>game heavily focuses on parry
>there's only one riposte animation
???
Game heavily focuses on parry
cool thread OP
>time the shooting
>still get hit and lose the window to perform the counter attack
Why in god's fucking name would you need more than one, I am honestly asking
mortal combat fatalities
Ugh ikr?? There should’ve been epic long cutscenes like I pick up the bad guy and throw him through a boulder!! That would’ve been so badass!!
It gets boring after the 1000th time. Like a 5 second cutscene you have to watch.
Seething
>Game focuses on aggression over defense
>Has timed parries
>Still runs at 30fps with horrible frame pacing
The true horror here.
Congrats, you just outed yourself as a pleb. Boss parries have different animations, retard.
Nice argument
It's a bad game overall. Lovecraftian setting was good and spooky at times though.
>heavily focuses
you do not have to parry a single time the entire game
>"""focuses on aggression"""
>its the same old shit with baiting and waiting for attack pattern to end so you can swing a few times and repeat the cycle except with lesser moveset and defense options
It's 2 seconds and it never gets old
I had this kinda problem with Sekiro as well. You take down a couple of thousands of ennemies and there are like one or two common takedown animations, and like two more slightly less common ones. And it activates almost automatically on EVERY ennemy you fight.
Elden ring should have dismemberment, I was miffed after playing ds3 so long and all the hollows just keel over
stop getting hit then
there are literally tons of different strategies for every encounter. sorry you aren't creative and/or don't know how to have fun
>he never used heavy attacks
Except that's wrong, every enemy in the game takes massive amounts of hitstun from every weapon. Almost none of the enemies have poise, so taking the first move is much more advantageous than waiting for everything else to attack, outside of specifically going for parries. Weapons like the Kirkhammer are capable of stunning large enemies, Kirk specifically hammer mode L2 and R2 are designed specifically to open up fights with a move no one can poise through (overhead smash for single enemies/tight corridors and wide swing for open spaces and groups), and then each subsequent hit continues to stun regardless of trick mode until the player is out of stamina
Even the 'muh super hard dlc bosses' Maria and Orphan both take hitstun
Maria is for ___?
I hated this the most in Metal Gear Rising. In comparison Bloodborne and Sekiro had way fewer QTE's than metal gear rising. The fact that the camera cuts away every single time in the exact same way for metal gear rising makes it especially jarring and repetitive, by comparison Bloodborne and Sekiro don't bother me because finishers serve a better tactical purpose in combat
>mfw using the hornet ring for the first time
This is what annoys me about sekiro, why do takedowns have to look so repetitive when the game is almost all about it?
you don't know how to play bloodborne
>the actual combat is the worst part of souls games and propped up by all the other mechancis
>remove everything else to focus on the combat
???
sekiro didn't really have any quicktime events aside from the secondary deathblow on main bosses, but that's just a formality
I mean he's kinda right, you argue like a retard
laying in grass tenderly for the sole reason of procreation and a cuddle
betting on
this is so gay. what was the point of making this?
>huge windows
>single player game
It's not even a problem unless you're a tryhard who thinks he's a Soulsborne competitive gamer
i agree but not a press button to epic type thing more of the nioh dismemberment
don't know how nioh does it, but I wanted just your regular ass sword swings to have an effect on the bodies of your enemies
>riposting
>Not charged R2ing
My man you need more insight