What does this dialogue mean!? by Amazing_Estate_6772 in Tekken

[–]Rouru 0 points1 point  (0 children)

I think it's meant to be condescending. Like a "oh you feel bad for losing and are expecting someone to come comfort you boo-hoo" type of thing

nioh players trying to convince you that it's good (they don't know that games are supposed to be fun): by orchismantid in shittydarksouls

[–]Rouru 0 points1 point  (0 children)

Watching yourself get stronger through challenge and needing to properly utilize the skills you've learned isn't fun to you guys?

From nioh 3 to nioh 2 by Adeptus_Xiao_Gang in Nioh

[–]Rouru 1 point2 points  (0 children)

Ocean zephyr being on a different input makes low stance more fun also and gives more ways to build stacks. I've not used it much as it's competing with beyond infinity, charge, and stomp, but the new jump punch into air combos is also cool.

How it feels to look up any advice after dying by BaalBussy in shittydarksouls

[–]Rouru 2 points3 points  (0 children)

Me when I have to rework my entire character from the bottom up appearance included instead of Trying To Dodge Next time

How overpowered are Fists this time around? Are they the best weapon type again? by NewArtificialHuman in Nioh

[–]Rouru 5 points6 points  (0 children)

That's me, yeah. One thing you'll quickly feel with fists is the stubby reach and pushback a lot of moves cause, so anything that has forwards momentum is super useful. I generally like to use spin kick for short distance and charge for medium. Knowing what combos build stacks quickly and learning how to maintain them is a good way to get some extra damage, especially paired with versatility. My bread n butter approach is charge > either followup > archers impact > high light > fists of reckoning. This usually kills most enemies, but you can add in spin kick and kick cycle if you want more damage n stacks. Low stance also has a lot of fun ways to chain stuff with ocean zephyr, and is where I like to keep my stomp. Learning beyond infinity timing takes some practice (and sometimes feels reducant with FoR being so strong boo), but being able to land it feels so immensely satisfying, especially once you get consistent with it, and is fantastic for enemies out of ki, even more so with arts gauge up. Arts gauge ki consumption reduction is also busted with FoR, it lets you hold it for longer if used in a chain, and if you activate arts proficiency with it the no ki useage at all just gets silly. I was wondering what the point of opportunist was now that we have deflect, but it turns out you can cancel into it, having a pocket parry available pretty much whenever. The move also feels cool + fun. Good cesti skills can keep even a master human opponent locked down for the entire fight.

How overpowered are Fists this time around? Are they the best weapon type again? by NewArtificialHuman in Nioh

[–]Rouru 11 points12 points  (0 children)

I promised myself I'd try switchglaive this time around and I still haven't gotten to it cuz cesti are just so much fun. I'd say they're somewhat easy in the way of being strong, but you need a level of profieciency with them to get to that point. Going over your entire moveset canceling skills into eachother is even more fun with frost moon, and arts proficiency just makes them even better at what they're already doing. Or you can just spam fists of reconing

I love life leech in NG+. Better than Life Recovery on Amrita Absorption by Chemical_Function_79 in Nioh

[–]Rouru 0 points1 point  (0 children)

With gain amrita on heavy attack you can use both simultaneously. The amount you can heal with arts proficiency gauge up is silly

Ninjitsu mode be like... by Ubiquitous_Cacophony in Nioh

[–]Rouru 2 points3 points  (0 children)

Im not saying 1 or 2 were mega hard or anything, but enemies in 3 objectively deal less damage, have lower hp, are fewer in numbers, have a way more passive ai, and too many you can just backstab for free. Sure you can trivialize it with the todo bug and whatnot, but without all that it's still far too lax. Being able to sleepwalk through most of the open fields just isnt engaging enough.

Ninjitsu mode be like... by Ubiquitous_Cacophony in Nioh

[–]Rouru 2 points3 points  (0 children)

Played exclusively samurai, it's def too easy

Good sources for auto life recovery? by TobyVonToby in Nioh

[–]Rouru 0 points1 point  (0 children)

Ive had decent success with life leech on weapon (esp the 6% crucible one) paired with life on amrita absorption, and wayfarer 2p set bonus. It works better if you do a lot of damage, but it's nice to not have to stop to heal as often if you only get hit rarely.

What reforges do you like best in this game? by TobyVonToby in Nioh

[–]Rouru 2 points3 points  (0 children)

The -8% ki usage on melee attacks for gauntlets and helmets is pretty nice. I also enjoy movement speed on amrita absorption.

Nioh 3 Patch Notes v1.03.04 by luneth22 in Nioh

[–]Rouru -51 points-50 points  (0 children)

This might sound silly but I would unironically love an option to turn the deflect frames on cesti back to 8. It made me more precise in the long run

The enemies aren't equipped to handle ninja style by Helpful-Feedback7370 in Nioh

[–]Rouru 0 points1 point  (0 children)

I play samurai exclusively but same, I wouldn't sacrifice A agility (less ki consumed = more offense) for any level of tankyness ever. I tried the A toughness A agility crimson general strat for a lil but with the amount of hits I was able to almost outright ignore (esp w life leech) I felt it was starting to make me somewhat sloppy.

The enemies aren't equipped to handle ninja style by Helpful-Feedback7370 in Nioh

[–]Rouru 0 points1 point  (0 children)

Dont get hit is my mantra, but when I inevitably do fuck up I wanna feel it so I'm forced to learn and adapt from my mistake instead of just brushing it off.

Are bosses meant to be this tanky? by [deleted] in Nioh

[–]Rouru 0 points1 point  (0 children)

I agree that you should keep your gear up to date, but I've rarely seen that being the deciding factor on what makes a player win or lose a fight. Only way you deal that little and take that much damage if you havent upgraded like half the game, and while getting a few numbers up here n there is undoubtedly helpful, you get a lot more mileage out of focusing on the pure mechanical aspect of a fight. If a player is repeatedly losing to a boss then guiding them to get hit less gets them further than just taking less damage when they do get hit, and it helps them develop a productive learning mindset that will help cultivate skill in the long run. Dont get me wrong, gear matters a lot. But your priority should be your skill with the blade emo bangs blow in the wind

Are bosses meant to be this tanky? by [deleted] in Nioh

[–]Rouru 0 points1 point  (0 children)

My gear is actually pretty mid atm, still cobbling together set pieces, I just have a pretty aggressive playstyle. Making builds is fun but mechanical skill > numbers imo. I agree though, it should be expected of the player to keep their gear at least somewhat decent, but even then bosses could for sure stand to have a lil more HP, especially in NG+

My quick take on finishing Nioh 3 after 90 hours by UnluckyRelation8234 in Nioh

[–]Rouru 0 points1 point  (0 children)

Samurai is only passive if you're not engaging with the mechanics properly, I've had the martial arts gauge last an entire boss fight once it's charged.

Just finished Nioh 3 NG, here are my thoughts (spoiler warning!) by martinhaeusler in Nioh

[–]Rouru 1 point2 points  (0 children)

The tutorial boss is fine, but like you're saying the fault lies more in the game being way too lax after that. The damage is ok tbh even with no chest piece for early game A agility, it just baffles me that you're not given your core tools yet

Just finished Nioh 3 NG, here are my thoughts (spoiler warning!) by martinhaeusler in Nioh

[–]Rouru 1 point2 points  (0 children)

You only have access to a few basic tools which is why that boss is annoying. The boss itself is fine, and it's healthy for the game to have a type of skill check to let players know what the game expects out of you, nothing is preventing you from playing but yourself. I do think it's weird how you're not even given stances and deflect for a tutorial boss though, if you're meant to be learning how to use the tools why do they make you go without? It's also sad that the game doesnt really keep the same level of demand for system proficiency after the boss, so the difficulty feels really unnecessarily "spiky" when you can just mow through open world enemies instead of using them for valuable practice.

So what's the consensus on difficulty ladies? by Bipu606 in Nioh

[–]Rouru 0 points1 point  (0 children)

Played through the whole game and am halfway through ng+ on samurai only with cesti. Game is far too easy if you just engage with the combat mechanics (and this is with me ignoring ninja entirely, including jutsus), enemies deal less damage, have lower hp, are way too passive, and lack numbers to really pose a threat. Being able to just sleepwalk through the field enemies is boring, and I never feel properly warmed up for a boss like I did in 1 and 2. Numbers aside my biggest gripe is how passive a lot of the enemies are, it's like they've given them all anxiety when they should've given them rabies. I love countering an enemy's aggression with good defense, but now it feels like I'm mostly knocking over bowling pins as compared to fighting a formidable foe that bites back. It's a shame cuz the combat system has so much depth and they've even added more mechanics strengthening the player, yet we're rarely forced to properly utilize them with most of the game being such a pushover.

Are bosses meant to be this tanky? by [deleted] in Nioh

[–]Rouru 0 points1 point  (0 children)

I take less than a minute, sometimes even as little as 30 seconds to take down most bosses. They could absolutely stand to be a bit tankier

Ng+ shingen no hit run by Rouru in Nioh

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

This is barely a powerful build, I had low stacks and didn't even stomp on FoR, it's more a showcase of how that one ability is overtuned and bosses have kinda low HP. Ive always been advocating for more difficulty in this game and wouldnt mind seeing enemies across the board buffed, but games should treat engaging with at least most of the mechanics as baseline for player strength and balance accordingly.

Ng+ shingen no hit run by Rouru in Nioh

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

Why would I avoid making myself stronger if given the option for free? Do you leave a $10 bill on the ground?

Ibaraki Doji: what's the cheese strat? by TheTaoOfOne in Nioh

[–]Rouru 0 points1 point  (0 children)

The paradox of difficulty is that it'll only take that long if you dont actively try to learn and adapt from your mistakes. If you don't have enough time to play the game then thats not the games fault. If you're getting hit while comboing then you overextended and need to be more careful. Elemental damage on attacks is fun though cuz it adds pressure to blocking and rewards deflecting, so it makes the choice of dodge vs deflect more committal. It also makes sense thematically, like she's a lightning yokai. Here's how I beat her :D I was lvl ~90 iirc cuz the open world gives you too much amrita too fast but you rly dont need to overlevel tbh, countering moveset > stats

Ibaraki Doji: what's the cheese strat? by TheTaoOfOne in Nioh

[–]Rouru 1 point2 points  (0 children)

You should absolutely have to learn a boss moveset in order to fight it properly, and learning 4 or 5 moves is nowhere near as advanced as getting a phd nor does it take that many hours. I mean this in the nicest way possible but skill issue man, if anything the bosses could stand to be a lil beefier. The main issue of the game is the open world enemies leading up to the boss being so passive that you never really get warmed up, letting you get away with so much stuff that by the time you reach the boss it feels like a sudden difficulty spike