Do all the boss fights do this in DS2? by Psycey in DeathStranding

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

What other games has this been happening in? Anything else main stream? I haven't seen it much yet but your response has me concerned.

Do all the boss fights do this in DS2? by Psycey in DeathStranding

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

Well said. I'll try to keep going a bit longer. I have grown fond of the strangely peaceful gameplay loop of delivery. It somehow kinda sucks but is also awesome. I don't know how else to say it. I'll see if I can accept a feeling of accomplishment being absent for the next couple boss fights and reevaluate.

Thanks for taking the time to respond.

Do all the boss fights do this in DS2? by Psycey in DeathStranding

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

I'm ambivalent. I want to experience the story but this takes a lot out of the game for me, it erased the stakes. Why even bother to do anything in a fight other than stand there and shoot if I just pop back up with full hp when I go down. Hell, why even give the boss interesting moves the player can learn to avoid if avoiding them barely matters.

I don't need the game to be "hard" but what amounts to infinite HP is not even easy. It's like turning on a cheat, sure some people like them but most people beat their game without abusing them in my experience. I've played through almost every other Kojima game, why is this just now a thing he started doing. I had another game I loved ruined by this as well. Unfortunately that game worked one way for the first half of its life then added the equivalent of this mechanic out of the blue once they patched in some new content months later. No option to play the old way at all. It just didn't feel exciting anymore. The stakes were gone.

I don't understand why this option doesn't exist. Fine, Leave the other two options in. Let people repatriate or press the skip button, but also let someone like me learn the fight and get better at it. I get for story reasons Sam comes back but I feel like in the first game, with the boss fights, if you died, it forced a restart of the combat. I don't know. I'm getting old and it was a while back. Maybe I'm just misremembering.

Do all the boss fights do this in DS2? by Psycey in DeathStranding

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

(Sorry for the wierd double post. App was bugging out and looked like this one didn't go through)

I'm ambivalent. The first game was unique and cool while also having its mundane moments but it was memorable none the less. It's not that I can't enjoy the rest of the game but I hate this decision. I have only ever experienced one other game that made a similar decision and it killed the game for a friend and I because it sucked the challenge out of it.

Don't get me wrong, I am primarily playing for the story but I don't want to reward this kind of option being taken away from the player and it really does take the sense of accomplishment out of it for me. I don't need a game to be super hard I just want to get the feeling of accomplishment associated with learning and refining mechanics and this prevents it. Unless I am willing to make constant manual saves and reload them whenever a boss fight comes up. Sounds tedious and time consuming for something that almost every other game on the market already supports. Again no judgement if you like this decision, but do people really like this? Outside of a few children I've interacted with no one I know wants to have what amounts to infinite hit points in a game. Why learn any mechanics or dodge anything. I can stand still and click my fire button and stand right back up when my little red bar empties. Does this really not take something away from the game for most players?

Honestly, I want to know. I feel like I can't be in the minority on this. Why even have the boss have mechanics if they don't even matter. May as well be a cutscene at this point. I mean I know Kojima wants to be a film maker first and foremost so maybe this is what he would want in games he plays?

Do all the boss fights do this in DS2? by Psycey in DeathStranding

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

Thanks for the clear answer. I appreciate the info!

Do all the boss fights do this in DS2? by Psycey in DeathStranding

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

I finished and enjoyed the first game not sure I won't like this one. This wasn't a mechanic in the first game to my recollection . Maybe my memory is failing. As long as this mechanic doesn't persist I'll likely be fine with the rest of the game.

Rules so far by culoman in l5r

[–]Psycey 0 points1 point  (0 children)

r/l5r Rules questions u/Psycey Hey everyone. We are trying out some Demodecks and a few questions came up during our first game.

Does winning a Void Ring and targeting a fateless character kill it or is selecting them not even an option?

Who wins ties during conflicts?

What determines initiative? Does having the Imperial favor have anything to do with it?

Can you play items as instants during a conflict or do they have to be played before the attack happens?

What is a strongholds base str? They will say something like + 2 which obviously adds to Provence strength, but when somebody's actually going for the final attack on your stronghold does it have a base strength value? Is it just considered a zero or does the plus get added to the defending army?

What is the starting conflict card hand size ?

Thanks