>Repeatedly using the same moves causes the gauge to stop rising, forcing the player to use every move in their arsenal.
Why do people play this trash again?
>Repeatedly using the same moves causes the gauge to stop rising, forcing the player to use every move in their arsenal.
Why do people play this trash again?
It's a stylish meter, why would you get stylish points for spamming the same move repeatedly?
You just described exactly why it's fun to play
>every move in their arsenal
you mean those 3 combos?
What a fucking mong
It's an incredible system that redefined action games.
>It's a stylish meter, why would you get stylish points for spamming the same move repeatedly?
It's bad design. The game's enemies should be challenging enough so that you're naturally incentivized to mix it up and use different moves for different tactical purposes.
Instead, this series can only incentivize people to do that by adding arbitrary stilish rankings.
Scum.
It encourages variety in fights you have alot of tools to work with
Read your green text for the answer.
>It's a bad design
>Pepe
Is it time for BTFO?
>gets completely BTFO'ed so can only respond by resorting to the usual ppee/frog poster insult
Pathetic.
Nice reading comprehension, retard.
>combo a
>combo b
>high time
>air rave
>helm breaker
>shredder
>drive
>stinger
>dance macabre
>lmao there're only 4
At least learn how to count user
>not liking the SSX of action games
kys.
I don't remember some of that being in 1.
Based.
Pic related is superior to any DMC trash game
What is the strongest style in DMC 3 ?
Oh sorry let's see what DMC1 has
>Combo a
>Combo b
>million stabs
>stinger
>high time
>helm breaker
>air raid
And there is more that I can't remember right now
Royal Guard
Literally why? The whole point is to afford you a degree of freedom and creativity while still tying it together with a system that objectively judges performance. Enemies that force different strats at all levels would make the combat too rigid, and its kinda pointless because all these games have degenerate strategies that are easier than others. Eventually what separates the good players from the shit ones is moving away from those boring rigid strats and doing more varied, playful and creative things with the tools they're given if they are not necessary.
Royal guard
All of them are pretty good, it just depends on how good you are at them
>I have no creativity
OHNONONONONO
N-NO MUH COMBO BRAINDEAD SANDBAG JUGGLE SIMULATOR
Turbo retards
Hmmm thanks guys
Air Rave, Shredder, Drive and Dance Macabre weren't.
However, DMC1 did have Round Trip, the swordless combo you do after Round Trip and Million Stab.
>Oh boy, it's enemy A again, guess I'll just use the one move in my arsenal that works
If that sounds fun to you you're giga dumb
>It's a bad design
>MUH COMBO BRAINDEAD SANDBAG JUGGLE SIMULATOR
A good start for the shitty meme combo. Still gets a D from me though.
how is that a bad thing?
is this bait??
WHY DO YOU EVEN CARE ABOUT THE STYLE METER IF YOU DON'T CARE ABOUT GETTING GUD IS THE BETTER QUESTION??
>Feel like I failed a fight getting below an A rank
>Even if I never got hit
Really gets the noggin joggin when the goals change from surviving to being stylish.
Their dark souls haven't been filled with light
This is some poor bait.
Should we reserve this thread until the current DMC thread if filled up?
Imagine playing DMC and watching the style meter the entire time
Go away Oatmeal face. Nobody cares about you anymore
Why not have both?
Then play on harder difficulties. Enemy to become more aggressive
I've got the perfect game for you OP
Because to make the enemy design "naturally incentivise" mixing up combos and styles, what you would essentially have to do is make it so that continuing to use just one attack stops being effective. In other words you're simply restricting the players movepool in an arbitrary fashion which REDUCES the amount of thinking and available combos to perform rather than increasing it.
Without adding any actual gameplay restrictions to force varied combat, the player might opt to use any available move from their arsenal as the next attack. By using gameplay restrictions to essentially force the decision, the player will always have at least one less move from the pool of available moves to use because you've made the move useless in order to force the decision.
The style meter works because it allows players the freedom to do whatever they want during combat, including an ultimately boring strategy of using just one attack (which may be valid if they're struggling with a difficult boss and can only reliably land a specific attack safely), but the meters presence pushes them to vary the combat without arbitrarily forcing any decision making in the player.
Forcing the decision with gameplay restrictions reduces freedom while the style meter encourages them to explore the freedom of the combat without restricting it.
>The game's enemies should be challenging enough so that you're naturally incentivized to mix it up and use different moves for different tactical purposes.
Play it on DMD and that's how it is. Each sword combo has a different use for different situations. The stylish meter helps you use different combos in the beginning so you learn what all the moves do, it's just nudging you along so that you play properly.
>Literally why? The whole point is to afford you a degree of freedom and creativity while still tying it together with a system that objectively judges performance.
This is nonsense. You can judge the player's performance in much more organic ways, e.g. playing badly will naturally result in taking more damage and having to use limited consumables to recover,
If you want to allow the player freedom and creativity, you shouldn't have an arbitrary stylish rankings. You should only judge the end result.
It's supposed to be like an arcade game. Getting a high score is the entire point. If you want to play a game where the point is to survive then play a different game.
>>Repeatedly using the same moves causes the gauge to stop rising, forcing the player to use every move in their arsenal.
What do you MEAN I can't spam the same trick in Tony Hawk and get the same amount of points as the first 5 tines I did it?!?!?!
Swordmaster gives huge melee damage thanks to expanded melee movesets and access to bullshit strong moves, not to mention Air Raid, if you like Mahvel combowank this is for you, Enemy Step Killer Bee cancel with Beowulf has outrageously high DPS.
In this style, Rebellion will be your jack of all trades for most of the game since it lacks elements, meaning it's good for anything, and its varied moveset covers most of the basics, the other Devil Arms do offer more technical advantages against certain enemies though, coupled with elemental bonuses.
Gunslinger gives you A LOT more firepower, especially on your shotgun, Spiral and Artemis, Spiral canceling has one of the highest DPS in the game similar to enemy step KB cancelling for Swordmaster, though it's boring as shit just like all high DPS exploits, Gunstinger is outrageously strong and stylish though and so is Fireworks so keep in mind that in Gunslinger your shotgun is basically Rebellion-lite, overall this is the best Gunslinger style in the series, mad stylish too.
Trickster is more focused on evasion than offense, which is broken in its own right, but also allows you to get infinite air time which is also very important since in DMC enemies are mostly neutered if you stay up in the air, outside of a few exceptions and bosses.
Royal Guard is the style that will probably be harder to master than most since it requires more reflexes than most, but it basically makes you invincible once you master it and Royal Release does insane amounts of damage too.
Doppelganger is niche and quite frankly, not so strong, but it's fun shenanigans.
Quicksilver is a pocket Za Warudo.
Royal Guard, which happens to have both the lowest skill floor and highest skill ceiling.
Not really your thinking is too limited, theres many different aspects of good play in these games depending on playstyle and I dont just mean DMC and style ranks like this attempt to capture more dimensions of it than would be possible with just damage taken and such which DMC already did. Pick any game in the genre and you will have players that excell at different things, some might play really aggressively and fast which might lead them to take more damage than safer more boring players, within that you will have players that vary up their moves because they find repeition boring and players who value efficient quick kills above all, some come up with very consistent safe strategies which is slower and less exciting, some might master enemy AI and its many kinks and end up manipulating it in a fun way. Each one is showing proficiency at diff aspects of play, and players mix all of these factors together and have to make decisions like risk vs reward based on their preferences and what they are good at which makes games interesting. Its not so one dimensional.