@Lulu_Lulu: The new DmC's combat was cool and all with how weighty it felt compared to previous games. The pull/lunge adding to juggle capabilities as well as the on-the-fly switching was nice, too. But it had alot of kinks with how moves 'released' itself to sustain that weight. Certain moves just couldnt chain together that well to create custom combos. There was an ability to instantly swap weapons, but there were moves that just had a release animation that often didnt allow you to take advantage of that. At it's peak, the projectile options felt like a fish outta water in clunkiness compared to the rest of DmCs combat, with having to cycle between 3 weapons with rather dull/unpolished moves. This problem greatly reared its head everytime you encountered flying enemies.
I'm not one of "those guys" that absolutely hate and wish DmC never existed, since I thoroughly enjoyed beating up Fox News, dodging a building upside down and ground stomping Dubstep in DmC. But DmC's combat just didnt have that fluidity and flexibility that Bayonetta has.
In reference to bold: It was hard to chain some moves together but since there isn't a chain counter that resets but just a slowly draining damage rating I don't think it was a problem. This is because every single weapon had a dash move allowing you to close and get back into the action quickly, even if the last move leaves you away from an enemy. A couple of the weapons even have air dash moves.
What you are saying here explains why i dont like melee plays in Fallout, Skyrim and Borderlands etc.. I have never understood just enjoyment people are getting playing as melee in these games. I dont feel precise, i can not feel angel and where it will hit precisely etc.
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