![]() ![]() and all the associated subsystems are gone.īut it's one of those things where, like the change from Dark Souls to Sekiro, if you strip a lot of the complexity from the game but replace it with one very satisfying mechanic, the game can feel eminently playable. This isn't even getting into how stances etc. Here you only have 4 at a time and they're on a trigger. In Nioh you could have swaths of spells and ninjutsu to use but you had to fuck around with the dpad and swapping between palettes. In Wo Long you can get them by playing purely defensively, and playing defensively is easy. Finishing blows in Nioh were something you had to pressure the enemy to get. A gigantic bovine demon, this tendril-laden. In Wo Long they're just mapped to buttons. updated Aoye, is the first and only boss fight within the In Search of the Immortal Wizard level in Wo Long Fallen Dynasty. Nioh had extensive combo customization but you had to work to make it look cool and weave it into your broader kit. Here they're trivially easy and even flashier. Nioh (2) had deflect/parry/counter mechanics that looked awesome but they were harder to pull off. Wo Long kinda feels like faster Nioh with a lower skill floor to doing cool looking stuff to allow for more immediate gratification, and it largely achieves this by stripping out complexity. Once you understand how all the systems fit together you don't need to play that cautiously and can absolutely bully the daylights out of bosses with night impunity, never really waiting around for ki to regenerate like you might in a souls game. With pulse/flux/flux 2 and weaving soul cores into combos on top of builds once everything clicks you don't really have to think about ki. So the thing here is that ki doesn't slow Nioh, especially Nioh 2 down if you're playing it with all the tools available to you. The thing where enemies just clear the gauge all at once is a poor substitute. Sekiro fixed this by making enemy posture recover quickly at high HP thresholds and it feels like this game needs something similar at the very least. Agree that you very rarely actually need to go on the offensive because defensive play is rewarded way more. Perhaps they should make it so that if you don't light attack the enemy spirit gauge damage heals over time or something. The difficulty is sort of self-inflicted I guess. ![]() At least here I have to learn how many hits I can get in. Also kinda glad you can't cancel easily because if you could the whole thing would become even more mindless in terms of just pressing one button until I press the other. it's been a way for me to generate a lot of spirit fast in between enemy attacks. Aside from all the stuff like status proc, staggering enemies etc. Do not argue with their decisions.I've sort of been focusing on fire and then earth and I can't say I've ever felt like light attacks have been entirely useless. No low effort submissions spam/irrelevant content falls under this as well. No promotion, advertisement, or posts about leaked or pirated games and information. No promotion of leaked or pirated content. You will be banned for violating the Reddit terms of service. ![]() Clickbait includes titles which lie about the contents of the post.įollow Reddit Terms of Service and Redditquette when posting and commenting. RulesĪll posts must be related directly to Wo Long: Fallen DynastyĪll posts must be directly related to Wo Long Fallen Dynasty, lore regarding the Three Kingdoms and Old China and Japan are ALLOWED.ĭo not spam repetitive messages or posts, this includes messages/posts with similar topics. Welcome to the Wo Long: Fallen Dynasty Subreddit! We are a community dedicated to Wo Long: Fallen Dynasty, the upcoming game being developed by Team Ninja. ![]()
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