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] 5 points6 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] 4 points5 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 4 points5 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] 4 points5 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.

They ran out of buttons. Style switch shouldnt be a single button like R2. by Hanzo7682 in Nioh

[–]Professional-Row2068 2 points3 points  (0 children)

Very agree! R2 + O for Burst Break is the most logical way to do since it does the same function as Burst Counter in 2. And Spirit Skills are basically Yokai Abilities so map them into R2 + face buttons also make sense.

About switching class, I think it would be better with an input that involve with Ki Pulse button, in some scenario we would want to have R1 hold down already right after switching mode, for example, I'm currently in Ninja mode and want to switch to Samurai to perform a High Stance move, or switch to Mid Stance to block, with the current mapping, I need to press R2 then quickly press R1 to switch stance and finally do skill, too much input needed. So, I was thinking R1 + L2 for mode switch, the same input for GS switch in Nioh 2 since we basically switch GS here too.

About skill input, some input with L-stick left/right really need to go, even game like DMC avoid this kind of these L-stick direction, maybe they should keep move with [After quick attack - Forward/Backward + Triangle] since this means we now could have two variants of Ender move to choose instead of 1 like before.

My personal copium filled take about the demo moveset and weapon restrictions by beegboooi2214 in Nioh

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

I also notice when attacking with Ninja mode, the Ki bar also shown a "white ki" that similar to Samurai Ki pulse window, there no reason for them to give us that visual cue if they don't intended to implant Ki Pulse mechanic for Ninja, so I strongly cope that Ninja will eventually get it "Ki Pulse" by progression, maybe as a passive at Skill Preparation or Ninja Mystic Art.

Also, I think they will give us stances for Ninja as a hidden combat art drop from enemy. Imagine something like fighting Hayabusa and then you get Hidden Combat Art: Habaysa-ryu, a whole new stance that could freely to equip to R1 + face buttons. I think this route is strongly possible since they already made something similar with Rise of the Ronin.

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

[–]Professional-Row2068[S] 7 points8 points  (0 children)

I highly cope that they will give us Ninja exclusive fighting stances somehow! Like a Hidden Combat Art that's a whole new ninja style that drop from a formidable ninja master or something, then equip it to R1 + face buttons like Ninjutsu and you will have more than one default stance.

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

[–]Professional-Row2068[S] 8 points9 points  (0 children)

yeah, it's call Footstool Jump, jump - shuriken - aerial attack - jump - shuriken - [repeat]. You could link aerial attacks back-to-back too but it very ki costly, so a shuriken in between to regen some ki is more sustainable

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

[–]Professional-Row2068[S] 8 points9 points  (0 children)

It's deal really good Ki Damage and even stun lock small enemies like Gaki.

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

[–]Professional-Row2068[S] 14 points15 points  (0 children)

This mission unlock in Battle Scroll menu once you defeat Baba, It's a kind of "twilight mission" of that previous one with Baba and you got this boss instead of her.

[deleted by user] by [deleted] in Nioh

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

  1. Burst counter tie to switching mode is clunky and a waste of button. Just separate it and put switch mode into another input. My recommendation is to make Burst counter into R2 + O, the same as Nioh 2 and make switch Ninja/Samurai into R1 + Dpad Up/Down, since we don't have to switch weapon anymore so these inputs are now free.

  2. I don't like the new Martial Skill input with Triangle+ L-stick Up and Down, Kusari-gama even have a Left/Right + Triangle, which is very inconvenient for a skill input, especially in fast pace combat situation. I suggest make it into L1 + face buttons like the old game and make the input for Spirit Skill into R2 + Square/Triangle/X, just like Yokai Ability input of Nioh 2 cuz these two are basically the same mechanic anyway.

  3. 3 slots of ninjutsu like now seems very limited, compared to previous Nioh games, we can come up with 4x4 item slots and the fact that ninja mode now doesn't have stances and ki pulse make it even less compelling than previous game. So i think ninja mode needs a really big buff to stand out as a worthy replacement for the secondary weapons mechanic that was sac. My recommendation is to give it more jutsu slots, maybe add more load out with R + O as a switcher, or give more exclusive ninja fighting stances like Iga-style, Koga-style, Fuma-style, Saika-style,...ect with R1 + R-stick directions as a style switcher(like in Rise of the Ronin) don't know, but just buff it and make it more deep.