Nope… thats not it. I stopped making that mistake long before Hino-Enma…
Thats another thing thats wrong with these games… my first couple of Attempts it never even occured to me that I wasn’t suppose to be doing that little damage… I Damage Sponges are Par for the course in these games so when it took me 5 Minutes to whittle down the bosses health by 10% I didn’t think twice about it… After all that is how Khalameet and Midir were.
It wasn’t until I accidentally stood next to one of the fires that I saw the button prompt… and even then I kept dying in phase two because the animation takes entirely way too long… and theres no obvious window indicating when I’m suppose to light up my weapon.
There’s loot scattered around the fires… I’m assuming the devs did this to to attract the player torwards the fire… unfortunately because these games take pride in violating the player’s trust then it could have just as easily been yet another trap… what they should have actually done was have those fires scattered throughout the level so you could try them on the smaller jelly monsters.
Would it have made the game easier ? Sure… but it also would have made it alil more interesting…
Atleast thats what soneone else would say… really the fact that success or failure is so largely affected purely by being able to do more damage with out needing to change the way I play is the actual problem here.
BTW I lost another 50 000 Souls in that same area on a sub mission…twas yet another sequence of Cheap Deaths… in short… got hit by an off camera enemy then was finished off by another enemy… died again on the way back because of fighting an enemy I had already killed on a narrow platform… I literally didn’t even the energy to be frustrated anymore I was somewhat indifferent to the whole thing…
The game is only going to throw more and more damaging enemies at me in larger groups so permanently losing progress like this is going to put me behind the progression curve… I would have to Grind to make up for it… and I’m not doing that.
No I mean how does one find punishment rewarding ? Thats a paradox… its like me saying I find hunger very filling…
Like I said… you can micromanage them to increases your chances of beating them…
The 1% when they do kill you isn’t your fault because unlike Ninja Gaiden the mechanics aren’t suited for mob battles.
LoL… I’m pretty sure I’ve been doing nothing but acknowledging how desperately the game needs to kill me… I keep repeating how obvious that it.
And how would I recognize when its my turn ? Like I said… they can layer their attacks cover each other’s recovery… identifying the moment when its my turn isn’t obvious… I’l do what I can to try and live but really its not up to me… its all luck…
I’ve reached a point in the game where this no longer works because the Yokai don’t stagger like the human enemies do… think of it as the Silver Knight sections in Dark Souls… the whole point of this setup is to put you on a narrow platform so that the enemies can push you off the ledge but you can’t do the same to them… like I said… putting the player in situations beyond the scope of their character’s mechanics key to these game’s so called “Challenges”…
This works up to a point… I’ve actually encountered several situations in Sub missions where the game cuts off the path behind to stop you from doing this…in the Harbour section specifically wide open areas are few and far between… when I got murdered by that Yokai on the rooftop there was no where to retreat to… you’re familar with the expression Getting caught between a rock and a hard place yes ? And in Nioh theres not Havel’s Great Shield to make this tactic work.
Thats a great idea… oh shoot… I spent all my skill points on crap I needed to stop killing me in other situations…
If these skills are so important then they should give you all the necessary one’s that stop you from Dying by default… or at the very least have those skills at the beginning of the skill tree… not a the end… also I’m prettty sure a lot of the skills don’t work on the larger Yokai…
This aint God of War… infact the living weapon system is actually a practical joke just like Bloodborne’s Regain system…on the surface it seems like the devs are trying to give you a helping hand but trying to attack back after taking hit is the fastest way to get killed in bloodborne… really what you’re suppose to be doing is stabbing yourself with blood vials… take the damage and move on… trying to get it back is a trap. Living weapon is weirder… It does make you invincible for a while but getting hit depletes a large chunk of the life gauge and the damage out put you get from trying to trade blows with tougher enemies (which is where most players intend to use that mechanic) will never be in your favour… living weapon is at its best if you use as if you don’t have it on… essential making it pointless… if you’re already good at avoiding getting hit then you don’t actually need it to begin with… its just a flashy bonus. Also there seems to be this lengthy recovery period where when Living Weapon turns off then you can move or do anything for almost 3 whole seconds. I’ve died a few times because of this.
Is it ? People said the same thing about Dark Souls… saying how the game is teaching you to be patient when in reality its not teaching anything and the patience is only setting you up to get killed in situations where going ham would work significantly better.
Also how exactly is the game going to teach you anything if its constantly trying to trick you ? Remember my Bozu example ? The devs attempt to try and teach me something didn’t work because they spent the last 6 Hours proving that they should not be trusted.
Thats The Game…
Whether I like it or not or if its my type of game has no bearing on wether if its actually properly designed. I don’t like the Sims either but I found few issues with its design… the bottom line is it works… me not liking it doesn’t make it work any less…
Its the same thing with The Souls games… if you like it then thats cool and if i don’t like it then thats also cool but its design is still problematic.
In my experience when people say “Maybe its not your type of game” in response to the game’s critism what they’re at actually saying is “I like it and I don’t want to argue.”
And thats cool… just say so and be done with it… you don’t have to prove why you like it to anyone… the least of all to me.
I honestly wouldn’t like Dark Souls or Nioh even if they did fix all the stuff I was ■■■■■■■■ about… the game’s mechanics simpy aren’t robust enough so getting rid of all the cheap deaths would just make it boring… I tested this by cheating in Dark Souls… taking a fair amount of damage instead of getting instantly mudered really highlights how unimaginative the game play actually is outside of all the RPG Elements.
Edit:
Don’t worry about what I subject myself to… thats my problem… the point is traps are a lazy way build a game around… by definition the more hidden and unfair a trap is the better that trap is… if you were making trap for someone it would be pretty stupid if you left any traces or clues that hint at any sort of danger… and yet if you were to encounter such a trap in a game you would say thats a bad trap… the trap would be better if it was slightly worse…
But then ultimately whats the point of this whole song and dance ?
If you see the trap then you can avoid it… if you don’t then not only do you die but you’re also robbed of your opportunity at a second chance to figure it out…
I imagine if your playing a puzzle game… and if you take too long or make one false move then the game gives you the solution and then kills you ? This is why using actual traps is bad even if the game in question is built around the idea in the first place… if you want to see good Traps then play Tomb Raider or Batman… in those games that traps are just puzzles in disguise… some of them aren’t even dangerous… they look dangerous but they’re purpose was never to try and murder you… any developer that gets into this way of thinking is already heading in the wrong direction.
If you’re crossing the street and an electric car came and hit you out of no where… did you struggle ?
This is the problem with gauging a game’s difficulty by quantity of deaths instead of quality of effort (lol I don’t even know if thats a real thing)… its a poor representation of how difficult a game is…
Don’t get me wrong… I was frustrated for sure ! But Difficulty and Frustration are two entirely different concepts… I get your confusion because actuall challenges can be frustrating in their own right so many gamers often confused the two…
But Nioh is not frustrating because its difficult its frustrating because its cheap…
LoL… theres actually a very easy way to tell which type of frustration is which… simply ask yourself… Did I die because I wasn’t good enough or did I die because my character wasn’t good enough ? For 90% of all RPGs and any game using RPG Elements its usually the latter… this is why Fighting Role Playing Games (FRPG) aren’t a thing.
I also died a crap ton of Times in Furi but I never died because I lost over 50% of my health in a Single Hit… Furi actually is challenging so it doesn’t need cheap tricks to kill you… and the character you play as definitely capable, hIs dodge is Responsive invulnerable for the correct number of frames and covers a large enough distance… no attack in the game covers such a wide area for so long that it exceeds the player’s characters dodging mechanics no other move is better at dodging attacks than the dodge mechanic itself…
I could go on and on if you like… the same level of consideration was given to the projectiles, parrying and melee… if you still don’t get why Nioh is cheap and Furi isn’t then just say the word… I’l break all of these mechanics down for you and show you Furi succeeds where Nioh & Dark Souls fail.
PvP and PvE aren’t really comparable… what would be fair in a fight between two players would be cheap in a fight against the AI… This is why I don’t ■■■■■ about the bosses and Yokai not having a stamina bar like the humans… they would be subject to some serious exploitation if they had to suffer the same limitations you did because they can’t think like people do… they would need to cheat by reading your inputs if you imposed the same limits on them just like fighting game AI’s do on the hardest difficulty.
What are Whomps ? I literally haven’t played any Mario game other than the OG Super Mario Brothers way back when I was 5… And even then… I never finished it… LoL… it was too difficult.
Yeah and thats a design flaw that has plagued the FPS Genre for entirely way too long… thats why they have to use regenerating health… abd thats why DOOM is the greatest FPS of All time.
Actually no it isn’t… theres way too much violence and gore… it needs a Splatoon aesthetic to achieve ultimate perfection.
There’s no choice here… you’re suppose evade the bosses attacks and sprinting is better than dodging… quite frankly I’m not entirely sure what the dedicated purpose of sprinting actually is… yeah you use it move through levels quickly but I always want do that anyway. It would be better if sprinting was your default movement speed and you can use the force feedback of the controller to move slower in the few instances where its actually necessary.
Me too… I don’t think I’ve ever had a tank build in any game I’ve played… if the dodging works properly then I’l forego armor all together…
BTW here’s another thing I know you’l find silly… Armor, just like traps, is bad game design… I’ve got all whole explanation for why that is… but I don’t want go off on a tangent again unless you want me too. There is an exception though… President Evil 5 is a good example of armor done right.
Indeed it is … because the first thing most gamers do when they want to avoid getting hit is to completely skip over their dedicated evasion tool in favour of Sprinting. !!! Especially after hours of reinforcenent making them rely on that tool !!!
Is that even possible ? I didn’t level up my health with the intention of deliberately taking damage… I did it so that I wouldn’t have to start back at the shrine every time an enemy or boss hits me with some attack I’ve never seen before I’ve learned to avoid getting hit by it…
This is why the developer’s shouldn’t be pawning off the responsibility of balancing the game on the player… they’re not going to get it right.