@svenus97 said:
@jg4xchamp:
I could have easily made the argument that the only difference between stances in Nioh is speed and damage, but I didn't, because that's not true, and the same holds for transforming weapons in Bloodborne, which clearly gives you a whole different moveset for the same weapon, and changes whether you can parry or not.
Because each stance has entire move sets/commands that other doesn't have. Outside of the saw blade, and the tonitrous (which really doesn't transform), the difference is usually that of base speed n power of hit (since it's basically the game's equivalent of two handing a weapon), and as you said the meaningful choice is giving up your parry.
But they aren't created equal because stances can link into each other better, considering block properties you can roll from a block in heavy, to a fast punish once the enemies attack chain is up while mixing in a proper kipulse/flux to make sure staming is never depleted, not through a choose but through the players skill. That's a level of skillful implementation that Bloodborne comes close to matching, specificially with its weapon transformations.
You could have easily said whatever you wanted, it wouldn't have made it less false.
@svenus97 said:
@jg4xchamp:
The rally system incentivizes you to go in for additional attacks to regain your health, thus leading to a faster pace to combat without the Dark Souls/Nioh style of backing away and waiting for the enemy to attack so you can react. Bloodborne's combat is more active and less reactive. The additional stamina you regain in Nioh is of course useless if you have no health.
I could experiment more, for sure, but the game should also give me reason to use it's many tools other than it's already here so might as well try it.
Except with the way attack patterns work in both game you're naturally going to back off more, or be less engaged with stamina. When you get to a level of play where they can't even touch you, NIoh is flat out going to play faster. On a lower level play maybe Bloodborne has the edge, but at higher level play, you can ki-pulse for days.
And what more incentive did you need? It's not a cake walk of a game, you have a stamina gauge that depletes, and you have reason to link the chains better n work on your timing to wreck fools. I've beaten Bloodborne by barely using the parry, it would be incorrect of me to then pretend it has no merit to the combat or value, just because I didn't need to use it. It's the equivalent of someone playing Vanquish like Gears of War, and pretending it doesn't have any depth.
@svenus97 said:
@jg4xchamp:
Those bosses aren't designed to be fought together because they don't compliment each other like Ornestein and Smough, or the Shadows, or the Demon Princes, or Ariandel and Friede do. Fighting multiple bosses in Nioh leads to a mess because there are barely any openings. If you played those missions in Nioh then surely you know what I'm talking about.
Don't really want to be spoiledo n the boss, but exactly how isn't it complimented? From what I've read there is a clear n obvious set of openings for the player to work n manage, as its more a heightened test of the player's understanding of how to flux. So I'm not taking that one at face value mate.
@svenus97 said:
@jg4xchamp:
Nioh does have invincibility frames, but fewer than Souls games. Fewer i-frames is not bad design, but then hitboxes should be more accurate. Bloodborne has a fix for hitbox issues, and that is you not taking damage due to longer i-frames. The game screws up but usually doesn't punish you. In Nioh, when hitboxes misbehave, you get punished.
Personally haven't had any noteworthy issues with hitboxes/hurtboxes so far in this game, certainly not in the manner that I've seen in something like Dark Souls 2. So again, I'd actually like to see a pretty noteworthy. Because my youtube search is getting me beta complaints, from last year, or DSP, and well I'm not taking anything DSP does as gospel lol.
Either way you have two types of dodges in the game, one clearly has a ton of iframes (the slow roll, which is more or less identical to Dark Souls, my B for mixing them earlier), and a quick evade that has less frames, but is obviously there for quick punishes for people who do fine at just moving their hurtbox.
So again that complaint really has too many holes, because you have a roll to work with for that type of attack. At all times.
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