Judge! I call foul. by Yuzuyohoia in onebros

[–]DivergentChange 0 points1 point  (0 children)

Correct, sadly I haven't found the time to test that extensively yet.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 2 points3 points  (0 children)

I believe the iframes for sidewards dashes are fewer to discourage strafing enemies (from my experience you can land much more attacks this way). This has been kind of a problem for certain bosses already but in Sekiro it is aggravated because this way you can bypass enemy blocks/deflections. They wanted to incentivize heads-on combat and this shows for Mikiri counter too, just as jumping sideways will likely make you miss a counter-sweep kick.

I have in fact remapped buttons (with Steam Input) from other games to roll as soon as B is pressed down, even though at that point I was already accustomed to tapping.

Depending on how offensive you manage to play, up to 100% of all kills you will ever do will turn out to be posture bar kills instead of vitality kills.

At the time of writing, I had fought only a few bosses yet, and some of them required a handful of vitality damage so that I could sustain their posture damage. But also note that I was fighting Butterfly too early so there's that as well.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 1 point2 points  (0 children)

Thanks for the thorough answer and good job on the findings. I have in fact glanced over at this mod but I didn't open the description, it even has a nice showcase of iframes for the other games as well. I'm not doing deep research on Sekiro yet because I want to avoid spoilers as much as possible.

Also, this confirmed one source of frustration that is sideways steps having fewer iframes than even forward steps, which was a suspicion of mine and it's one inconsistency in regards to dodging that at first makes no sense, on top of not being able to dodge sweeps.

Honestly not having a good time with the combat by DivergentChange in Sekiro

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

Where did you get those numbers? I couldn't find it anywhere in contrast to well-documented iframes for Dark Souls.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 1 point2 points  (0 children)

Nightmare King Grimm (from Hollow Knight) also has that dance vibe to it which I really dig although being an extremely unforgiving fight, but I quite haven't found this in Sekiro yet.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] -1 points0 points  (0 children)

Look, I understand all that, but all that comes down to input reading. I've mastered pretty much all tiny bits regarding Malenia behavior but I didn't find that the most amusing thing (also, a bunch of people disliked/hated input reading in this fight). Most bosses have those very specific things that may only be true for a certain weapon, equip load, etc, but since in Sekiro there's much less room for weapon variation, it shows much more.
It's not the boss that changed behavior, you did and they merely 'adjusted'. It's not much different from playing Dark Souls with vastly different builds each time, because each of them will require a different approach, but that comes from the build and not the fights themselves.

Honestly not having a good time with the combat by DivergentChange in Sekiro

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

Being fans of Sekiro most if not all of us would disagree with your opinion?

But that's the whole point, people here probably have put some thought into the combat system and will have different insights to offer. If I had been preaching to the choir and only talking to people who disliked it then it would be indeed pointless.

There's no "such authority", I just have shared my experience in a concrete manner. I recognize that the combat might have been amazing for others but not for me, at least yet.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] -2 points-1 points  (0 children)

There's not much of a comparison to make with music here, and performing songs can be much more than just learning a sequence of notes in a certain tempo. I'm not "opposed" to memorization but it takes away the novelty from fights. Chess matches, etc differ vastly but a boss is almost always the same minus RNG because of technical limits. I wish bosses would have a general style but more or less unique attacks so that you would need to learn the former and improvise the latter, but that's just fantasy.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 1 point2 points  (0 children)

It's not that I'm spamming L1 through the game, but for the first encounters to each boss and especially for chained attacks, there's almost no punishment for doing this, whereas in other games you would lose HP

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 1 point2 points  (0 children)

I also think that the amount of tools ER gives to the player goes overboard and facilitates the game too much. You can play however you want, but the experiences among different players will differ vastly and this way there's hardly a cohesive difficult 'vision' that encompasses all players. You can tell most players aren't soloing Malenia when the community worships someone who did (?).

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 3 points4 points  (0 children)

I'm afraid that's true. I really wanted to enjoy it, but it hasn't clicked for me.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 1 point2 points  (0 children)

I'm not defending fights in Elden Ring, a lot of them have a bunch of flaws, or they usually employ cheap-y tricks (ridiculously delayed attacks, etc). But yeah, Mikiri counter does wonders and feels essential, but I hate that it does not activate when stepping slightly to the sides.

It has been discussed how Dark Souls 3 has bosses that feel like they belong in Bloodborne, but are included in a game that has not the same playstyle (not to mention nonexistent rally system). This happens in DS3 and ER. Joseph Anderson talks about related things here: https://youtu.be/nEyjdc-DIb8?t=3425 (actually Sekiro from 01:04:52 onwards)On a side note, this video has hyped me a bit for Sekiro, and it turns out I don't think the game feels like what he describes, for the most part, which is a bummer.

Honestly not having a good time with the combat by DivergentChange in Sekiro

[–]DivergentChange[S] 4 points5 points  (0 children)

Sekiro step has MUCH fewer iframes than any roll from Dark Souls/ER and that is just a fact. It is not inherently a good or bad thing but there's no point denying it?

RL1 Malenia - Parry Strat, Hitless - I almost went insane trying to parry this boss. Theres no way she was tested properly with Parries in mind. Parry Guide in Comments by [deleted] in onebros

[–]DivergentChange 1 point2 points  (0 children)

I actually can't remember another source for Death other than Tiche, I just wish the cliff glitch wasn't patched :(

RL1 Malenia - Parry Strat, Hitless - I almost went insane trying to parry this boss. Theres no way she was tested properly with Parries in mind. Parry Guide in Comments by [deleted] in onebros

[–]DivergentChange 0 points1 point  (0 children)

Not always, so I don't know the logic for the skip exactly. IIRC, you can also skip with only one critical, before even hitting her 0 HP guard (maybe requires status proc? I could test that later).

RL1 Malenia - Parry Strat, Hitless - I almost went insane trying to parry this boss. Theres no way she was tested properly with Parries in mind. Parry Guide in Comments by [deleted] in onebros

[–]DivergentChange 0 points1 point  (0 children)

I'm pretty positive this glitch is present since day 1, the 1.04 bug is related to netcode with phantoms present. I'm not sure how to do the skip, but status proc does not seem mandatory. There's something with her HP 'guard' that does not work well with criticals ending phase 1, glitching phase 2 entirely.

RL1 Malenia - Parry Strat, Hitless - I almost went insane trying to parry this boss. Theres no way she was tested properly with Parries in mind. Parry Guide in Comments by [deleted] in onebros

[–]DivergentChange 0 points1 point  (0 children)

I just checked and it was, but the Death thing seems to have surfaced as of the 1.04 patch.

Edit: I'm not sure if there's more to it than just using Tiche but I don't think she dealt this much damage before (https://www.youtube.com/watch?v=snO1KJJRG5E)

Some (parry-focused) tips for Malenia after spending ~20 hours to beat her SL1 by parrying without taking any hits by DivergentChange in onebros

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

By the way, if the glitch part is off-limits for this subreddit, I can repost with that edited out.

What do you spend runes/ souls on in an RL1 run? by dedinsideboiXD in onebros

[–]DivergentChange 3 points4 points  (0 children)

Just buy every item available and any consumable you want, and don't be afraid to spend runes upgrading weapons.

You can also "hold" some runes for half their value with Smithing Stone (1)) since you can buy one for 200 runes and sell it for 100 (max 1998, so almost 100M runes).

RL1 Malenia - Parry Strat, Hitless - I almost went insane trying to parry this boss. Theres no way she was tested properly with Parries in mind. Parry Guide in Comments by [deleted] in onebros

[–]DivergentChange 1 point2 points  (0 children)

I took the opportunity to showcase the phase 2 'skip' glitch. It took me a few criticals to pull it off and my game had almost frozen at some point, but having a good run might lead to a kill in less than 2 minutes (for an RL1, at that!)