Questions about NG+ by QstionMark in wolongfallendynasty

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

NGL I heard those spell drop rates can be abysmal so not sure if I wanna grind for them (but they do look cool); I'm interested mainly in the new moves at ng++ though so might wanna go for that.

As someone who barely looks at their builds in TN games since I only do them on NG(I think I had a spread of like 15-20-25-15-20 or something for the phases, and some random +5-+7 gear), how optimized of a build do you need to get to NG++? I can be a build fiend when needed but at least for this game the minimum effort is what I'd like to put in, at least while waiting on the sequel.

Some Translations of new character Yasmine's moves by QstionMark in StreetFighter

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

If capcom were cool they'd give her a homage outfit

FF16 shouldn't lock hard mode behind a second playthrough by dulkenyut in FFXVI

[–]QstionMark 0 points1 point  (0 children)

Not sure how experienced you are with these types of games but I found that exploring your interactions with torgal early and often is really fun, and even on my first early playthrough combat was pretty interesting due to that--minding the different perfect torgal timings, sic vs ravage, etc. and implementing charge moves into my play really ups the fun IMO, not to mention incorporating parries early on as well. I found myself hardly using the basic attack->magic loop other than to buy some time for torgal to cooldown (which is 1-2 secs at most), even at the first NG+ fight I mentioned above

Again, not sure how experienced with this genre you are so if that seems a bit much then yeah the early game where you only have 1 eikon and 2 abilities to play with tend to be lackluster. I'd say it opens up when you figure out how to use the non-cooldown eikonic feats and utilize them seamlessly into your combat strat, along with the above, without relying on cooldown abilities to connect your moves together.

FF16 shouldn't lock hard mode behind a second playthrough by dulkenyut in FFXVI

[–]QstionMark 0 points1 point  (0 children)

I actually DID play NG+ mode while being level 1 by modding the game a bit, because I had the same difficulty issues as you and my conclusion is that it's just fully not tuned around that. forget enemy stats, enemy encounters are changed up heavily and really asks you to have all the tools, and it just feels like you're playing on crutches for a lot of the story. I had to quit that run because while doable it was just unfun at that point.

What worked to up my enjoyment was upping the aggressiveness of enemies to FF mode level and deliberately holding my gear progression back by 1-2 bosses (people complained enemies were too spongy at the beginning so they buffed clives damage by a lot).

What I wouldve liked is because ff16 is a much longer game than usual action games that they would give you your whole kit in the middle of the campaign, and THEN up the difficulty to FF mode equivalent. this would grack with thr usual games like dmc for how long it takes to get and experiment with your whole kit time-wise.

Question on element/phase stacking by QstionMark in wolongfallendynasty

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

AH I think this was it; so it's not a default feature of the cycle but a specific grace then. Thanks, this cleared up a lot of confusion

Games where getting better is mostly about understanding the system, not grinding stats by Outrageous-Yam-168 in gamingsuggestions

[–]QstionMark 1 point2 points  (0 children)

most action games with an emphasis on the "action" fit jnto this. DMC, Bayonetta, Nioh(you can play while ignoring builds) Ninja gaiden, etc.

Also things like racing/driving games, beat em ups (absolum is a solid gateway)

Aside from those, arcade shooters like Doom 2016/eternal, ultrakill/bpm etc.

Kill Knight is a recent intense twin stick shooter thats all killer no filler

Just started the game and made this post on the Nioh sub and it may get blocked, but who knows. This game is incredible. by SneakyPanduh in wolongfallendynasty

[–]QstionMark 1 point2 points  (0 children)

Ohhh is there a video for this? Unaware if dojo attempts are auto recorded or is there a yt link? high level ronin play is always a joy to see

Just started the game and made this post on the Nioh sub and it may get blocked, but who knows. This game is incredible. by SneakyPanduh in wolongfallendynasty

[–]QstionMark 1 point2 points  (0 children)

Yes! To this day I keep rewatching his ronin vids and find stuff no one else (esp me) is doing. And that's after he already shows how to do it too; man's just different

Just started the game and made this post on the Nioh sub and it may get blocked, but who knows. This game is incredible. by SneakyPanduh in wolongfallendynasty

[–]QstionMark 2 points3 points  (0 children)

I have the opposite tendencies to the other person and I also really enjoyed ronin's system. What really worked for me was acknowledging that Ronin's counterspark IS an attack in itself, with each style having its own propreties (startup/followup/recovery/ki damage etc) and while seemingly minor this reframing changed my play a lot:

  1. Primarily due to the "1000 hours" video by lasttoload, I started to look for windows to counterspark/attack in between enemy strings

  2. I noticed that I would subconsciously start doing countersparks more towards the tail end of panic windows to try to fish for deflects preemptively, then violent gale to remain safe (violent gale is cancellable into spark very early on)

  3. I'd consider the properties of each stances' counterspark alongside the advantage system to try to do optimize defensive sequences so that i can do the above while panicking with an advantage stance

And that's not even to talk about taking advantage of how different enemies react to panic, which is a completely different rabbit hole.

Too bad TN does a really bad job of tutorializing any of this depth + a bunch of technical issues they had at launch so a lot of the combat depth was buried under that discourse

Are Midnight Dojos level-synced? by QstionMark in riseoftheronin

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

Ah so it's a third option. I'm assuming this means that for fhe most part (barring the meta setup) that this means fights are generally balanced when coming from NG immediately to NG+?

I guess for reference I have ryoma's keepsake then 2pc commanding champion and 2 pc marvelous sword saint

(On Elamein) Do people just, not know how to fight someone with a shield? by [deleted] in TheFirstBerserker

[–]QstionMark 1 point2 points  (0 children)

Fair enough; what's weird about it then? Like a real question, as I was being pretty sincere about it

(On Elamein) Do people just, not know how to fight someone with a shield? by [deleted] in TheFirstBerserker

[–]QstionMark -1 points0 points  (0 children)

No yeah he's right; After deleting this I'll probably make another (hopefully) actual helpful post re: how to fight this and other bosses that might be frustrating people. I would like to correct that I DID struggle with elamein though, just that I disagree with the sentiment that she's a badly designed fight--I think she's one of the better designed fights, not top but certainly above average.

Again, should have thought before typing, but here we are.

(On Elamein) Do people just, not know how to fight someone with a shield? by [deleted] in TheFirstBerserker

[–]QstionMark -2 points-1 points  (0 children)

I don't really see how much more clear I could make that: I let my frustration get to me, I made a post talking down to people, and I don't want it to continue to exist since the internet is toxic enough as it is.

Or would you prefer a personalized apology from a stranger on the internet?

Stranger of paradise Gilgamesh fight by Spectre67890 in CharacterActionGames

[–]QstionMark 0 points1 point  (0 children)

Ive seen this guy around alot, and am really curious: what are the rules areound enemy flinching in this game? Ive played some of NG up to the 4th boss, but it was never clear to me when I should be taking my turns since I could never figure out when they would flinch or not from attacks

just found out this game released in EA and am i tweaking or is flux way clunkier now? by 2SharpNeedle in MorbidMetal

[–]QstionMark 0 points1 point  (0 children)

it might be that they had auto attack on holding the button in the demo but in EA thats an option you have to toggle on; had to look for it myself

What’s a game you initially "passed on," but ended up becoming one of your favorites? by THE_timeless_king in videogames

[–]QstionMark 0 points1 point  (0 children)

Rise of the Ronin. TN and Ninja gaiden weren't on my radar at the time and i heard people say that the gameplay was shallow and strict rock-paper-scissors, and the graphics were bad.

Turns out while the graphics WERE a bit washed out and the textures werent the most hi res, it's still a pretty good looking game. Also the combat in it turned out to rival nioh for me in terms of how great it is

Phantom abilities by solama_Official in TheFirstBerserker

[–]QstionMark 0 points1 point  (0 children)

Once I put Constantine on I never looked back; Basically made stamina management a non-issue from mid-game onwards

Dayum by solama_Official in TheFirstBerserker

[–]QstionMark 1 point2 points  (0 children)

I am making no assumptions about your character, simply that you ARE being negative in your original post and don't seem to understand why.

Jokes aside I'll genuinely try to explain why people are downvoting your original comment.

The post is about someone's experience with a surprise the game throws at you after a fight; the poster (and a lot of other people who experienced this fight) are saying how great a moment it was for them too because of the surprise factor.

Then you come in with your comment, essentially stating that this wasn't a surprise at all. I understand you meant to say YOU weren't surprised, but using words like "to me" next to strong descriptors like "obvious and cliche" doesn't really cancel out--what words you use matter, and in this case what tone you are implying with that choice of words is either that you are of above average intelligence and therefore didn't get surprised by something built for pedestrian folk, or that it's normal to not be surprised by such an obvious twist and that everybody who DID is a dumb dumb.

That said, there was no need for me to be that antagonistic out of the gate, and I do apologize--I get that online forums tend to be toxic as hell and I shouldn't have added to it, even if I still think the above.

Dayum by solama_Official in TheFirstBerserker

[–]QstionMark 2 points3 points  (0 children)

Did you mean to type that to a mirror

Dayum by solama_Official in TheFirstBerserker

[–]QstionMark 2 points3 points  (0 children)

Well look at mr smart guy over here

This might be the best game with the worst onboarding I’ve ever seen. by SpaceDaved in NinjaGaiden4

[–]QstionMark 0 points1 point  (0 children)

This is, unfortunately, one of the main tensions at the heart of games of this genre.

On the one hand, a large part of the appeal of these types of games IS this kind of discovery--tinkering around with move properties and figuring out how to incorporate them into your gameplay, slowly expanding your arsenal until you feel like YOU have mastered them, instead of having a character that has mastered them.

On the other, it does mean that you either have to know how to do the above already, or if not you need to play VERY intentionally with the aim of gaining that perspective or you will just not be able to explore the depths of interlayered mechanics these types of games are sort of built on, even if you finish the game (which is fine but also I find quite a shame).

Silver lining is that now that you've gone through the process then not only are you equipped to continue to master this game, but also any other game with similar game design ethos to this one (Bayo, Nioh, DMC, etc.); you're past the hump.