![]() The pain-points I have seen some streamers encounter have been that they have not understood that a block need to be placed at the same heartbeat you are going to be getting the damage, trying to block too early in time. I myself always advance really slowly, heartbeat by heartbeat, often using the mouse wheel to keep peeking into the future in order to see what the enemies are doing. Trying to outsmart the enemies without advancing heartbeat by heartbeat and always rewinding is impossible. Of course I understand that people need to unlearn how to play these types of games and embrace the fail / retry nature of the mechanics. I personally feel that we succeeded with it beyond expectations! It took us a LOT of work to get to a state where the game was fun to play. The combat mechanics we implemented in the game were always a gamble. ![]() You can often just walk out of the way or disrupt their attack by attacking first or with a faster attack. Remember that all actions take a specific amount of heart beats and must actually physically connect to deal damage. Most of them do reach their weapons back to prepare for a swing or lean forward when charging etc.īut you can litterally time travel, so you can just wait for an attack to happen, rewind and then deal with it. You can still ask for a refund if you have a half decent reason, none of my refund requests have ever been denied. The pausing and rewinding means i can concentrate on the tactics of commanding my squad and the startegy of knowing their capabilities, rythyms and efficient action orders. It might be because enjoyed dark souls for similar reasons. i absolutely adore the combat, it's all about rythm and paying attention to movesets. What am I missing here? been looking for a guide. There is no warning on when the enemies attack. I can't even pass part 3 on the sungard ruins.Ĭontroling each character and positioning is a pain. Bought the game, and so far the combat is frustrating. Originally posted by Scipi_Vincere:Seriously how this is any good. There's tons and tons of little tricks to master but once you got it down pretty much any fight should be a breeze. Now just step away again and they will miss. But what if you just barely step in their range with your move? The heartbeat will end and, if done right, the enemy will have only been able to raise the sword instead of hitting you this time. Moving directly in front of an enemy might provoke an attack and get you hit without being able to retreat. ![]() That means you can freely play with weapon range - yours and your enemies'. Unlike in other tactical, roundbased RPGs the battlefield does not consist of neat squares. Since enemies can body block other enemies when cc'ed you can secure a position for a short while so enemies take longer to reach you. Those abilities are probably the strongest you have and should be used whenever you could avoid some damage by doing so. Some may even be able to hold them in place or stun them completely. ![]() There are some abilities that can interrupt enemies on hit. Give them a little room so a single grenade, arrow or sword hit, won't hurt and interrupt both of them. Usually you don't want both characters in the same spot. Enemies usually attack the closest character so you could bait an attack with one character by moving them closer and attack with the other, then switch to wait for cooldowns. Fights might take a bit longer that way, but it's worth keeping your characters at high health early on so that you can still accept some damage in "boss battles" when it's harder to avoid. Often it's better to dodge or walk away from enemies than to attack and eat ♥♥♥♥. In fact, it's harder to actually "lose" (to the point that even rewinding won't help you), than it is to complete a level without any damage most of the time. Some fights later on are a bit tedious, simply because of enemy numbers, but I'm almost through and never had the feeling that the game was "hard". How is the combat frustrating? You can literally turn back time whenever you make a mistake.
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