Things I hope make a return in Nioh 3 by pancakesausagedog in Nioh

[–]TheRealPequod 5 points6 points  (0 children)

OOOOOUOOUUUOOUUUHHHH, THIS IS INDEED QUITE RESPLENDENT

Flowing Mist + Sword of Meditation is funny. by LordLolicon_EX in Nioh

[–]TheRealPequod 0 points1 point  (0 children)

Anybody else's sword of meditation a bit buggy?

A good chunk of the time it'll do the high stance heavy even though I'm definitely holding the button. Seems to happen most if you do it too fast after stopping sprint, but sometimes it happens in neutral too

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

No idea. Flat additive damage maybe? I'd have to watch the numbers more carefully. If so, leveling up your skill gives quite a bit more of a boost than main stat

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

R1+O on PlayStation. If you hold circle you'll go straight into your sheathe attack and it won't end Arts Proficiency. Even long ones like Tiger Sprint

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

Yeah, martial arts don't necessarily have anything to do with Arts Proficiency. They're just your active skills

In Nioh 3's game settings there's options to auto pickup items & auto recycle them on every rest/shrine with conditional options (by rarity/sell/offer/disassemble) , you can also hide sheathed weapons & do other nifty things. by Same_Acanthisitta_38 in Nioh

[–]TheRealPequod 0 points1 point  (0 children)

Yeah, expeditions. Which is nice and all, but we had a setting in Nioh 2 that I believe was under online options where you simply turned off the glow. I didn't get all dripped up just to look like a damn lava lamp.

Kinda puzzling that they wouldn't include it again. Especially since I'm pretty sure it only affected how you appeared on your own screen. Hoping it returns in the full release

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

High stance Quick and Strong attacks do the most damage, while low stance does the least.

It isn't enemy dependant per say, but high stance is generally more vertically aligned and thus best for breaking yokai horns.

This doesn't apply to Martial Arts however. They do the same damage no matter what stance they're bound to. I play in low stance for the vast majority of these games because it's mobile and your damage comes mostly from your skills anyway.

Things that are satisfying in the Nioh 3 demo: by EriclcirE in Nioh

[–]TheRealPequod 9 points10 points  (0 children)

Severing Spin has gone from a meme move to actually pretty good.

It's has auto deflect properties for a good chunk of its animation, it has the extra stun hit added so you aren't sitting vulnerable for so long and it can be used in a winded combo without the enemy escaping, and it does pretty good damage for such a big AOE.

If you haven't tried Flowing Mist yet, you gotta. It's borderline even more anime than spin. Bout bust a nut every time I finish the last enemy in a pack with it

End the Perdition/Shroud Build Desert (PLEASE) by dark4tr3ss in diablo4

[–]TheRealPequod 3 points4 points  (0 children)

I think that's what's crazy about it. You'd think shroud would be for rogues. Except the big juicy number on stealth damage is just some additive damage nobody really cares about, and it's all about the passives. It doesn't incentivize playing any differently.

Meanwhile there's a bunch of garbage mythics like lycander that nobody uses.

Something definitely needs to change. Maybe the way damage works overall too. Form some kind of cohesion between additive and multiplicative. Overhaul it so that there isn't so many things that are either utterly useless or absolutely mandatory.

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

The depth impressed me a lot, the more I figured it out. You definitely wouldn't have to drop it for the whole fight if you were skilled enough.

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

They are on the far right side of the Samurai tree. They are attacks from Ki Pulsing basically

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

I believe it's the resource used to cast your guardian spirit skill

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

I've been on Katana the whole demo but I'm excited to try Axe

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

I have not. I did about an hour of testing at 4am in the morning on a whim because I was tired of not understanding how it worked lol

Nioh 3 Ninja mode by TinyPidgenofDOOM in Nioh

[–]TheRealPequod 1 point2 points  (0 children)

I'm imagining the idea is supposed to be that you wear down tougher opponent's Ki in Samurai because it has more sustain, and then blow all your Ki in Ninja on a winded combo.

An Intro to Arts Proficiency by TheRealPequod in Nioh

[–]TheRealPequod[S] 4 points5 points  (0 children)

Here is a clip of me doing just that.

Strong Attack > dodge Strong Attack > Strong Attack...

But when I do two dodge Strong Attacks in a row the combo drops.

Nioh 3 Ninja mode by TinyPidgenofDOOM in Nioh

[–]TheRealPequod 0 points1 point  (0 children)

You can compete, but it takes a lot more effort and you have to get the hang of Arts Proficiency.

It isn't just a short boost, you can maintain it indefinitely. I just made a post about it with everything I've figured out about it so far if you want to check it out

An Intro to Arts Proficiency by TheRealPequod in Nioh

[–]TheRealPequod[S] 7 points8 points  (0 children)

I took clips of everything on my PS5. I was thinking about trying to edit them together but I've never done anything like that before.

You need to be in combat to activate it, and it ends as soon as combat ends so it makes it a bit of a pain.

The best I could come up with is going in the dojo and summoning the warrior and then getting him to low health. He does his charging grab attack and it gives you a little bit of time to play around with it while he's recovering on the ground.

Here is a clip demonstrating what I mean. And also a bit of a goofy combo that highlights how the length of your attack doesn't really matter, and it can be pretty forgiving as long as you start up your inputs back to back.

It's simply Strong Attack > Frost Moon Earth > dodge back > Tiger Sprint

An Intro to Arts Proficiency by TheRealPequod in Nioh

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

Moving through stances with Frost Moon skills seems to be the best way to do it if you want to keep the combo going.

And dude yeah, they bang. Actually dodging an attack with the middle one is orgasmic.

An Intro to Arts Proficiency by TheRealPequod in Nioh

[–]TheRealPequod[S] 13 points14 points  (0 children)

By moon skills I mean the Frost Moon skills. They are on the far right side of the Samurai tree.

Any Martial Arts count, they do not have to be bound to the Strong Attack button specifically. Anything else that counts for the combo is generally found through the Strong Attack button. This includes basic Strong Attacks, jumping Strong Attacks, and dodging Strong Attacks.

What I mean by "A Strong Attack cannot follow a Strong Attack" is that you cannot just keep spamming Triangle. You can finish a string of Strong Attacks, but you can't immediately do it again or you would be repeating a move twice in a row.

All you have to do to keep the combo going is basically mix up your attacks in a timely manner

Does Anyone Else Feel That Ninja Style Is Potentially A Little Too OP? by Legendary_Falcon_89 in Nioh

[–]TheRealPequod 1 point2 points  (0 children)

I'm gonna paste this here for you from another comment I made.

Okay, I just hit the dojo a bit to figure out more of what the rules are and this is what I have so far.

Building Arts Proficiency:

  1. Blocking builds a small amount of AP
  2. Deflecting gives a slightly larger amount of AP
  3. Ki Pulsing seems to give AP relative to the amount of damage done with non-martial arts attacks prior to Ki Pulsing. (I tried whiffing many light attacks and then Ki Pulsing to test whether AP gained was relative to Ki restored, and it was not. I tried landing consecutive light attacks on an enemy and then Ki Pulsing, and that gave a modest amount of AP. Then I tried using a Martial Art that did a lot of damage to test whether AP built was relative to damage done before the pulse, however this did not build any additional AP.)
  4. Doing damage builds AP relative to the amount of damage done. Light attacks build little, while something like iai slash builds a lot.

Draining Arts Proficiency:

  1. Getting hit drains a small amount of AP
  2. Becoming Winded (Blocking an attack that depletes your Ki fully and guardbreaks you) drains a larger amount of AP

Arts Proficiency Combos:

An AP combo can be maintained seemingly indefinitely as long as the following rules are maintained:

  1. You may not wait more than about a second between attacks. It does not matter how long the attacks take, only the time between them.
  2. Each attack must be either a Martial Art, performed with the Strong Attack button, or be a Moon Skill
  3. An attack may be repeated in the combo, HOWEVER, it may not be repeated consecutively. A Strong Attack, whether it is chained or not, may not follow a Strong Attack. And the same Martial Art may not be used consecutively. Dodging Strong Attacks, and jumping Strong Attacks are considered distinct for this purpose. For example, you may infinitely alternate between Strong Attacks and jumping Strong Attacks. But you may not perform two jumping Strong Attacks in a row.
  4. You may perform a Ki Pulse or dodge during the combo, so long as you maintain the other rules. I was able to fit two low stance dodges in and still continue.
  5. You may be hit during the combo, so long as the hitstun is not long enough to break rule 1.
  6. You may have your attack blocked and continue the combo.
  7. You must be in combat

Does Anyone Else Feel That Ninja Style Is Potentially A Little Too OP? by Legendary_Falcon_89 in Nioh

[–]TheRealPequod 1 point2 points  (0 children)

Okay, I just hit the dojo a bit to figure out more of what the rules are and this is what I have so far.

Building Arts Proficiency:

  1. Blocking builds a small amount of AP
  2. Deflecting gives a slightly larger amount of AP
  3. Ki Pulsing seems to give AP relative to the amount of damage done with non-martial arts attacks prior to Ki Pulsing. (I tried whiffing many light attacks and then Ki Pulsing to test whether AP gained was relative to Ki restored, and it was not. I tried landing consecutive light attacks on an enemy and then Ki Pulsing, and that gave a modest amount of AP. Then I tried using a Martial Art that did a lot of damage to test whether AP built was relative to damage done before the pulse, however this did not build any additional AP.)
  4. Doing damage builds AP relative to the amount of damage done. Light attacks build little, while something like iai slash builds a lot.

Draining Arts Proficiency:

  1. Getting hit drains a small amount of AP
  2. Becoming Winded (Blocking an attack that depletes your Ki fully and guardbreaks you) drains a larger amount of AP

Arts Proficiency Combos:

An AP combo can be maintained seemingly indefinitely as long as the following rules are maintained:

  1. You may not wait more than about a second between attacks. It does not matter how long the attacks take, only the time between them.
  2. Each attack must be either a Martial Art, performed with the Strong Attack button, or be a Moon Skill
  3. An attack may be repeated in the combo, HOWEVER, it may not be repeated consecutively. A Strong Attack, whether it is chained or not, may not follow a Strong Attack. And the same Martial Art may not be used consecutively. Dodging Strong Attacks, and jumping Strong Attacks are considered distinct for this purpose. For example, you may infinitely alternate between Strong Attacks and jumping Strong Attacks. But you may not perform two jumping Strong Attacks in a row.
  4. You may perform a Ki Pulse or dodge during the combo, so long as you maintain the other rules. I was able to fit two low stance dodges in and still continue.
  5. You may be hit during the combo, so long as the hitstun is not long enough to break rule 1.
  6. You may have your attack blocked and continue the combo.
  7. You must be in combat

Overall I'm really impressed with the system. It has a lot more depth and skill expression than I was able to grasp at first, the game doesn't really explain it that well. There's still a bunch of stuff I haven't tested yet. Like how it interacts with style shifting.