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8/6/2025, 12:06:55 AM
>>717375960
I don't know then, either I finally git gud or this game combat is just clicking more with me for some reason. But I do think it's more generous with i-frames, feints, etc. I have shit reaction times/reflexes, had to grind memorize late-game boss fights in ER or LoP Overture. But in Wuchang I'm doing OK just observing, reacting and adapting gear/strat.
Also, an example but... in terms of strategizing during bosses, something I thought was cool and somewhat unique (closest equivalent is DS2), I haven't seen anyone else mention... I equip three healing types, the main flask (largest heal but slowest), the raven pill (medium), and bunny buns (fast heal, but low health amount). I'm not sure if raven pill and bunny bun have the same consuming speed. But, trade-offs. You get the implications. Gives you more choices.
And because of the knockdown/getup issue (whether it's a meaningfully intended mechanic or not or will be patched out...), it's critical to always be topped up. Even if you only take a small hit. But if you take a small hit in DS3 or ER or LoP, you don't want to waste a full estus dose, so you might wait and take the risk. Here you get to mitigate that kind of risk with more intermediate options.
But at the same time, that implies a secondary trade-off: you also may not want to immediately use raven pills or bunny buns, because they are not only your "heal for small hits" option. Due to their speed, they are also your "heal fast during emergencies" option. You don't want to waste those either. So perhaps, a small hit but with a longer opening, it may be smarter to waste your larger flask, yes?
And to complicate things, you have to mentally count and remember your usages now instead of just relying on the UI that only shows a single item. Because you don't wanna get stuck in the empty item animation.
So that makes healing during boss fights more pro-active, dynamic and strategic. Such trade-offs are excellent, subtle, under-appreciated design.
I don't know then, either I finally git gud or this game combat is just clicking more with me for some reason. But I do think it's more generous with i-frames, feints, etc. I have shit reaction times/reflexes, had to grind memorize late-game boss fights in ER or LoP Overture. But in Wuchang I'm doing OK just observing, reacting and adapting gear/strat.
Also, an example but... in terms of strategizing during bosses, something I thought was cool and somewhat unique (closest equivalent is DS2), I haven't seen anyone else mention... I equip three healing types, the main flask (largest heal but slowest), the raven pill (medium), and bunny buns (fast heal, but low health amount). I'm not sure if raven pill and bunny bun have the same consuming speed. But, trade-offs. You get the implications. Gives you more choices.
And because of the knockdown/getup issue (whether it's a meaningfully intended mechanic or not or will be patched out...), it's critical to always be topped up. Even if you only take a small hit. But if you take a small hit in DS3 or ER or LoP, you don't want to waste a full estus dose, so you might wait and take the risk. Here you get to mitigate that kind of risk with more intermediate options.
But at the same time, that implies a secondary trade-off: you also may not want to immediately use raven pills or bunny buns, because they are not only your "heal for small hits" option. Due to their speed, they are also your "heal fast during emergencies" option. You don't want to waste those either. So perhaps, a small hit but with a longer opening, it may be smarter to waste your larger flask, yes?
And to complicate things, you have to mentally count and remember your usages now instead of just relying on the UI that only shows a single item. Because you don't wanna get stuck in the empty item animation.
So that makes healing during boss fights more pro-active, dynamic and strategic. Such trade-offs are excellent, subtle, under-appreciated design.
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