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Post by kamakura on Apr 19, 2019 4:44:39 GMT -6
I feel that the bad part of Symphony of the Night has been resurrected along with the resurgence of IGAVania.
For example, this is very strong and easy.
However, it can handle almost all the enemy's actions, and it's just like looking at the screen, which is not interesting.
Systems with emphasis on backstep and cancellation such as DS and HD are better.
Enemy defenses that can not be given any damage if the player's attack power is low, criticality determined by luck, battle with emphasis on landing cancellation, too weak bosses that can be defeated in crude play without thinking are the shortcomings of the Symphony of the Night I think so, so here should be adjusted since the improved DS.
IGAヴァニア復活に伴い、Symphony of the Nightの悪い所まで復活してしまっていると感じます。
例えばこれは非常に強く手軽です。
しかし敵のほぼ全ての行動に対応できてしまい、ただ画面を眺めているだけの感覚になり面白くありません。
DSやHDのようなバックステップとキャンセルを重視したシステムの方が良いです。
プレイヤーの攻撃力が低いとダメージが全く与えられなくなる敵防御力、運で決まるクリティカル、着地キャンセル重視の戦闘、何も考えない粗雑なプレイで倒せる弱すぎるボス、がSymphony of the Nightの欠点であると思っているのでここは改善されたDS以降の調整にするべきです。
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Post by Lepstadder on Apr 19, 2019 6:52:21 GMT -6
I am inclined to agree with your point, but I think it's what the long-time fans of SotN like. Personally, I do like it, being able to weave back and forth with sword slashes. It's sort of a confirmation that you are capable at playing platformers that way. I'm sure the game will be balanced accordingly though.
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purifyweirdshard
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Post by purifyweirdshard on Apr 19, 2019 12:28:42 GMT -6
This is a fairly higher level/core gameplay consideration that I understand and appreciate, though may be too late for adjustment now. Perhaps a consideration for a sequel. I think it's a tough balance in these games between feel and difficulty, and I think the very "free" spirit of movement in SotN was preserved this time over the tight/core considerations of the DS games' refinement - but I can't say yet. OoE is the pinnacle of the design, to me, but SotN's options and ease helped rocket its wider reception. I think we'll have something in the middle, and perhaps later can get back to the refinements. Angel-Corlux Question check this out and think on it for a bit if it doesn't make sense at first. Something to consider, but probably deep on the developer level beyond what we can change now for *this* game.
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gunlord500
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Post by gunlord500 on Apr 19, 2019 13:28:44 GMT -6
These are good points, but I wouldn't worry too much about them. From what I understand, nightmare mode will be quite a challenge, and we may have to use some of the movement abilities, like the light transformation, to fight some bosses, so in the higher difficulty at least, leveling up and mindlessly slashing away won't work
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RichterB
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Post by RichterB on Apr 19, 2019 13:33:57 GMT -6
A valid concern, but I don't know if it's universally true, or at least, it doesn't have to be. The GBA's Circle of the Moon has a similar combat approach (albeit slightly slower), and it still requires a good deal of strategy (and/or combining of different attack assets like sub-weapons and DSS) to survive in the castle and defeat bosses, especially those like the Zombie Dragons, Adramalech, and Dracula's Second Form. Granted, some of these you can cheat more than others depending on your loadout, but you still generally have to watch your placement and dodge. And the first time you approach these bosses, you won't have the benefit of knowing their patterns. Either way, you can't just wail on them very easily and expect to win. The examples below are no-damage, so the person has had experience, yet they still have to manuever around. So, for Bloodstained, it's going to depend on the bosses' design, weak points, and attack patterns. The relationship between attacking and jumping has always been something essential in Classicvanias, and while SotN lowered the challenge, I don't think there's anything wrong with this ability to wiggle-maneuver in the air while attacking, so long as it can't be overly exploited. I like the idea of having the combat and traversal seamless in that fashion, rather than having two dedicated gameplay systems.
Perhaps I'm overgeneralizing, but hopefully I'm making some sense.
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Post by void2258 on Jun 22, 2019 9:07:06 GMT -6
I'm annoyed it's still so damn hard to make spears hit things instead of go through them.
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Nezuto
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Post by Nezuto on Jun 22, 2019 20:26:37 GMT -6
To be fair, judging from your post history, this game annoys you a LOT.
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Post by void2258 on Jun 22, 2019 21:32:04 GMT -6
It's just weird that spear weapons seem to have a minimum range sometimes.
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Post by DSLevantine on Jun 25, 2019 19:03:14 GMT -6
bad part? that's the good part.
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