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Neon Genesis Phijkchu

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July 17, 2020 – Present
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Through August 30, 2026
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June 19, 2020 – August 30, 2026
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kaze games
example, I knew from trial and error that I could stagger him quickly twice at the start by doing that I do in that clip
sudo TPK games
Replying to kaze #not_kaze
there's a lot of downtime between attack windows if you're ONLY playing melee in er and that shit is frustrating as hell
I could imagine there are tons of times in ER where if you're playing only melee, it'd feel like you're fighting Moonlight Butterfly. ._.
kaze games
final boss is a particularly bad example since he just runs away from you and every movement he makes sends him to brazil
sudo TPK games
I hated Moonlight Butterfly until I did a sorc build. It's never a hard boss, but there are times where you can sit doing absolutely nothing besides an occasional roll for 45+ sec
kaze games
Replying to Gent #gent_.
That’s how staggering’s always been
yeah but with the heavier focus on it in this game compared to the souls games just having a bar like in sekiro would have done a lot for making fights feel consistent without extensive trial and error
Gent games
Running away wouldn’t have been a problem if he only did it after you got some hits in like most teleporting bosses prior
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Gent games
I don’t think it’s necessary to include a visible meter when you’re killing it effectively the same way regardless
sudo TPK games
I guess I was just kinda scared that more shit would be getting nerfed, and nerfed heavy, because of spending too much time on GameFAQs boards. Balancing from at least DkS2 onward - especially MASSIVE nerfs, to the point where shit feels completely useless in PvE - has reflected what the FOTM for people on GameFAQs to bitch about in PvP that I was expecting this patch to be like, "Bleed? Yeah, that gets like 10% of buildup."
sudo TPK games
And patch 1.03 for ER, a lot of shit people were bitching about on GameFAQs for PvP ended up getting massive nerfs, to the point where it feels useless for PvE
kaze games
Replying to Gent #gent_.
I don’t think it’s necessary to include a visible meter when you’re killing it effectively the same way regardless
yeah I mean I don't think it's strictly necessary either, I just personally think it would have made fights feel more consistent without putting in tons of effort to learn exactly what will stagger and when
sudo TPK games
I've been saying since DkS2, when they did the huge nerfs in the patch SotFS came with, that they should have a "PvP power" stat, visible or invisible, where they can tweak numbers for PvP without killing it for PvE
sudo TPK games
Replying to Lute #lute.sf
moonveil and sword of night and flame deserved the nerfs (edited)
Luckily those weren't nerfed to the point of feeling useless. I'm talking things like Barricade Shield, which had its FP cost doubled and duration halved, effectively being 4x as much FP for the same duration, or Bloody Slash taking a massively higher chunk of HP, to the point where you can almost kill yourself at low levels(which it only really seems useful early game in the first place), and still increased cast time and recovery time.
kaze games
also unrelated note, but I would love to just have rolls be on-press rather than on-release, I'm not really sure how you would handle it but it's bothered me a lot more in this game than in souls/bb
kaze games
and before they fixed the worst stuttering I was having my button releases eaten fairly often, so my character would just pivot and try to run away instead of rolling away
sudo TPK games
I'm not sure what you mean with rolls being on-press rather than on-release. Do you mean rolling as soon as you tap, rather than waiting a few ms to check to see if it's a roll or the beginning of a sprint?
sudo TPK games
So you're experiencing times where you tap the button with the intent to roll, but it reads it as you're trying to start sprinting instead?
kaze games
you know the pivot animation when you try to sprint the opposite direction of where you're facing, I've died a lot to that activating instead of the game letting me roll away
sudo TPK games
I don't think I've really experienced that. It may be that I have, and I've just subconsciously blocked out any inkling of blaming the controller or blaming the game if I fuck up.
kaze games
I tried out some lod mods and they made no difference either, so it's most likely not a cpu issue(+ my cpu is literally never above 70-80% usage at max while playing anyways)
kaze games
it may just be a problem specific to my pc, but I have no idea how to fix or even diagnose that so I guess I'm stuck with it
kaze games
I actually did some more testing and yeah, literally the only thing that changes for me when I go from 720p to 1440p in-game is that my gpu usage goes from 50 to 80, there is 0 performance change
sudo TPK games
Speaking of Souls games: I'm not advocating for implementing an "easy mode," as in an actual difficulty you can select right from the options, either before hitting "New Game" or before picking a class after hitting "New Game." That having been said: Is there really a good argument against different difficulties, other than development time that could be used elsewhere than balancing numbers around different difficulties?
Gent games
Difficulty in this sort of rpg comes down to what your build is and if you exploit weaknesses, which is the best way to do it
sudo TPK games
I can't find really a good argument for difficulty settings. Likewise, I can't really find a good argument against difficulty settings.

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