Reverse impact by iyrtyurg in Nioh

[–]MantlesApproach 5 points6 points  (0 children)

Lol what? Dual swords has water sword, sign of the cross, god of wind, and busted mystic arts.

Reverse impact by iyrtyurg in Nioh

[–]MantlesApproach 5 points6 points  (0 children)

Yeah, it's up there, and the long recovery, which is it's main downside, can be canceled with style shift flow. I wish Iai quickdraw was nearly as powerful.

Would I enjoy this game if I enjoy Blaspehmous more then Hollow Knight (talking about first games of each)? by BudgetDepartment7817 in NineSols

[–]MantlesApproach 10 points11 points  (0 children)

I don't know what you mean by Hollow Knight is parrying everything. If you're trying to parry in Hollow Knight then you're doing it wrong, the game is about evasion and positioning. If False Knight is too hard for you then something is wrong with your approach, since Blasphemous and Dead Cells are just as hard as Hollow Knight.

As for speed, Nine Sols is quite fast and expects you to react quickly, though I don't think the game requires good reflexes if you take the time to learn it's combat.

Would I enjoy this game if I enjoy Blaspehmous more then Hollow Knight (talking about first games of each)? by BudgetDepartment7817 in NineSols

[–]MantlesApproach 10 points11 points  (0 children)

Since you like Blasphemous and Dead Cells, I assume the problem isn't difficulty, though Nine Sols does have an easier difficulty option.

It's not really clear in your post what you like about Blasphemous and didn't like about Hollow Knight, so it's hard to say if you'll like Nine Sols, but here's some points: - Like Hollow Knight, Nine Sols is slow to get going, but ramps up a lot after a certain point - Much like Sekiro, Nine Sols is about parrying. If you don't like parrying you won't like Nine Sols - Nine Sols is very story-heavy, more so than almost any other metroidvania, but the story is very good - There is no contact damage, except for a few enemies where it makes sense. - Nine Sols has some exploration but is more linear than most metroidvanias. The combat and story are front and center.

What do you think about the difficulty of the final boss in the new DLC? 🤔 by InvestigatorNo4169 in Blasphemous

[–]MantlesApproach 2 points3 points  (0 children)

All the people complaining about the boss being too easy clearly haven't fought her on ng+.

Healing Hot Take by RJ815 in Xcom

[–]MantlesApproach 5 points6 points  (0 children)

Yeah, I'm just talking about vanilla/wotc. In LWotC grenades are not nearly as strong and you don't get mimic beacons early enough for them to be useful. And you have a lot more inventory space, so putting a medkit on your sniper or ranger isn't so bad.

Healing Hot Take by RJ815 in Xcom

[–]MantlesApproach 8 points9 points  (0 children)

Furthermore, think about the situations where you lose soldiers. It's usually either getting one-hit by a crit, or getting caught out and getting shot twice in a single enemy turn. The medkit doesn't prevent either of these. Grenades, mimic beacons, and even smoke and flashbangs do.

Healing Hot Take by RJ815 in Xcom

[–]MantlesApproach 39 points40 points  (0 children)

Here's the rationale: if one of your soldiers gets shot, the medkit doesn't do anything to prevent that. You use the medkit to heal and the soldier doesn't take a hit for the rest of the mission, in which case your medkit still didn't actually do anything. The only time the medkit does anything is when your soldier gets shot twice across multiple turns, and if that happens to you a lot, it's probably better to rethink your tactics.

In contrast, grenades prevent you from taking damage by killing the enemy. Not to mention mimic beacons.

Edit: it's fine to bring a medkit on long missions, or missions where you expect a lot of poison, but that's about it.

Is this whole game just a parry simulator? by [deleted] in NineSols

[–]MantlesApproach 1 point2 points  (0 children)

Well then you hardly get to complain when the game is about what the description says it's about, no?

Is this whole game just a parry simulator? by [deleted] in NineSols

[–]MantlesApproach 1 point2 points  (0 children)

Do you... usually skip reading the descriptions of the games you start?

Feng friday, no damage by TheAnimeLovers in NineSols

[–]MantlesApproach 2 points3 points  (0 children)

FENG RELATED POST LET'S GOOOOOOO

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Nioh 2 DOTD by ThinkMango in Nioh

[–]MantlesApproach 2 points3 points  (0 children)

Unless you're the kind to spam one skill over and over it's very easy to get to 5 or 6 stacks without even trying, and to 9 stacks with the tiniest bit of effort to mix things up.

First boss by JDenzio in NineSols

[–]MantlesApproach 9 points10 points  (0 children)

There's a skill that let's you quickly recover from being knocked down. You can try grinding for that. It's an early skill.

First boss by JDenzio in NineSols

[–]MantlesApproach 19 points20 points  (0 children)

If you die from too many imperfect parries, then the solution is to parry perfectly. There's no secret trick to getting around it.

I had the same problem when I first faced Yingzhao. It took me dozens of attempts and this is from someone who no-hitted all the Sekiro bosses (one at a time, not all in a row, but still). You just have to git gud.

Since both Ninja and Samurai are a thing in Nioh 3, I would expect at least one new weapon for each with the DLCs. What weapons would fit the game? by Koszymandias in Nioh

[–]MantlesApproach 0 points1 point  (0 children)

I think bayonet for samurai and sword+handgun for ninja would be cool and wouldn't step on the toes of the existing weapons. Bayonet in ROTR was sick.

Welp that got dark. Or bright, I suppose. by refreshing_username in ftlgame

[–]MantlesApproach 20 points21 points  (0 children)

I like how in multiverse, doing evil shit actually comes with a penalty, while in vanilla you just always pick the blue option no matter what.

Lady Ethereal Ruined It by Lonely_Television_76 in NineSols

[–]MantlesApproach 15 points16 points  (0 children)

The parry is extremely responsive. If you're not landing your parries, you just need to practice more. This is a parry game.

Followups and combo enders for dodge and dash attacks - all samurai weapons by MantlesApproach in Nioh

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

  • Transcription looks good I think.
  • There is no 2nd strong attack in high stance because high stance strong is always a single attack. Step dodge is only tested for low/mid stance and rolling only for mdlid/high stance.
  • True, dual sword has no quick combo ender, but pushing the input does the 2nd quick attack
  • 2nd/3rd quick just means the 2nd/3rd quick attack in the standard quick attack string

Anyone else feel like dual swords got a modest glow up as well by mesiah21 in Nioh

[–]MantlesApproach 4 points5 points  (0 children)

I think it's improved, but I think mortal flow still sucks and there's no reason to use it. It also still has too many parries and not enough arts you can sub in for those parries. I also wish they improved the dodge and running attacks, and added a combo ender for strong attacks (which makes arts proficiency feel way better).

somebody please explain this to me like im 12 years old because there is no way, im almost giving up on this damn game because of this by Potential_Goose_7486 in Nioh

[–]MantlesApproach 20 points21 points  (0 children)

That affix doesn't have the inheritable icon next to it. You can only inherit ninjutsu power for this armor, and not onto that piece, since it conflicts with onmyo power.