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Post by twilightvulpine on Jun 30, 2018 11:05:56 GMT -6
I agree that uniqueness is part of the fun, but it clashes with another problem other Igavanias had: before you can make much use of your new weapon and its fun mechanics, it's already obsolete against the challenges you are facing. Weapon types with similar mechanics can allow you to keep the experience you want for longer. It loses a bit of identity to enable more commitment from the player.
But I would like more variety special attacks as well.
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Post by twilightvulpine on Jun 30, 2018 6:10:19 GMT -6
Another solution for this issue with the boss fight would be if Zangetsu had a reaction if you kept walking across him, a circular attack or something. Personally, I like that he isn't damaging to touch like every other enemy, and I'd rather if it was kept that way.
Either way keep in mind he is just the second boss. I don't see so much of a problem if he can be easily beat.
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Post by twilightvulpine on Jun 30, 2018 6:03:32 GMT -6
Even as far as the early game, I missed a way to get back to Johannes and Dominique fast for getting items. The walk from and back to the castle is very long.
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Post by twilightvulpine on Jun 29, 2018 21:18:09 GMT -6
This would be a very good QOL improvement
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Post by twilightvulpine on Jun 29, 2018 21:17:01 GMT -6
First of all, I disagree about them being boring. They have a nice variety to them. Asking for them to be ditched and for them to start over is just unreasonable.
As far as your suggestions, seeing that we haven't seen the Effective, Enchantment and Familiar shard categories, maybe there is something like what you are looking for already planned.
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Post by twilightvulpine on Jun 29, 2018 21:11:12 GMT -6
I think it's more of a matter of the whip being way too slow than the two-handed weapons being fast. They are not fast. It's already risky to use them against Zangetsu, who moves fast. If they were any slower, they wouldn't be useful.
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Post by twilightvulpine on Jun 29, 2018 21:09:06 GMT -6
I've found the tentacle attack a bit unclear and poorly telegraphed. Other than that it's very nice for a first boss.
I also miss the big droopy breasts. It makes sense for a submarine monster, it gives it a waterlogged aspect. If anything the perky tits make it seem more sexualized than before.
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Post by twilightvulpine on Jun 29, 2018 21:05:21 GMT -6
If the area had background noise it wouldn't bother me so much. Wind and flames crackling would work well.
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Post by twilightvulpine on Jun 29, 2018 7:00:03 GMT -6
I also would really appreciate that.
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Post by twilightvulpine on Jun 29, 2018 6:57:02 GMT -6
I've got the same bug. At first Johannes shop cutscene appeared normally, but after I entered the castle and met Alfred, I got the same blank scene with a skip button.
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Post by twilightvulpine on Jun 28, 2018 17:23:57 GMT -6
After getting to the Arvantville Safehouse, when the cutscene was finished, Dominique and Anne walked away normally, but Johannes blinked off the screen. He appeared normally on his workshop later, but he did not walk to that room as expected.
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Post by twilightvulpine on Jun 28, 2018 16:48:11 GMT -6
- Equipment Menu UI: Please add Speed and Range indicators. Picking a weapon just based on Attack and Damage Type is not enough information when weapons with lower Attack can hit much faster.
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Post by twilightvulpine on Nov 20, 2015 4:37:04 GMT -6
I haven't been following things closely these last few months, but is there more information on the role of the scientists in the story? Since the whole curse was created by the alchemists to be a weapon against the scientists, will scientists be featured in any way?
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Post by twilightvulpine on Aug 23, 2015 22:33:33 GMT -6
The crystal curse that afflicts Gebel and Miriam was created as a way for the alchemists to threaten and attack scientists. Considering that, are scientists going to be featured in the game? How did the scientists react to the annihillation of the alchemists?
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Post by twilightvulpine on Aug 9, 2015 11:53:41 GMT -6
Hey, bare chests need love too. It's not like Igavanias ever been strict about showing their armors. Hell, even Metroid has Zero Suit. That said, the guy does look like a badass. I really wonder what's up with his arm, if that is a magical prothesis and what are all the ofudas for. It seems like he might have some interesting powers. I was hoping for a scientist but I guess we won't have one. Aaaaand... But that led me to think what else we are missing. It's possible that there will be some demon linked to the crystals that either serves or tries to control Gebel, which would take loosely the place of Death. As far as playable characters go, we don't have an equivalent to the Belmonts. Johannes may inherit the whip, but he is in the quest for personal reasons, and being an alchemist makes him more of a mystic than a warrior. We don't have a demon hunter. I totally called it! Woohoo!
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Post by twilightvulpine on Aug 5, 2015 0:00:36 GMT -6
I really like the style of this character. I wonder how he relates to all this. These seals are new, what would they be for? Is he cursed as well?
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Post by twilightvulpine on Jul 21, 2015 22:26:58 GMT -6
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Post by twilightvulpine on Jul 19, 2015 23:59:44 GMT -6
As someone who has a job and can't afford to wait until a certain hour to play, a realtime clock would not make me too happy. At best it would mean I would mostly play at the same time of the day in-game, and at worse it might make it very hard to get anything that requires playing at other times
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Post by twilightvulpine on Jul 15, 2015 20:51:21 GMT -6
Drains all MP and also has a cool-down time. That's what I was thinking when I made that post, to balance it out a bit. But then Castlevania has never had CD skills before, so I didn't think to add that. It should drain HP instead, like 50% of your current HP. It'll be a sort of desperation move, since Miriam would be overloading her curse throughout the whole room, it'll definitely strain her body. I have mixed feelings about HP drain. If it's truly a desperate situation, it might make you even less likely to use it. It's really punishing and not worth it unless you are sure you can end the fight. It might be used more for clearing screens in easy areas, since you won't be so worried about HP and even 25% health isn't too much of a problem. But then again I don't know what other good option there would be. I think it all depends on what resources we will have. Will MP recharge over time? Will we have some equivalent to hearts? Will being out of MP take away your tactical options (if you consider that, like the subweapons, they give you attack options that you normally don't have at different ranges and angles) I would like some equivalent to Item Crash, though. Not necessarily item-based, but some cool power to really wreck the shit out of everything. It's always cool finishing bosses with those.
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Post by twilightvulpine on Jul 15, 2015 0:22:56 GMT -6
The purse sounds like a fun idea.
I would like to see some tonfas. They are cool!
Axes and maces can be cool, but sometimes they are made like just a slower, slightly more damaging "sword". It would be nice if they were made more unique somehow, like if hammers and maces had some knockback or short stun. Should we have some of those defending enemies that we can only hit when exposed, axes and hammers could ignore that, or at least do some lower damage even in the protected areas.
But most of all, I'd like to have a way to upgrade weapons. It's a shame in so many Castlevanias you find these really unique and interesting weapons, but then you have to give up on them because they don't do anything a few levels later. We could use crafting for that.
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