Wow. You know you're a terrible player when you can't get past the first 5 waves of the cruicable. I get to wave 5 and then I died. lol
And you weren't having any problems with the combat difficulty in the main game? If so, I like it.
Wow. You know you're a terrible player when you can't get past the first 5 waves of the cruicable. I get to wave 5 and then I died. lol
It's because death is a major fucking softy if you haven't noticed He's not so much RAWR FUCKING RAWR GOTTA GET THIS SHIT DONE AND FUCK YOU IF YOU GET IN MY WAY YOU FUCK. Like War is.
And you weren't having any problems with the combat difficulty in the main game? If so, I like it.
About damage-rewarding more advanced play, so let's say doing XYYX for a crossover will always do more damage than XXXX? (assuming both weapons do the same damage for a fair analysis)
You can tell that he is the oldest of the horsemen just by how calm and collected he is most of the time.There's only once in the game I saw Death lose his cool. It was pretty awesome.
If the motivation for experiencing those dungeons, is it still "busywork"? Sounds like you have more of a problem with the actual reason for visiting these dungeons. That could be considered, say, a story/narrative problem, but filler? Those are pretty large dungeons with unique puzzles, challenges, new enemies, bosses.
I'm not done. To make matters worse I'm in normal mode. I just got to world 2 with 10hours.
Is there a guide to how possessed weapons acquire the bonus stats anywhere? The documentation on this game is so disappointingly lacking (even the online manual).
They acquire stats based on what you feed it. You can only select one new stat per level. You can only have 4 effects. Stats level up every level on it so feed the stat you want the most to it as the first levels increase. You can save the game and make a weapon if you dont like it load the game back up
I'm not done. To make matters worse I'm in normal mode. I just got to world 2 with 10 hours.
Yes a ton more damage. unless you are pure arcane and have high elemental stats on your scythe then an x delayed combo is stronger
I don't think filler is necessarily limited to doing rehashed things like the part of DS1 that you mentioned. I think when you're being sent on fetch quests that aren't really necessary for the story then it starts to grate on people. Like I can accept that I need 3 of whatever to power something that I need in order to get through the dungeon but the part that I've been mentioning (trying to avoid spoilers for other people) I don't get. I don't understand why I have to go on a god knows how long fetch quest just to please the lackey that I need to take out to meet the real important guy. It feels like artificial lengthening despite the area that I'm in being new.
Also, it seems like if you want the, you have to collect all 40 pages for Vulcrum, feed the construct 30 times and finish the crucible, I was 5 pages short on the first playthrough and just didn't want to hunt through the game to find the last 5...full abyssal set
What about the just frame sweet spot from the meteor strike, does it inflict more damage than the charged sweet spot or it's the same?
METEOR SMASH! HE LOVES YOU
The problem was the construct champions. Those fuckers can almost 2 hit kill me. lol
Nah you don't have to do the stone bites quest to get the armor.
Gloves - Relic Quest
Plate - 40 pages Book of the Dead - Destroy items in final tomb to reveal chest
Boots - lvl 50 crucible
Shoulders - Lvl 100 crucible
Got 3/4, just needand just started my NG+. Once I unlock theshouldersI'll go and get them.last crucible levels
It's a sweet spot charge, the purpose of it isn't to get super high bonus damage. It's the fact the skill comes out instantly with out having to charge it.
I don't think filler is necessarily limited to doing rehashed things like the part of DS1 that you mentioned. I think when you're being sent on fetch quests that aren't really necessary for the story then it starts to grate on people. Like I can accept that I need 3 of whatever to power something that I need in order to get through the dungeon but the part that I've been mentioning (trying to avoid spoilers for other people) I don't get. I don't understand why I have to go on a god knows how long fetch quest just to please the lackey that I need to take out to meet the real important guy. It feels like artificial lengthening despite the area that I'm in being new.
And you weren't having any problems with the combat difficulty in the main game? If so, I like it.
So would it be different if instead of having to gather 3 of X in order to fight him, the guy you have to fight was the boss at the end of the dungeon instead? I think Tragic was spot on that it seems to be more of a narrative issue for you.
what level are you? I didn't really doing the crucible until ~13 and then I still had trouble with the damn floating guys showed up. I don't think you get xp in there either, maybe best to wait til you level up a bit.
I'm level 12.
With the right gear it's pretty trivial up to wave 50. I went in after beating the game and one shot my way to wave 50. I got what I wanted for the time being, but I'll being going back to beat the whole thing when I unlock the last levels. I'm playing on apocalyptic by the way.
Holy crap...I know what I'm doing next lolJust realized I had the wrong Hammer equipped. Typically run similar stats with about 35-40% crit. You don't crit as often as those wild 80+ crit chance builds, but when you do, enemies get sent to other worlds!
I want efficiency styling. You know what I mean.But that's what the game is designed around... Dodging and countering not styling. You can still style on enemies if you have the Buckler, basically do you combos and animation cancel with the Block if someone is attacking or if in the air come back down with meteor strike and then do the just frame.
That's not styling. That's combat rewards, which is quite different. A combat reward is something like witch time in Bayo or a counter-attack in GoW. In DS2, it's more statistical but the principle is the same. Styling is using the combat engine and breaking it open. I use that term a lot and my first question about this game was regarding if that was possible. I was told it wasn't...and have confirmed this. Styling is basically creativity. Combat rewards are not creative, they are mechanical. Now DMC is my favorite series to cite but I'll avoid it just to drop some bias.This is also false. Doing delay chains, aerial hits, and just-frames actually inflict far more damage than X,X,X,X dodge, X,X,X,X... etc. Charge moves have power ratings (light, medium, heavy), and just frames are instant access to the heavy power rating (which causes staggers, launches some enemies off their feet). You don't even need to purchase advanced training to access the just frames. True, there is no ranking system for switching between combos and using as many unique attacks as you can (ala DMC/Bayo), but you are absolutely rewarded for being efficient.
No I wanted to fight the guy right there. You start off in the necessary room only to have some people say you can't just fight the guy right now that would make too much sense, you have to go please him first. And my response was like "who the fuck are you that I have to bust my ass for? I'm already going out of my way to please an actual important guy that I need help from." Then it's sending me to branching rooms that are connected to the main area that I'm already in.
That's not styling at all in the NG example. How is buffering a UT charge stylish reward but doing a just frame charge off of a meteor smash isn't? That's a core part of the combat, if you aren't doing buffered UT then you aren't even playing NG properly.NG has styling. Dodging mobs in order to get a wall kick into an FS is stylish and efficient. Using projectiles to juggle enemies puts them in hit stun with the same properties. Buffering charge into UT is the epitome of stylish reward. This is when you start talking about space control, invincible frames, lag canceling, etc... None of these things are "timing" based. It's all about being creative on the fly and figuring things out. And that's how you "break open" a combat engine. And there is a ton more to NG, same with Bayo even if it is overly heavy on flair, and a shit-ton more with DMC. DMC4 especially is ridiculous in how styling yields buffs.
Damn I have played the game for 20 hours and I am no where near that stylish level yet. :/
That's not styling. That's combat rewards, which is quite different. A combat reward is something like witch time in Bayo or a counter-attack in GoW. In DS2, it's more statistical but the principle is the same. Styling is using the combat engine and breaking it open. I use that term a lot and my first question about this game was regarding if that was possible. I was told it wasn't...and have confirmed this. Styling is basically creativity. Combat rewards are not creative, they are mechanical. Now DMC is my favorite series to cite but I'll avoid it just to drop some bias.
Styling is basically creativity.
NG has styling. Dodging mobs in order to get a wall kick into an FS is stylish and efficient. Using projectiles to juggle enemies puts them in hit stun with the same properties. Buffering charge into UT is the epitome of stylish reward. This is when you start talking about space control, invincible frames, lag canceling, etc... None of these things are "timing" based. It's all about being creative on the fly and figuring things out. And that's how you "break open" a combat engine. And there is a ton more to NG, same with Bayo even if it is overly heavy on flair, and a shit-ton more with DMC. DMC4 especially is ridiculous in how styling yields buffs.
But what I said is not "false."
Hey Tragic since you're here, what's the deal with all these progression bugs? Any patch eta for this stuff? I'm scared to keep playing lest I hit one and lose a dozen hours of progress.
EDIT: Why you ignore me Tragic ;_;
That Contruct Hulk is pissing me off. I am only a level 8 but I went pretty much all necromancy side for wrath attacks. This sucks hard....
yeah that fight was a pain
Apocalyptic difficulty is not helping me out either. LOL
Can you re assign points to other special abilities? or am I screwed?
I should have grinded up a few more levels instead of going straight thru the game. I am only a level 8 right now.
I fully agree with your argument that fetching is taken to an extreme in the game. I know it's a personal thing, but I never feel like I'm playing as a Horseman of the Apocalypse -- I'm an errand boy who is respected by no one (or very few). The role of the character in the game and the function of the character's lore do not match up. Death should be a ruthless, cunning protagonist, not a softy who occasionally makes sarcastic remarks. People should be legitimately afraid of the character; after all, he IS death.No I wanted to fight the guy right there. You start off in the necessary room only to have some people say you can't just fight the guy right now that would make too much sense, you have to go please him first. And my response was like "who the fuck are you that I have to bust my ass for? I'm already going out of my way to please an actual important guy that I need help from." Then it's sending me to branching rooms that are connected to the main area that I'm already in.
I found a rotatable green laser beam structure atThe Maw.
Anyone know what it's for?
Vulgrim sells respecs for 1000.
Yea, I've already said I'm done with the comparisons against the trinity. I was just trying to explain myself. That last combo is arguably a stylish reward with the increased air stun on the opponent. It's an advantage there since you get an extra hit and less time that the enemy is in an attacking position. However, it is arguably also a bad move since it puts you in a vulnerable state with other enemies around. It's sort of the basic idea of a stylish reward. But it's also a simple example.Of course it doesn't have as much depth as DMC, but this is quite creative if you ask me (the last combo mostly)
Ah, you are always a pain with this stuff. Don't you realize that I simplify these examples so it doesn't turn into a hieroglyphic fight?That's not styling at all in the NG example. How is buffering a UT charge stylish reward but doing a just frame charge off of a meteor smash isn't? That's a core part of the combat, if you aren't doing buffered UT then you aren't even playing NG properly.
No it doesn't, that's Bayonetta. Projectile juggling increases air stun. That's a basic example which can be expanded upon usually in 1v1. Environmental usage alone creates a lot of opportunities for NG. I exploit the yell out of all the projectiles, especially at enemies in the distance. FS and jumping off enemies is great for positioning. NG just isn't as typical as DMC or Bayonetta. But it is in no way inefficient regarding styling. You can be very creative with the tools you have for single player benefit, basically owning enemies. That's not standard combat 101 stuff.NG has poorly efficient "styling" options, juggling enemies with projectiles is pointless and doesn't yield you any extra benefits and neither does variating your moves. 70% of the movelist in a NG is pure vanilla ie only a certain number of moves are good the rest are garbage.
Sounds like a standard mob mix-up. I could post the same for GoW and you can't really style efficiently in GoW... There's nothing wrong with it but it doesn't categorize against what I've been trying to describe.What about *snip*
I can be creative OTF, there is no issue there.We know it's not DMC or Bayo. It was never meant to be. We simply wanted to open it up so you COULD style on enemies. However, if you think you can't be creative on the fly in DS2, you are missing a huge part of the system.
I just figured out how to properly upgrade my possessed weapon and now my weapon is godly! My love for this game just when up 20 fold! Where is the online manual.? On THQ?
Does anyone know if legendary and unique items drop as stronger versions on NG+?
I just beatKarkinos and he didn't drop his hammer.
I don't get it, you keep contradicting yourself.No it doesn't, that's Bayonetta. Projectile juggling increases air stun. That's a basic example which can be expanded upon usually in 1v1. Environmental usage alone creates a lot of opportunities for NG. I exploit the yell out of all the projectiles, especially at enemies in the distance. FS and jumping off enemies is great for positioning. NG just isn't as typical as DMC or Bayonetta. But it is in no way inefficient regarding styling. You can be very creative with the tools you have for single player benefit, basically owning enemies. That's not standard combat 101 stuff.
VPN bro!!! I couldn't have waited.Just 19 more hours to unlock...
Just 19...