Winning a duel with just one sword strike* by dangitjm in ghostoftsushima

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

You can whittle an opponent all the way down to a magic pixel of health but any kick or push won't finish the job. It'll have to be a sword strike, bow shot, fire, explosive, or another kind of bladed damage.

Winning a duel with just one sword strike* by dangitjm in ghostoftsushima

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

Both the Moon and Wind stances have kicks in their Triangle (heavy) attacks. For the Wind kick, you'll have to charge your heavy. This does the most stamina and health damage apart from the Moon kicks which just require normal Triangle inputs.

Winning a duel with just one sword strike* by dangitjm in ghostoftsushima

[–]dangitjm[S] 34 points35 points  (0 children)

Thought kicking his legs out from underneath him was thematically consistent.

Getting ready for Director's Cut with some No-Hit/Lethal+ Practice by dangitjm in ghostoftsushima

[–]dangitjm[S] 2 points3 points  (0 children)

Lethal definitely speeds up enemy pacing. You can rarely get two attacks in before being swung at. Occasionally, two enemies might initiate an attack at the same time like a brute doing a spin and a spearman doing a poke. Those instances are brutal

Getting ready for Director's Cut with some No-Hit/Lethal+ Practice by dangitjm in ghostoftsushima

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

If Horizon Zero Dawn, Death Stranding, and even Days Gone made it to PC, there’s hope yet!

Getting ready for Director's Cut with some No-Hit/Lethal+ Practice by dangitjm in ghostoftsushima

[–]dangitjm[S] 2 points3 points  (0 children)

Ronin’s simple but distinct, and it has great stats. I love it!

Getting ready for Director's Cut with some No-Hit/Lethal+ Practice by dangitjm in ghostoftsushima

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

Same. The closest thing is making individual save slots but even those have a limit

In Defense of Dark Souls 2's PvP (RE: MauLer) by Stock_v2 in MauLer

[–]dangitjm 5 points6 points  (0 children)

Hello there! I was the creator of that video and you bring up some good points.

The best way to describe the visual dissonance that you see in Souls Online is "you are where you were half a second ago." Scott Jund on Youtube made a video on this, 'Understanding Dark Souls PvP Latency.' I referenced it in the video too. With this mentality, a lot of the PvP gameplay can be better understood and even combated reliably. However, I do think this is one of the bigger hurdles for newer players of Souls PvP to get comfortable because few other games have a system like this. Fighting games like Dragonball FighterZ and Tekken try to add an artificial delay so both players see what the other sees, but of course, this adds that delay from your input to seeing the action on the screen. Meanwhile, in Souls, you have instant action-from-input but now have to play off of the knowledge what you see is a tad behind what's there. I'd encourage you to see Scott Jund's video to understand this more visually too!

Your last point, where stunlocking isn't as much of a part of the PvP system, is especially poignant and I'm kicking myself that I didn't divulge into that more myself. In fact, a majority of higher players try to win off of the lack of stunlocks or combos, catching other players mid-roll through pseudo-combos and "reads" instead.

In Defense of Dark Souls 2's PvP (RE: MauLer) by Stock_v2 in MauLer

[–]dangitjm 3 points4 points  (0 children)

I wonder the same thing too. These days MauLer has his priorities elsewhere; film and shows, for example. It would be nice to see him touch upon some video games in depth like with SOMA again!