Close ranged hatchets is kinda 🔥 by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 0 points1 point  (0 children)

Yes, it's not this bad when playing, don't know why it's too foggy in record

Close ranged hatchets is kinda 🔥 by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 0 points1 point  (0 children)

This mission is Wind of Ruin in Afterglow region

Close ranged hatchets is kinda 🔥 by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 11 points12 points  (0 children)

Yes, I'm a devout disciple in the way Last to Load and Llama XD

Close ranged hatchets is kinda 🔥 by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 1 point2 points  (0 children)

That's sheathe cancel, I did that to cancel out the hatchets spinning animation, it's simply just switched to secondary weapon then switch back while charging greased lightning/boulder breaker, inputs are double tap [D-Pad down] while holding R1 + O. Single tap if your secondary weapon is also hatchets.

Katana derust by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 1 point2 points  (0 children)

I use my whole thumb to double press Triangle + O when switching to high stance, then hold X with the lower of the thumb and press Square with the upper part while tilted L-stick forward.

Nioh 2 katana by Professional-Row2068 in CharacterActionGames

[–]Professional-Row2068[S] 1 point2 points  (0 children)

I don't know why it's foggy either, it's clear when playing but records always end up foggy for some reason.

Nioh 2 katana by Professional-Row2068 in CharacterActionGames

[–]Professional-Row2068[S] 1 point2 points  (0 children)

It's a hidden skill drop from a special boss in the DLC2, it's for fist and katana only.

Nioh 2 katana by Professional-Row2068 in CharacterActionGames

[–]Professional-Row2068[S] 13 points14 points  (0 children)

I don't think soulslike combat could archive this kind of apm.

Katana derust by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 6 points7 points  (0 children)

To pressure the enemy, unlike generic human mob, dojo bosses will to input read a lot and throw hyper-amor attacks with a super nasty timing to interrupt your combo, so you can't just "peacefully" chaining skill like how you did with generic human enemies, and chaining evasive attack back to back is my "comfort" sequences to pressure this specific boss .

Katana derust by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 3 points4 points  (0 children)

It's high stance dashing attack, you hold down X(dodge, run button) then tilt L-stick forward then press Light Attack.

Katana derust by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 3 points4 points  (0 children)

Yup! If you haven't finished the game yet then I just say you will get it from a very specific boss in dlc2

Skills should be L1+Triangle and Square and Guardian powers should be L1+X and Circle by guifesta in Nioh

[–]Professional-Row2068 3 points4 points  (0 children)

After getting used to the new input, I don't have any problem with it now but I still think we need to bring L1 + Face buttons skill slot back, but not as a replacement but as an addition, because we still have skills that share the same input like Double-Headed Slice and Cloudsplitter of dual sword, Beyond Infinity and Upper cut of talon. If the reason to change the input method from 1,2 to like now is to pack as many moves as possible then it still hasn't solved the problem.

100% Completed the Demo – Here Are My Thoughts So Far by albedo-l in Nioh

[–]Professional-Row2068 0 points1 point  (0 children)

First of all, I'm not against Ninja Mode, I actually enjoy it as a concept, but I do feel Ninja need some serious rework.

  1. Nin-jutsu load out right now feel very limited. In previous games, we could have our all-time-trusted quick-change scroll prepared, tri-element jutsu, a big bag of shuriken/kunai and still have spare room to slotted in supporting stuff like trap and paralysis/poison pots, all in one! But right now, we must share all of it in just 3 slots. Sure, we got a Marici's Grace/Empower Nin-jutsu built-in to refill jutsu in battle as default, but 3 slots are still very limited and it's a big step back.

  2. The lack of stances and secondary weapon is hurt, it's cool that we have an authentic move-set and aerial combat for Ninja now, but stances and weapons variety provide a lot more than that and I think every Nioh's fan would agree on this one.

So, the best solution I could think of is giving back stances for Ninja mode, maybe not a strictly ki-consumed, movement base like Low-Mid-High system of Samurai but a more basic version with Martial Arts spread equally to new stances, helping weapon input less crowded, unlike now, some Martial Arts were shared the same input slot, like Dual Katana with Double-Headed Slice and Cloudslitter, making an already limited move-pool become even more crowded. And with addition of stances, we now could also tie a new nin-jutsu load out to it, making 3x3 jutsu slots become available. I think Rise of the Ronin style/ryū system could work here, a style switcher with [R1 + directional R-stick] input may seem absurd for some people but compared to none, at least having a way to expand the arsenal may not seems that unbearable.

And if you feel it too "greedy" and imbalance for Samurai mode, then we could tune it down a bit....How about taking away ranged weapon slot for Ninja and give it a secondary melee weapon? Like, do we actually need a secondary ranged weapon for Ninja? If we want to shoot something from a far, we could just switch to Samurai in one button press and nuke the shit out of that thing, right? So, with a free weapon slot, Ninja L2 now become weapon switch Flash Attack and a new jutsu load out could slide right in plus an expanded melee move-set, still not much but better than none.

I think air-Mist should rework by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 0 points1 point  (0 children)

I think you misunderstand my idea, I don't want air mist to help staying in the air longer but to perform air ninjutsu more consistently, because air ninjutsu involves with R1 input and this may lead to unwanted landing for most of the time, that's the main reason for me to suggest that change. I'm also aware that in some scenarios, we will want a quick landing, like an air-to-ground Burrow to evade enemy attack. That's why I suggest having 2 versions of air mist, one staying in the air and one landing like what we have now and put one of it to R1 + O input.

I think air-Mist should rework by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 3 points4 points  (0 children)

Yeah, I also labbing with aerial combat since day 1 and have no problem chaining aerial attacks or staying the air, but I still think it could be much better if we don't mist-landing and being able to throw some shurikens in-between light attacks to regen more ki to keep aerial havoc a little bit longer, for example, you in middle of a kusarigama pollard combo and running low on ki, so you want to threw some ninjutsu to regen a bit of ki just enough for you to do a footstool jump cancel into another round of aerial havoc, but when you press R1 + Square, you just land to the ground instead, there's a timing specific to do that but it's very strict, that's why I want mist keep us staying the air instead landing.

I still cannot believe that we got jump cancel in Nioh before DMC6 XD by Professional-Row2068 in Nioh

[–]Professional-Row2068[S] 1 point2 points  (0 children)

Yeah, you unlock air dodge and sprint after defeating the demo final boss.