Might beeline to him on the completed game I have sitting around later..Anyone fought Owl Father on NG+ yet?
Hardest fight in the game, hands down.
some dude on reddit said:When deflecting - Typically, when you deflect, the enemy will usually keep attacking you so you have to deflect multiple attacks in a row (unless you break posture of course but I am not talking about that). HOWEVER, when you deflect an attack and you see a GOLDEN flash, it means you have an opening for a perfect counter slash which is a fluid slash that will almost always interrupt or be faster than your opponents next attack (you have to be quick though, if you hesitate, youll end up getting hit before it lands. Also, keep in mind that against enemies with high poise, they wont be interrupted by this slash so youll need to perhaps land it then immediately deflect the next attack coming at you, but I find that most often it will create an opening).
When being deflected - Same situation, if you are launching an assault the enemy will have to deflect multiple attacks from you. HOWEVER, if you are being deflected and see a RED flash, it means the enemy is about to counter slash you (it basically means the enemy just got a gold flash on you, essentially) so you need to switch to the defensive.
This mechanic is prevalent throughout the entirety of the game. If you havent mastered this or didnt know about it, try it out, and hopefully itll really change your game up.
Couldn't agree more.I'm done. I'm free.
Just random screenshots:
You can buy a Bead from the offering box.
Emma is a bitch. I killed Genichiro, Kuro and Isshin and she doesn't like my sake. We could have the entire palace only for us for quality time. Ungrateful bitch.
The real boss of Sekiro. Don't tell anyone.
Why the last fight sucks.
You have to use every move in the box. Nope.
You have to use martial arts. Nope.
You have to use prosthetic arts. Nope.
You have to run like a lunatic. Yes!!!
So, I won the fight fair and square (no cheats) and I was very aggressive. Last 20 tries I could kill Genichiro without looking at him. Then I could beat the Sword phase without damage.
Well, now comes the controversial part. If you keep being aggressive when the Spear phase starts then you'll probably get fucked because he hits hard and the posture is gone in seconds.
My solution was to be aggressive, make him combo, punish his shit and always retreat when my posture was in danger zone. Also I tried to keep full health all the time. Without full vitality and posture there is no way to resist his 5-7 hits combo (you get fucked if you try to run away therefore deflection in the only way).
I don't know if this is the fight's big secret but it worked and I could control the fight from start to end. No more panic. No more falling in the pit. No more hitting every god damned tree and stone on that fucking field. That's it.
Do I feel relieved!? Nope. It's a stupid fight guilty of every artificial difficulty sin from the Soul's game:
HP sponge boss. Check.
Ultra damage boss. Check (I have 18 vitality and I die in 2 hits. Wtf!?)
Useless Genichiro fight. Check (at some point I did not care anymore, he was down in 30 seconds).
Baiting the player. Check (there is one stance in which he deflects any hit you have).
Unparryable attacks. Check (to be fair 90% of his attacks are parryable)
Multiple weapons. Check (Sword, Spear, Pistol and special Lightning for FU )
Homing attack. Hell yeah check!!!
Delayed attacks. Check.
Teleporting behind the player. Check.
Ultra long combos. Check (there is one shitty combo which I think it has like 7 hits).
Attrition fight. Check (unless you are good like Lobos or Faraazkhan then you have to back off when your posture bar is maximized).
Retarded terrain. Double check (I cannot count the tries I've died stuck in some rock or tree )
Retarded camera. Check.
Long fight. Check (once phase 2 starts nobody knows when it will end).
Mikiri counters which fails because the terrain is not flat. Wtf!? Check
My favorite moment from the fight. Phase 3. He unleashes the Lightning, you counter the lightning in the air but the fucker doesn't get hit. You know what's next? Four bullets in your face. And most likely you can do shit because you did not even see that your lightning counter failed
I should have won this fight long time ago but for some reason I'm an expert at losing my concentration.
This fight is many things but fair ain't one. It looks like Miyazaki thrown everything at the player just to make him suffer and perhaps prolong the game's duration.
Instead of getting gud and learn something, I learned how to avoid the specific pitfalls implemented by Miyazaki for this fight. This is retarded, lame and unfair.
Whoever thinks that beating Isshin is an achievement is delusional. It's just passing a test intended to punish the participant instead of rewarding him for his knowledge.
I don't know. I hate this boss fight more than any other boss fight in Soulsbornesekiro franchise. Obnoxious garbage.
You're supposed to realize this in the Lady Butterfly fight, which is the first real extended swordfight you have in the game. That's where you learn the rhythm of the combat system.Is this mechanic correct? Saw someone describing it on Reddit saying it was a big game changer that a lot of people don't know...
some dude on reddit said:When deflecting - Typically, when you deflect, the enemy will usually keep attacking you so you have to deflect multiple attacks in a row (unless you break posture of course but I am not talking about that). HOWEVER, when you deflect an attack and you see a GOLDEN flash, it means you have an opening for a perfect counter slash which is a fluid slash that will almost always interrupt or be faster than your opponents next attack (you have to be quick though, if you hesitate, youll end up getting hit before it lands. Also, keep in mind that against enemies with high poise, they wont be interrupted by this slash so youll need to perhaps land it then immediately deflect the next attack coming at you, but I find that most often it will create an opening).
When being deflected - Same situation, if you are launching an assault the enemy will have to deflect multiple attacks from you. HOWEVER, if you are being deflected and see a RED flash, it means the enemy is about to counter slash you (it basically means the enemy just got a gold flash on you, essentially) so you need to switch to the defensive.
This mechanic is prevalent throughout the entirety of the game. If you havent mastered this or didnt know about it, try it out, and hopefully itll really change your game up.
No, you learn what you're supposed to do, the theory but each fight has its own rhythm, speed and patterns.You're supposed to realize this in the Lady Butterfly fight, which is the first real extended swordfight you have in the game. That's where you learn the rhythm of the combat system.Is this mechanic correct? Saw someone describing it on Reddit saying it was a big game changer that a lot of people don't know...
some dude on reddit said:When deflecting - Typically, when you deflect, the enemy will usually keep attacking you so you have to deflect multiple attacks in a row (unless you break posture of course but I am not talking about that). HOWEVER, when you deflect an attack and you see a GOLDEN flash, it means you have an opening for a perfect counter slash which is a fluid slash that will almost always interrupt or be faster than your opponents next attack (you have to be quick though, if you hesitate, youll end up getting hit before it lands. Also, keep in mind that against enemies with high poise, they wont be interrupted by this slash so youll need to perhaps land it then immediately deflect the next attack coming at you, but I find that most often it will create an opening).
When being deflected - Same situation, if you are launching an assault the enemy will have to deflect multiple attacks from you. HOWEVER, if you are being deflected and see a RED flash, it means the enemy is about to counter slash you (it basically means the enemy just got a gold flash on you, essentially) so you need to switch to the defensive.
This mechanic is prevalent throughout the entirety of the game. If you havent mastered this or didnt know about it, try it out, and hopefully itll really change your game up.
Yes thanks for reformulating.No, you learn what you're supposed to do, the theory but each fight has its own rhythm, speed and patterns.You're supposed to realize this in the Lady Butterfly fight, which is the first real extended swordfight you have in the game. That's where you learn the rhythm of the combat system.Is this mechanic correct? Saw someone describing it on Reddit saying it was a big game changer that a lot of people don't know...
some dude on reddit said:When deflecting - Typically, when you deflect, the enemy will usually keep attacking you so you have to deflect multiple attacks in a row (unless you break posture of course but I am not talking about that). HOWEVER, when you deflect an attack and you see a GOLDEN flash, it means you have an opening for a perfect counter slash which is a fluid slash that will almost always interrupt or be faster than your opponents next attack (you have to be quick though, if you hesitate, youll end up getting hit before it lands. Also, keep in mind that against enemies with high poise, they wont be interrupted by this slash so youll need to perhaps land it then immediately deflect the next attack coming at you, but I find that most often it will create an opening).
When being deflected - Same situation, if you are launching an assault the enemy will have to deflect multiple attacks from you. HOWEVER, if you are being deflected and see a RED flash, it means the enemy is about to counter slash you (it basically means the enemy just got a gold flash on you, essentially) so you need to switch to the defensive.
This mechanic is prevalent throughout the entirety of the game. If you havent mastered this or didnt know about it, try it out, and hopefully itll really change your game up.
The HP bar is there more to let you deal lasting damage. Filling up the posture bar lets you kill bosses quicker than depleting their HP, however if you consider that posture always regenerates, it sure feels like shit having your progress undone if you back off just a little or just die. That's why HP still exists. As posture regen speed is tied to HP, you can eventually prevent the boss from regenerating more posture than you can damage.It's funny how people keep complaining about HP sponges, almost as if after 40 hours of gameplay they don't realize that the posture bar is the HP bar. You can end most fights in a matter of 3 minutes if you're good at the game. The only situation where "HP bloat" is a valid complaint is the bosses that don't rely on the posture bar, like Ape and Demon of Hatred.
It's funny how people keep complaining about HP sponges, almost as if after 40 hours of gameplay they don't realize that the posture bar is the HP bar. You can end most fights in a matter of 3 minutes if you're good at the game. The only situation where "HP bloat" is a valid complaint is the bosses that don't rely on the posture bar, like Ape and Demon of Hatred.
Why would you set retarded conditions like "no martial arts" or "no prosthetics"? The game gives you tools - use them, you fucking dumbass. Don't complain about a fucking HP sponge when you refuse to use the tools the game gives you. Jesus Christ.It's funny how people keep complaining about HP sponges, almost as if after 40 hours of gameplay they don't realize that the posture bar is the HP bar. You can end most fights in a matter of 3 minutes if you're good at the game. The only situation where "HP bloat" is a valid complaint is the bosses that don't rely on the posture bar, like Ape and Demon of Hatred.
Video or gtfo.
I know it's possible cause all streamers are doing it ... but I want to see you killing Isshin in less than 3 minutes without martial arts or prosthetic arts. Just skill. Like you are saying.
I think it's a great challenge idea. Orin is not that bad, you just have to avoid her long spammy combo, or at least part of it. All her other attacks are easy to defend and her jump-twirl attack with a subsequent sweep is super easy to abuse for a head jump.What are yall's thoughts on Kuro's Charm?
Is it too much that mis-timed deflections cost HP? Is is that a fair handicap to have over the player? O'Rin of the Water is kicking my ass with her awkward attack pattern and timing.
I'm doing a no-Kuro's Charm run right now, and I think it's whatever. It's not going to fundamentally shake up how you approach the game or how you approach deflecting. You either try to deflect everything or you try to be more careful. All it does is punish you more for not doing it perfectly, but it doesn't feel as rewarding to go with it as the timings for deflects are super arbitrary which need to be memorized the hard way anyways. If the deflect timing was telegraphed consistently or if deflecting was super rewarding like nailing perfect parries in Metal Gear Rising than this might have been a great tool to up your game, but as it stands having to suffer HP damage because you missed the 26th deflect in a row out of 25 perfect deflects with a 0.2s margin, then it's more an annoyance than anything.What are yall's thoughts on Kuro's Charm?
Is it too much that mis-timed deflections cost HP? Is is that a fair handicap to have over the player? O'Rin of the Water is kicking my ass with her awkward attack pattern and timing.
Sekiro: Shadows Die Twice – Interview with Director Miyazaki (Part 2/2)
The latest (14th June) issue of Famitsu includes an interview with Miyazaki Hidetaka regarding From Software’s new game, Sekiro: Shadows Die Twice, of which he is director.
Part 1 of the interview can be found here
『SEKIRO: SHADOWS DIE TWICE』フロム・ソフトウェアが放つ完全新作を大特集! 宮崎英高ディレクターにも直撃!!【先出し週刊ファミ通】 https://t.co/885EX9C68n pic.twitter.com/X4qMd1RTRn
— ファミ通.com (@famitsu) June 12, 2018
The interviewer brings up how the player character is fixed, which Miyazaki acknowledges as a first for himself, but also a way that the title is made fresh. The narrative themes would be hard to portray without a fixed player character, and while he hopes that players will be enjoy this, he also says that Sekiro is not a story-centric game; While the story does revolve around the characters, the general stance towards the story outside of that is no different from their previous games. Miyazaki thinks up the base plot himself, and makes adjustments with the aid of another staff member, and while he does oversee it, the majority of the actual text is written by that staff member. This is the first time he is not writing the text in a title he is directing, and he thinks that since his prose can be unique, this will be another way in which the title will be fresh.
The interview next moves on to the characters. Miyazaki says that the protagonist is an elite ninja, a lone wolf who works for no particular faction and is perpetually calm, showing no emotion. However his master the prince is taken from him, one of his arms is cut off, and he is killed. The story starts with him losing everything, and then being “revived” by a one-armed monk, and getting a prosthetic ninja arm. His primary motives are to rescue the prince, vengeance against the man who cut off his arm, and unravelling the mystery of the revivals. The prince is a boy, who is also lonely like the protagonist, and a key person to the story, whom Miyazaki says is a type of character he has not written before.
The gameplay is discussed next. Miyazaki says that there are three parts to the action design in Sekiro: Grappling hooks, sword fighting, and “killing smart”. The grappling hook allows for vertical movement which makes exploring three-dimensional maps more fun, and also gives the player access to more dynamic movement, and thus more options in battle. The sword fighting is “ninja-like”, where the player is constantly side by side with death, looking for an opening. Finally, “killing smart” refers to how the game gives the player multiple options to deal with adversity, allowing for a wide range of approaches, allowing them to use weapons, powers, or the environment. Killing smartly is an important theme in Sekiro, a way to give players a way to enjoy the satisfaction of overcoming difficult challenges. It is a game where, if you are bad at the action, you can find another way. It is still possible to take on challenges head-on, but since there are other ways, the combat is now even harder.
There being multiple approaches is also applied to the level design: Finding enemies does not necessarily mean combat, as the player can do things like approach from above and watch enemies. This was done to give players time to plan what to do. It is even possible to eavesdrop on some enemies, which gives the player hints on how to find a more effective approach.
The player’s main options are the sword, grappling hook, and ninja tools. The tools especially contribute to the player’s options, and there is a wide array comprising of things like shurikens, hidden axes, and firecrackers. For example, the firecrackers can startle animals, and can have a huge effect is used right. There are also several especially impressive tools that Miyazaki says he hopes players will enjoy. The player can equip multiple tools, and has to choose which to use.
The interviewer asks if there will be RPG-like character growth mechanics, and Miyazaki answers that while they will be in the game, as it is an action adventure game and not an RPG, they will be different, and says that more information will be available later. The interviewer then remarks that the grappling hook seems that it will make the action in the game more “speedy”, to which Miyazaki says that it would be more accurate to say that it makes the action more “dynamic” due to the player being able to use it in battle. Miyazaki also says that the grappling hook also goes well with giant enemies, meaning players will be able to experience boss fights like never before.
When asked about the structure of the world, Miyazaki says that it is close to the first Dark Souls, with complex three-dimensional maps being seamlessly connected (aside from a handful of exceptions), with the player being able to choose which way to advance. The grappling hook also makes exploration more fun. All of the areas are said to be “Japanese-style” and “colourful”.
The interviewer brings up the lack of online play features, and Miyazaki says that multiplayer components were a limitation that when removed allowed them to make a specialised single player experience, which they thought would be fitting for the title, like the fixed player character.
They next discuss the revival system. Miyazaki says that the system allows the player to come back to life by using up a certain resource, and was thought up because while death being close by, and actual death is important to a ninja’s battles, dying and retrying too many times can worsen the tempo of the game. The revival system is a way for them to balance out keeping battles tense with the threat of death with the time taken to retry from a game over. Revival also plays a part in the story, and can be used in tactical ways like having an enemy think they killed the player only to be assassinated from behind when they revive. Currently, one revive per life is guaranteed while further ones consume resources, but they are still making adjustments to this. Miyazaki also emphasises that the revival system is being balanced so as to not stop being death from feeling like a threat, and that lowering the difficulty or desensitising the player to death is not a goal; They want to balance having a tense atmosphere with an appropriate tempo. They are currently in the process of using penalties and limitations to make this happen. He also says that while they are not yet at a point where he can talk about specifics, he thinks that there are especially severe penalties that can be imposed on the player because of the existence of the revival system.
The interviewer asks about how hard the game will be, and Miyazaki says that while it is possible for the player to make the game harder than ever before, they can also use other methods to overcome obstacles. They are balancing the game so that they do not disappoint players who want a tough challenge, but can also let as many people as possible gain the joy of overcoming adversity. It is not just hard, but they are not thinking of making it easy.
Sekiro: Shadows Die Twice is to be released on the PS4, Xbox One, and PC in early 2019.
There's a really neat trick for O'Rin on a charmless one.What are yall's thoughts on Kuro's Charm?
Is it too much that mis-timed deflections cost HP? Is is that a fair handicap to have over the player? O'Rin of the Water is kicking my ass with her awkward attack pattern and timing.
What are yall's thoughts on Kuro's Charm?
Is it too much that mis-timed deflections cost HP? Is is that a fair handicap to have over the player? O'Rin of the Water is kicking my ass with her awkward attack pattern and timing.
IMHO a video of his first kill attempts would be more telling as to how much his posturing is real.Video or gtfo.
I know it's possible cause all streamers are doing it ... but I want to see you killing Isshin in less than 3 minutes without martial arts or prosthetic arts. Just skill. Like you are saying.
...snip ...
It's funny how people keep complaining about HP sponges, almost as if after 40 hours of gameplay they don't realize that the posture bar is the HP bar. You can end most fights in a matter of 3 minutes if you're good at the game. The only situation where "HP bloat" is a valid complaint is the bosses that don't rely on the posture bar, like Ape and Demon of Hatred.
but who wanted this? If the final boss didn't kick my arse a few times I'd have been furious.That's not representative of the hardship of meeting a boss and just wanting to end the game.