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Hyrule Warriors |OT| Why are the enemies not doing anything?

bobohoro

Member
Something I am still wondering: How do those level infos on Adventure Mode work? Like Defeat 700 enemies in 10 Minutes Lv.3? They seem kinda random and do not relate to the difficulty of the stage in some cases, some Lv. 6 stages being easier than some Lv. 2 stages and so on.

And Impa with the Naginata is just totally awesome. Like, nearly Ganondorf level of awesome. Definitely one of my favourites right now. People saying Fi is weak should also really give here some badges and levels, totally destroys everything while being almost impossible to hit. Her C5 (the one with the red/green-mist) destroys mobs and generals alike and her attackintervals seem to stunlock better than other characters. I have more problems with Darunia/Ruto. Darunia at least hits like a truck, but Ruto is all sorts of meh. Still need to unlock Zant and Agitha and play as several others, so much to do, so much fun to have, great game.
 
Oh they should have an effect as they add the ATTACK element. It's the LEVEL element that apparently doesn't make a major difference, or at least not one worth worrying about.

I'm not super clear on these because the descriptions in game are a little vague but my interpretation is as follows:

Light ATTACK element increases damage to every enemy hit for every enemy hit... so basically if you're carving through a crowd with light ATTACK element attacks each member in said crowd afflicted with the light status should take more damage than normal.
Think of it like this (again, making up numbers for this example, I don't know the real ones :p): imagine for each person hit by light, each person with light takes an additional 10 damage. So if you wail on two people that'd do 20 extra damage to each of them for each light hit. If you hit 2 people repeatedly the added damage would be flat like this: +20, +20, +20, +20, etc. So if you hit them 5 times you'd do an extra 100 damage (20+20+20+20+20). meanwhile if you wail on 10 people, each of them would take an additional 100 damage for each application of light, so for 5 hits you're looking at something like 500 extra damage each XD

Darkness is different in that it increases the damage the target takes each time you hit them with an attack that adds darkness... kind of like a stack. So imagine that each time you apply darkness to someone it does 10 more damage. so that means if you whacked them with darkness constantly the damage would go like this: +10, +20, +30, +40, +50, etc. So in 5 attacks you'd have dealt an additional 150 damage total (10+20+30+40+50).

So, long story short is that if you're cutting up a crowd, light is great and gives you an immediate boost but it doesn't do much against a lone target. Meanwhile darkness just gets better and better the more you hit someone with it but doesn't benefit from hitting other people at all.

Does that help clear it up a lil? ^.^;
 
Oh? I thought it was fairly straightforward? They basically increase the chances of weapons you find in the next level you run having certain attributes. So if you make the stars potion then any weapons you find in the next level are more likely to have higher star values than if you hadn't used the potion. Likewise, if you take the VS potion then weapons you find in the next level are more likely to have VS skills in their slots (VS skills increase damage against certain enemy types. An example would VS skyloft, which increases damage against Fi, Ghirahim and Impa) The descriptions should make it fairly obvious what each does :3

to go into more detail, imagine the following table existed somewhere in the game's data (keep in mind I'm making these values up for the purpose of making this example, I have no idea what the actual values are :p ):
RANDOM VALUE = STARS
1 to 10 = no stars
11 to 15 = 1 star
16 to 19 = 2 stars
20 to 22 = 3 stars
23 to 24 = 4 stars
25+ = 5 stars

Now assume that when you find a weapon the game rolls a 25-sided dice that can generate a result from 1 to 25. What the potion would do is add to the result before it's checked... so the stars 1 potion would be like +1 to the result, stars 2 potion would be +5 and stars 3 potion could be +10. Given that you can see that with stars 3 you wouldn't even be able to find a weapon with no stars as the small roll (1) plus the 10 modifier immediately gives you 11 :3
Again, I don't know the actual values so don't take these as the actual ones in the game XD

Thanks! I was a bit confused by this because I still haven't messed much with the smithing system, so I thought we could actually find stars in a stage to add to the weapons :p
 
Played a bunch this weekend and the title of this thread now makes complete sense. Still enjoying it, though, and it seems like I'm enjoying it more as I unlock more stuff and start to understand everything better.

I was a little bitter about seeing $20 DLC on the first screen after I just got back from paying $60 at the store, but I guess that's modern games for ya. Just feels weird to see on what is visibly a "Nintendo" game.
 
Oh they should have an effect as they add the ATTACK element. It's the LEVEL element that apparently doesn't make a major difference, or at least not one worth worrying about.

I'm not super clear on these because the descriptions in game are a little vague but my interpretation is as follows:

Light ATTACK element increases damage to every enemy hit for every enemy hit... so basically if you're carving through a crowd with light ATTACK element attacks each member in said crowd afflicted with the light status should take more damage than normal.
Think of it like this (again, making up numbers for this example, I don't know the real ones :p): imagine for each person hit by light, each person with light takes an additional 10 damage. So if you wail on two people that'd do 20 extra damage to each of them for each light hit. If you hit 2 people repeatedly the added damage would be flat like this: +20, +20, +20, +20, etc. So if you hit them 5 times you'd do an extra 100 damage (20+20+20+20+20). meanwhile if you wail on 10 people, each of them would take an additional 100 damage for each application of light, so for 5 hits you're looking at something like 500 extra damage each XD

Darkness is different in that it increases the damage the target takes each time you hit them with an attack that adds darkness... kind of like a stack. So imagine that each time you apply darkness to someone it does 10 more damage. so that means if you whacked them with darkness constantly the damage would go like this: +10, +20, +30, +40, +50, etc. So in 5 attacks you'd have dealt an additional 150 damage total (10+20+30+40+50).

So, long story short is that if you're cutting up a crowd, light is great and gives you an immediate boost but it doesn't do much against a lone target. Meanwhile darkness just gets better and better the more you hit someone with it but doesn't benefit from hitting other people at all.

Does that help clear it up a lil? ^.^;

How does anyone know all this? ;b They never say this in the game, do they? Thanks anyhow, that's very interesting.
 
Thanks! I was a bit confused by this because I still haven't messed much with the smithing system, so I thought we could actually find stars in a stage to add to the weapons :p

Ah! Fair enough, but no. All smithing does is allow you to take a skill from an existing weapon and put it in the empty slot of another weapon (the original weapon is destroyed in the process though, so you can't use it to give all your weapons a certain ability from just one weapon. Also if the weapon had other abiltiies in their slots they're lost: you can only transfer one ability :p )

Aside from ability slots, everything else about a weapon is set in stone and cannot be transferred.
 
How does anyone know all this? ;b They never say this in the game, do they? Thanks anyhow, that's very interesting.

I'd take my particular explanations with a pinch of salt as it's a very rough educated guess based off the in-game tutorials (there's a section dedicated to briefly describing each attack element which isn't very helpful and a seperate one mentioning the weapon's element and only that it applies to the 'recommended' element on a level) plus how this stuff tends to work in other games :p

It's entirely possible light and dark work in a very different manner from what I described but the general jist is Light Attacks (symbolised by the people getting hit having spikes of light emanate from them) = crowd killing, darkness (looks the same as light but it's purple spikes) = single target maiming :3
 

jackal27

Banned
Man oh man oh man. I finally got my copy yesterday after almost canceling my preorder due to some bad impressions from a friend. I'm so glad I took the dive. This game is fun as hell man. Every character feels great to use, but I think my favorite so far is Lana with the Deku Spear. Such a crazy weapon with fun attacks. My least favorite character so far is probably Shiek with her harp.

The story also feels pretty Zelda surprisingly. I didn't even know there was a story really. I scoffed at the $20 DLC when I first booted up my $60 game, but now I'm thinking I may jump on board...
 

Kinsei

Banned
Man oh man oh man. I finally got my copy yesterday after almost canceling my preorder due to some bad impressions from a friend. I'm so glad I took the dive. This game is fun as hell man. Every character feels great to use, but I think my favorite so far is Lana with the Deku Spear. Such a crazy weapon with fun attacks. My least favorite character so far is probably Shiek with her harp.

The story also feels pretty Zelda surprisingly. I didn't even know there was a story really. I scoffed at the $20 DLC when I first booted up my $60 game, but now I'm thinking I may jump on board...

How can you hate Sheik??? All of her songs are amazing. I love using the Nocturne of Shadow and then following it up with the Bolero of Fire.
 

NeonZ

Member
So should I finish the main story mode first, and then dive into adventure mode, or can I bebop back and forth between them?

Adventure mode is longer than Legend mode, and you can't explore all of Adventure before finishing Legend. Anyway, I recommend finishing Legend first to unlock most characters and level them up, since Adventure often requires not only finishing stages but also getting A ranks, which means not losing more than 4 or 5 hearts. Besides, if you want to get everything, you'll need to replay Legend later anyway.

Easy eh? I can get down with that! :)

Isn't normal easy enough already...? I played through Legend Mode for the first time on Hard. There were a couple of bosses that seemed to take longer than they should (well, I can only remember Darunia right now), but overall the difficulty seemed fair. On the other hand, the "Hero" difficulty unlocked after finishing Legend mode once is pretty much only for characters that are basically already maxed...
 

StAidan

Member
The story also feels pretty Zelda surprisingly. I didn't even know there was a story really. I scoffed at the $20 DLC when I first booted up my $60 game, but now I'm thinking I may jump on board...

Yeah, same here. I was figuring on skipping out on the DLC, but after seeing the Epona DLC and knowing there is even more content coming in a game that's already packed with a couple hundred hours of stuff... Well, I think I'm gonna have to jump in.

Maybe it's just because it's my first DW game, but the whole game just feels really refreshing and unique, and I like being challenged as well.
 
Loving this game! The co-op is a blast, and I'm glad to say I'm not bothered at all by any framerate/resolution drops in co-op mode -- they're not even particularly noticeable to me.

Is it just me or is challenge mode really tough (playing solo)? I've tried a bunch of times but I can't successfully complete all the goals in the first challenge. I know I need to get better but defeating 500 enemies in 5 minutes is not proving easy... I've done it a couple of times and then failed on the follow up challenge (300 enemies using special attacks). I'd think there must be something I'm missing that would allow me to accomplish the goals more consistently... Any tips?

And do you (as I assume) need to successfully complete all goals in a challenge to unlock the next one?
 

NeonZ

Member
Is it just me or is challenge mode really tough (playing solo)? I've tried a bunch of times but I can't successfully complete all the goals in the first challenge. I know I need to get better but defeating 500 enemies in 5 minutes is not proving easy... I've done it a couple of times and then failed on the follow up challenge (300 enemies using special attacks). I'd think there must be something I'm missing that would allow me to accomplish the goals more consistently... Any tips?

And do you (as I assume) need to successfully complete all goals in a challenge to unlock the next one?

I only tried Challenge mode once so far, and gave up after failing. I think it was added in an update to the Japanese version, so I guess it's balanced around late levels and weapons. For example, you should have 3 special bars when you buy all Fierce Deity badges for a character, which should make that much easier.
 
I only tried Challenge mode once so far, and gave up after failing. I think it was added in an update to the Japanese version, so I guess it's balanced around late levels and weapons. For example, you should have 3 special bars when you buy all Fierce Deity badges for a character, which should make that much easier.

Oh wow, additional special bars would obviously make a huge difference. I guess I'll have to wait until my son and I can make more progress in Legend Mode before tackling the challenges.
 

Tom_Cody

Member
I played through a bunch of demo at Nintendo World over the weekend and I was kind of shocked at how fun it is. I'm definitely going to have to pick this up eventually.
 
Oh they should have an effect as they add the ATTACK element. It's the LEVEL element that apparently doesn't make a major difference, or at least not one worth worrying about.

I'm not super clear on these because the descriptions in game are a little vague but my interpretation is as follows:

Light ATTACK element increases damage to every enemy hit for every enemy hit... so basically if you're carving through a crowd with light ATTACK element attacks each member in said crowd afflicted with the light status should take more damage than normal.
Think of it like this (again, making up numbers for this example, I don't know the real ones :p): imagine for each person hit by light, each person with light takes an additional 10 damage. So if you wail on two people that'd do 20 extra damage to each of them for each light hit. If you hit 2 people repeatedly the added damage would be flat like this: +20, +20, +20, +20, etc. So if you hit them 5 times you'd do an extra 100 damage (20+20+20+20+20). meanwhile if you wail on 10 people, each of them would take an additional 100 damage for each application of light, so for 5 hits you're looking at something like 500 extra damage each XD

Darkness is different in that it increases the damage the target takes each time you hit them with an attack that adds darkness... kind of like a stack. So imagine that each time you apply darkness to someone it does 10 more damage. so that means if you whacked them with darkness constantly the damage would go like this: +10, +20, +30, +40, +50, etc. So in 5 attacks you'd have dealt an additional 150 damage total (10+20+30+40+50).

So, long story short is that if you're cutting up a crowd, light is great and gives you an immediate boost but it doesn't do much against a lone target. Meanwhile darkness just gets better and better the more you hit someone with it but doesn't benefit from hitting other people at all.

Does that help clear it up a lil? ^.^;

Great posts, thanks!

So the defense badges in the skill trees, are they really useful? I say this because they seem to work with the element of the stage, but adventure mode, that it would be what interest me using this badges, dont use recommmend elements for the stages.

I would love to get hit by, lets say gohma, in the kill 700 enemies with Agitha stage, and only get harmed a quater of heart isntead of 4 becuase a randome laser hit me in the back while I was attacking a bunch of mobs.

Do Legend on Easy/Normal, then start Adventure and alternate between that and Legend Hard mode.

Oh god, no! Why would you reccommend anyone doing that?

I usually dont like playing games on hard the first time, but i played this one and its the way meant to be played.
So to anyone, dont do this.
Play legend on hard and then go to adventure.
 

Joqu

Member
Man oh man oh man. I finally got my copy yesterday after almost canceling my preorder due to some bad impressions from a friend. I'm so glad I took the dive. This game is fun as hell man. Every character feels great to use, but I think my favorite so far is Lana with the Deku Spear. Such a crazy weapon with fun attacks. My least favorite character so far is probably Shiek with her harp.

The story also feels pretty Zelda surprisingly. I didn't even know there was a story really. I scoffed at the $20 DLC when I first booted up my $60 game, but now I'm thinking I may jump on board...

Yeah the story feels Zelda for sure, I'm surprised they didn't go ahead and make it canon. Sure it's a dumb multiverse plot but at least they try to justify it.

Not that it matters in the end. It's fun!
 

Semajer

Member
Oh god, no! Why would you reccommend anyone doing that?

I usually dont like playing games on hard the first time, but i played this one and its the way meant to be played.
So to anyone, dont do this.
Play legend on hard and then go to adventure.

I play most things to 100%, gotta get those Easy mode ticks. Besides you don't unlock the Hard skulltulas until you finish the game, so you've got to either replay Hard to get them, or worry about them when you do Hero mode.
 

ultron87

Member
I find it really funny that this game's plot keeps up with all the absurdly obvious reveals for a Zelda game. I for one have no idea why Shiek would have the Triforce of Wisdom. Seems preeeetttttty suspicious. And who could this mysterious dark force behind the initial bad guy be?

Also,
"Wait, won't removing the Master Sword release the evil fragment it sealed away?" "Nah, it'll be fine." *ten minutes later* Evil thing released
 

emb

Member
I find it really funny that this game's plot keeps up with all the absurdly obvious reveals for a Zelda game. I for one have no idea why Shiek would have the Triforce of Wisdom. Seems preeeetttttty suspicious. And who could this mysterious dark force behind the initial bad guy be?

Also,
"Wait, won't removing the Master Sword release the evil fragment it sealed away?" "Nah, it'll be fine." *ten minutes later* Evil thing released
Yeah, the Master Sword and Sheik things were both pretty silly.

With Sheik, it seemed especially striking when she was explaining it. "Sorry I didn't tell you guys, had to hide identity from enemies. But now for some reason I can tell you. And lose the disguise". I was hoping it would be some kinda weird reverse twist, but nope lol.
 
Spent all night trying to unlock Lana's LV3 Deku Spear, was so satisfying. Ended up really leveling her up a bit before I got the method down to the madness. When I first approached the level, the description was, "Dash across the field" or something like that. I thought it was some wacky race scenario. . . Turns out you gotta escort Momma Cucco ASAP, and then make sure Volga stays alive, then protect base, then deal with sprouts. OMFG, all this within 15 minutes too if you want that Arank. By the end though, Lana was a killing machine. Feels so GOOD. I haven't been this satisfied ever with a musou game, and I LOVE THEM. I really want to say it's the best one to date.

at which level did you get the A rank? I was around 30ish and it was like impossible to get 1,200 KO within 15 minutes, fighting these bosses took way too much of the time :(
 

Mesoian

Member
Are all the ansulary weapons in the corners of adventure mode? I've been working up from the bottom and the only thing I've found is Impa's naginata.

Also, if you have 99 of an item, does it just stop showing that item in the post level reward screen? I feel like i'm getting 3-5 items after an entire match where i'm getting at least 20 item pickups.
 

Brandon F

Well congratulations! You got yourself caught!
Re: Elements

Not really getting the feeling that they add much at all to combat, very unlike other Musou games where the added effects are very apparent.

The tooltips during loading provide basic information on the effect they provide during battle, and in my tests the added damage output seems almost imperceptible. Take water for instance. Certain combos, such as Impa's C3 that covers enemies heads in a water bubble supposedly does damage over time while afflicted.

I've watched lifebars exceptionally close(only been playing on hard mode) and have never actually seen the hp gauge drop while the element is in effect, even on water recommended stages. This is me just imbuing the effect(such as with Impa's C3 water attack) and blocking while my eye is purely focused on the hp gauge so as not confuse any added attack damage I do with the DOT effect. Harder to test with other elements since the appearance has been pretty rare

In Dynasty Warriors, elements such as Ice, fire, thunder, etc... all have perceivable effects to the efficiency of clearing enemies. Thinking I might try on easy to see if it just scales the effect based on difficulty(so hard barely registers) but I have a feeling this might not be the case. Really irritating though given how staunchly the game recommends elements for stages and even has all sorts of badges associated with defense. So far, its been impossible to discern if any of the elements actually helps with your efficiency to clearing out enemy forces or give an edge to combat at all. Anyone else have actual evidence to the contrary? Real bummer so far.
 

jackal27

Banned
I've never played a Dynasty Warriors game either. Are the Gundam Warriors or One Piece Warriors games pretty much this? I'm into both those franchises.

Also, I'm playing on Normal. Should I switch to Hard?
 

Kinsei

Banned
Re: Elements

Not really getting the feeling that they add much at all to combat, very unlike other Musou games where the added effects are very apparent.

The tooltips during loading provide basic information on the effect they provide during battle, and in my tests the added damage output seems almost imperceptible. Take water for instance. Certain combos, such as Impa's C3 that covers enemies heads in a water bubble supposedly does damage over time while afflicted.

I've watched lifebars exceptionally close(only been playing on hard mode) and have never actually seen the hp gauge drop while the element is in effect, even on water recommended stages. This is me just imbuing the effect and blocking while my eye is purely focused on the hp gauge so as not confuse any added attack damage I do with the DOT effect. Harder to test with other elements since the appearance has been pretty rare


I can't say whther or not the DoT from the water attacks affects HP, but it definitely affects their weakness guage.
 
I've never played a Dynasty Warriors game either. Are the Gundam Warriors or One Piece Warriors games pretty much this? I'm into both those franchises.

Also, I'm playing on Normal. Should I switch to Hard?

They're all different, but in essence they follow the same rules and gameplay, of course. One Piece Pirate Warriors 2 is my favourite Warriors-game. I've already explained why earlier in this thread. Never played Gundam Warriors but I've seen a little gameplay on Youtube and it looks really difficult. If you like HW and also like OP and Gundam then yeah, go for those as well, they're both well-received by fans.

It's up to you what difficulty to play on, why let someone else decide? Just do normal for now if you're not sure.
 
I play most things to 100%, gotta get those Easy mode ticks. Besides you don't unlock the Hard skulltulas until you finish the game, so you've got to either replay Hard to get them, or worry about them when you do Hero mode.

But easy has to be so boring, even if you are doing the ticks thing.
 
I've never played a Dynasty Warriors game either. Are the Gundam Warriors or One Piece Warriors games pretty much this? I'm into both those franchises.

Also, I'm playing on Normal. Should I switch to Hard?

more or less they play the same just with some differences with the weapon systems etc, but the core gameplay is the same.

stay on normal so you can get those skulltulas
 

Brandon F

Well congratulations! You got yourself caught!
I've never played a Dynasty Warriors game either. Are the Gundam Warriors or One Piece Warriors games pretty much this? I'm into both those franchises.

This game is closer in design to Gundam/One Piece than Dynasty Warriors. Gundam especially, since the tug-of-war between managing keeps(taken over through wholesale slaughter of fodder until a keep boss appears and some bonus effect reward is gained from them) plays a crucial role unlike how they are handled in the mainline Musou games such as Dynasty, Samurai, and Orochi.

One Piece also does that stuff, but dramatically alters the gameplay with some light platforming and gimmicks such as QTE events related to extra moves surrounding crazy abilities that Luffy or other crew members have. Attack trees are quite different in One Piece as well, whereas Hyrule shares a lot in common with the other games.

Recent Dynasty, Orochi, and Samurai games tend to focus more on a constant stream of unique sub-objectives where completion or failure dramatically alters the flow of the overall battle. Less emphasis on conquering territory or closing off enemy spawns/bases. You are mostly beelining to specific objectives or generals and again they are a lot more varied than the scant few that show up in Hyrule/Gundam.

All games have very different approaches to character progression, weapons, leveling, and skill/item unlocks. I tend to prefer the mainline game approach, but Hyrule I find is far more successful at doing the 'Gundam' approach better than the Gundam games.
 

Effect

Member
Gotta ask. Do situations on the battlefield change faster on Hard compared to Normal? Or do events happen at the same speed and the only difference being that bosses have more health? What about mobs that defend and have week points? Do they have more health on Hard compared to Normal?
 

Mesoian

Member
Gotta ask. Do situations on the battlefield change faster on Hard compared to Normal? Or do events happen at the same speed and the only difference being that bosses have more health? What about mobs that defend and have week points? Do they have more health on Hard compared to Normal?

That seems to be the case, yes. On Hero mode, even regular mobs have enough health where it can take 2 full combos to kill them.
 
Gotta ask. Do situations on the battlefield change faster on Hard compared to Normal? Or do events happen at the same speed and the only difference being that bosses have more health? What about mobs that defend and have week points? Do they have more health on Hard compared to Normal?

Haven't had time to play this game on hard yet, but in other games enemies attack more frequently and do way more damage as well. In PW2 certain slow characters are unplayable on Super Hard because regular enemies keep interrupting the combos.
 

Vazra

irresponsible vagina leak
My impressions after finishing Legend Mode.

Positives
  • Story is simple but good
  • All characters feel unique
  • Nice Crafting System
  • Filled with content
  • Combat System while simple is satisfying
  • Leveling up makes obvious difference on the battlefield

Negatives
  • Performance is all over the place.
  • There could be more characters.
  • Agitha
 
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