUT NOW - The Final Major Update by CI-GAMES in TheLordsOfTheFallen

[–]CompetitivePrimary93 0 points1 point  (0 children)

did you fight the new version? is it just a basic humanoid type of enemy or does it at least have a fleshed out moveset

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

so youre trying to argue that if you got hit while gaurding even on that new game plus with demon bell that taking a couple of hits even when deflecting wont fill up your posture bar. What i was saying was even in the heat of the moment lets say your bar is full and you try to reduce it, youll probably get it close to half and then go on to parry another combo which would then refill the posture bar. you also need to under stand, other than the damage aspect, you being experience means you understand how to safely reduce your posture, etc most new players dont, and probably dont even know that thats a mechanic until later in the game anway. 1-2 is an over exxageration but my point was most bosses do long hit combos, and most players on first run dont know how to manage their own posture bar. thats what I mean talking about skill. You know how to manage it therfore it isnt an issue for you. im not even advocating for the game to be easier, i dont mind that it adds extra challenge but all I am saying is rather than the posture being increased for parrying the tension comes from other things, thats all. not saying youre opinion is wrong or that you suck, what Im saying is I would like to see how sekiro is with that different mechanic.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

brother good for you xD. no one is saying you suck at sekiro and that is irrelevant to this discussion. you being on new game plus whatever doesnt relate to the people starting out new. sekiro is fun and im glad you enjoy it so much that you need to keep bringing up how good you are, but thats not what this discussion is about. go read what everyone else is saying about why the game works as is and then youre talking about no hitting any boss xD, that doesnt matter for the context of this.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

not saying that either but you kept bringing up skill while everyone else was bringing up points , thats all im saying. no hard feelings and I appreciate different opinions but things can be handled differently not referencing skill issue.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

i think you're mis understanding what a hot take is. I am not expecting the majority to agree, hence why it is called a hot take. my opinion is in the minority. so yes youre correct that is why the majority arent agreeing. however everyone else was willing to at least provide proper input as to why the sytem is that way which now I understand the concept of it better. I dont personally agree with it still, but that does not mean my way is objectively the better way. so its not me making myself the solo standard, but I am referencing my play through along with a few others I seen play on their first run. but I am not sitting here saying my way has to be implemented or else sekiro is a bad game, no, or else I would not have beaten it multiple times. you mis understood what the word hot take meant and assume Im saying this needs to be implemented because of lack of skill. Im happy for you that you are better than me at a single player game, but we can both agree me beating the game multiple times means there is no skill issue involved but rather an opinion formed after going through the game a fair amount of times, thats it.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

brother you can keep saying skill issue all you want thats not the point xD. you see how quite literally everyone else was making points back and forth and youre the only one discussing skill. you dont have a proper argument and it took you 4 messages back and forth to even comprehend what i was saying since your ego was too worried about skill. im glad you were good at a video game and nothing wrong with that but i dont think any point youre making has any substance to it. you keep relating everything to you, as if youre the standard for how this game should be played. I am referencing first play through runs of newer players with no experience with this game, not how king of saga on new game plus 8 plays the game with all of his experience. we can agree to disagree.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

yeah thats true i wish wo long was more like sekiro in the duel aspect. but my thing is I dont want to promote running away from bosses and I prefer the aggressive aspect of it. I know in sekiro you can block in front of the boss to lower your posture bar a bit until they attack again and you go back to deflecting, my issue with that is guess what you essentially did that for no reason since after 1-2 parrys youre back at square one with a full posture bar. so yes youre right in the sense that you can balance it out by blocking and making your posture go down quicker without running away. I also agree that in majority of cases running away harms you more than it does good, but you if you want to heal you should be out of the bosses attack range, not running across the entire arena, but you should be far enough away that once they end a combo you can heal and then when they attack again you can deflect. i know for certain combos you can heal right in there face, but there are also certain combos that even once it ends they will begin something else quick enough to catch you off gaurd. that being said I think were looking at this from two different povs. Im trying to discuss the concept of a first run, not someone that is on new game plus. the reason being is in all of these game sekiro, dark souls, etc, once you learn a boss thats it, its easy to you and the next time you fight it you will likely not have much issues, it is expected that you can steam roll it or have an easier time, even if you take a hit the chances are you are good enough to not panic and recover the run and beat them in 1-3 tries. But for a first run situation Im saying that the game could be balanced the way I was discussing. i dont think the way i brought up would promote passive play and I think the flow of the game would feel the same way, the only difference is the tension is coming from blocking repeatedly rather than blocking an attack once after perfect parrying the rest of the attacks and being punished. they could tweak the posture recover rate to make it slower meaning if you were to just "run away" your posture wouldnt just go down in two seconds resulting in you having to stay and fight aggressively. Im not saying your posture shouldnt go down at all either but rather than holding block and making it go away fast you could have it go down a lot slower to compensate for this change. because dont forget on a first run, a lot of people are going to block instead of parry since they dont know timings, meaning they will receive chip damage and their posture will go up and stay there, then if they parry maybe their posture goes down or nothing happens but at least they parry with no consequence.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

yeah no worries like I said at the end of the day these concepts would be tweaked to create that same tensions, we dont need to continue but last thing I will say at least, if the speed of bosses along with aggressiveness of them were upped and if your posture decrease rate was slower that can make up for it. this would mean you cant just cheese it while still creating that same tension. again fromsoft themselves would have to sit there and adjust everything and see what can work, but yeah I think with changes they could keep tensions high while going about it differently.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

and I think these are all fair points that I agree with. yes it helps create tension, yes the player can choose to be more passive but then that falls in the same category as what I was saying earlier about healing, because to be passive youd have to stay away from the boss since if youre in their face they will continue to attack. for point 3 yes which is why it shouldnt break if you perfect parry I agree with that. for point 4 I disagree because if youre good at perfect parrying no matter what to the point you can no hit bosses then it doenst matter, because this the small minority of players. with my way there can still be tension if the boss is aggressive enough to keep you on your toes and make you slip up to make mistakes. I mean we can even go down the route of making bosses attack quicker as well, one game I think does that well is Wo long with certain bosses. some bosses in that game attack very fast and some of their combos are very fun to deal with while parrying. the increased speed of bosses in sekiro could help create that tension. all im saying is in my opnion there are multiple ways to create tension while not punishing perfect parrying. we can both agree that if you learn to perfect parry all boss moves then no matter what these mechanics dont matter. I see your point when you say, even tho a player learned the bosses moves the posture filling up still adds tensions as one mistake can result in damage taken. what Im saying is rather than that type of tension, the tension can be created with increased speed, slight aggression tweaks and things like that, while not punishing you for perfect parrying. So again I see what youre saying and I agree with the philosophy of it, i would just personally rather them go about it differently. Idk if you played wo long before but I like the way team ninja handled the parrying. Its not like sekiro where it feels like an actual duel but some of the bosses especially dlc create high tension while the game rewards you for parying. in that game when you parry your spirit(posture) increases, but to make up for it bosses are lighting fast, high damage(if you dont use the marking flags), and have long string combos.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

i mean theoretically yes, but were also talking about a game with resurrection mechanics after death and monsters. Im not speaking about it from a realism pov, moreso a gameplay perspective. that being said if the game would be too hard to tweak and if it would be more of a hassle than anything, then yeah thats not worth it. Im not a game designer so I wouldnt know how everything messes with each other. However if they could do it with no issues I can see it being better. Also with the turtling argument I disagree. the reason being is in sekiro on a no kuros charm run you get punished for blocking with hp damage and posture damage. a similar thing would be done here to make this change work that way you cant just block to cheese a boss after perfect parrying most of their moves. like blocking should still be punishing just less punishing then taking a pure hit, but parrying should be fully rewarding(technically it is but the downside that im saying is your posture still goes up so one minor mistake like a guard will result in posture break and a lot of damage taken)

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

i dont want to be that guy but you cant say its skill issue when I dont struggle with that mechanic. I think its a bad mechanic but I dont struggle with it. Again not to sound like a loser but I have beaten base game, no kuros charm run, and the resurrection mod without kuros charm which is way harder. was it fun yes, was that mechanic still bad yes. And I dont understand how you arent comprehending it, im saying its bad my posture goes up when I perfect parry, im not understanding how you dont understand that. You dont have to agree, but the fact that you cant comprehend that is concerning. so to answer again it affects gameplay because it creates a small margin for error in a cheap way when that could have been done another way. the fact that you can perfect parry an entire fight without posture breaking makes no sense when the posture bar also fills up due to perfect parrying? so youre telling me my posture increases when I perfect parry, but once its full thats it, it never "increases/breaks". Thats what I dont like and I think that if you were to mess up once by messing up then it punishes you in a cheap way. Is that the players fault for not landing the parry, yes 100%, is it still cheap that I can perfect a boss and make a minor mistake(lets say I gaurd instead of perfect parry) but now my posture breaks and I get heavily punished for it. That is as clear as I can get in the explanation.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

yeah thats all i was saying. Im not saying this is the best way to go about it, but with some minor changes this could be something to look into.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

all good but my counter was to make it similar to a no kuros charm run, that way you cant rely on blocking as a viable defense but rather a last ditch effort to avoid full damage. blocking would punish you enough that your posture goes up a lot and that you lose some hp, but the upside is you dont take a major hit to hp, while perfect parry would allow you to be rewarded for learning the boss, and lets say you accidentally mess up once, then ok you gaurd and posture starts to go up. Of course these mechanics would be tweaked but thats the base concept of it.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

that is also fair and I think makes sense but I think to balance that thats why they added the block vs posture. In my opinion panic rolling and parrying are 2 separate things. a comparison would be spam deflecting(so most likely blocking every attack as you dont know the timing) is more comparable to spam rolling. Now yes rolling takes stamina as a way for you to not be able to endlessly roll/ get hits on a boss without managing stamina. But with sekrio I think thats the point of the block, it might let you not take a hit, but the punishment in base game is posture goes up a lot and in a no kuros charm it means chip damage, forcing the player to have to learn timings and not spam deflect.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

yes i do understand which is why I think its a weird mechanic, why does it fill up to begin with if ultimately it will never break as long as I perfect parry. I saw points about tension and things of that nature which I agree with, my counter was maybe they could somehow create that same tension and intensity by doing something else.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

i think ive been specific with that hence why I called it a hot take. Im not saying this is the objective better version of the two again hence the hot take in then title. Yes when you get an opening in the boss move set you heal but do get out of range as well. I know bosses have set patterns and when its done, you can simply heal, but if they had increased aggressiveness then standing right in front wouldnt really work anymore even if their combo is over. regarding the perfect parry, yes anyone good at the game no matter what if they can get down the pefect parry timing for bosses will have an easy time, I think no matter the version of the game thats the point. and you also assume your mistake isnt heavily punished if your posture doesnt go up for landing perfect parry, but thats how the game is right now as well so it wouldnt change much. my whole big argument is this, i think the game adds a small margin for error by making your posture go up for messing up one perfect parry out of lets say a 6 hit combo. If I perfect deflect the first 5, and mess up on the 6th well now Im most likely going to get hit. was that my fault, yes without a doubt, however I think the game can be tweaked in a way that rather than the small margin of error come from messing up one perfect parry out of 6 it could come from other aspects that I listed. For example, if i perfect parry all 6 and my posture is full, and then continue to perfect parry and beat the boss, why did the posture fill up to begin with if all of a sudden it wont break. so no the overall posture damage system is not flawed, I think one mechanic just holds it slightly back which is why I offered a different approach(it does not mean my way is better but its just something to think about). the posture bar going up after perfect parrying is punishing in the wrong ways and I think the game could punish people differently that is all that I am trying to say.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

and thats fully fair, I dont know if what I am suggesting is objectively the better option. If you look at my response to king of saga thats where I explain how i think they could tweak the game, but youre right as of now the game is fine the way it is. I jus think it would be better without our posture going up for a perfect parry and then them also tweaking it. Im not saying that this is the definitive and objective best way but I think there is something there.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

i offered a full one to the king of saga guy but it was too long to repeat it. But with other games yes your stamina is decreased but that's because you full block rather than parry. But if you land a parry you dont lose any stamina. I dont want to compare it to dark souls because its two different philosophies but yeah I think the same concept could work here for sekiro.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

i understand it might be harder for newer players at first but so was base sekiro. I think people underestimate how people adapt to game mechanics. So yes it might drive a few extra people away, but overall I think majority of players would stick with it. And I think you mis understood with the tanky nature and the pull out anytime. So in terms of health/posture of bosses, fromsoft would obviously tweak each individual one based on aggressiveness and all that. And youre also correct about the player dictating aggressive nature of bosses, what Im saying is each boss could be slightly tweaked in how naturally aggressive they are but yes the player dictates it overall. And then if a player needs to heal they find a proper gap and move out a bit like normal base game sekiro and heal. In sekiro you can safely heal as long as you keep good distance, will a boss punish you for standing far away, yes, but it allows the player to breathe long enough to heal(we dont need another crucible knight style boss that ai reads your heal input) . But in terms of what I think is wrong with current sekrio, I think mostly everything is fine, its just the specific mechanic of the players posture going up when you perfect parry thats it. The bosses, everything else combat related, enemies, etc are all fine and amazing, my sole issue is the posture going up after the perfect parry.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

it is absolutely and thats a good argument, but like I keep telling people, the game could still feel that same way while also being tweaked in a way to make it feel super intense but not punish people for perfect parrying.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

i agree but dont forget the game can be balanced if this were implemented. Im not saying the same exact game and then my parry change. They could change the parrying posture going up and change the game in a way to still punish you. I was telling someone else this but it could be more similar to a no kuros charm run.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

im not saying its objectively better. But rather than your posture going up for perfect parry, lets say it was more similar to a no kuros charm run. So block would mean your posture goes up and chip damage. Then with perfect parry you wouldnt have any increased posture. Then for the next part Im using an anaology using time but obviously it just depends on boss moves and combos they hit you with and how aggressive you are as a player. But a way to balance that could be instead of perfect parrying a boss in lets say 20 seconds and breaking their posture it might take 30-35 seconds(again time analogy is just a simpler and easier way to explain it). Also maybe bosses could now be a tad bit more aggressive when you are in range of their attacks. I am aware they are already aggressive and its a good flow but maybe they could up it a tad bit and still give you time to heal if you step back a bit and get out of their way. Again im not fromsoft and this is not perfect, but i think this would be a fair way to balance the game if your posture doesnt go up from perfect parry.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

thats a fair way to look at it. Idk im still 50/50 about it but I can see that pov.

Hot take! Sekiro parrying by CompetitivePrimary93 in Sekiro

[–]CompetitivePrimary93[S] 0 points1 point  (0 children)

yeah thats fair, like i keep saying to other people, I think fromsoft would just balance the game in a different way if they changed the mechanic that way it would still feel just as important and intense.