I love this game and everything Team Ninja does yeah, but this game really had me confused for a hot while, and now your guides are helping me understand it a lot better. I've been stuck in Chaos difficulty and now I know what im missing, thank you so much for uploading these videos.
@nizzynick9298
5 ай бұрын
Mad respect keep up the awesome work as always 😎👍
@WittyCleverName
5 ай бұрын
Thanks, this one went on a while but is probably the one so many people need to learn about the most.
@xcenic
4 ай бұрын
ffs man texts are so damn fast.
@zerothehero.takeasip6612
5 ай бұрын
So in the process of doing chaos difficulty in vanilla sop... how exactly are you meant to do this difficulty without getting one shot by literally everything? Seeing your guide you recommend sentinel but even that is not enough to deal with the one shots. Some grab moves can literally one shot you with full sentinel and full health. As for everything else, you turn one shots into two shots, that you have to constantly manage. The bosses are the worst making one mistake the end of the entire fight. The fights also take forever. And my gear is up to level too. If this is how the ng+ cycle is supposed to work, then that´s quite disappointing.
@WittyCleverName
5 ай бұрын
Well, even in Hard damage is somewhat high at times, but it shouldn't be anywhere near that degree unless you're using Basic jobs at Lv30, since they have much less HP until they level further. Something definitely doesn't sound right if that's just Chaos, especially your damage output (Hard is severely unbalanced and a bad metric but Chaos doesn't let things last that much longer), but there's only so much I can say without seeing it firsthand and there's always a ton of variables. I'm guessing you mean you don't have the DLC, but besides Sentinel and other Command abilities, Master Points and adding extra stats at the Smithy, there's also job choice itself. Picking something like Liberator, Warrior, Knight, Paladin or Ninja (via Utsusemi) also helps in terms of abilities, stats and effects. Seems way too early to be feeling that sort of pinch though even without it.
@zerothehero.takeasip6612
5 ай бұрын
@@WittyCleverName Yeah Hard was already pretty high but not unbearable but this is just torture. I did use master points but it hasn´t really made a difference. And yeah I never bought the DLC. Having to use jobs I don´t like just to not be one shot is a bit ridic though(Not mad at your advice but rather how the game is structured) specially cause I am at early game and haven´t had the chance to break their level limit and I tend to like some of the more basic jobs like duelist and lancer due to their job abilities. Honestly dropped the game cause it´s just straight up torture.
@WittyCleverName
5 ай бұрын
Ah must be the Basic Jobs then. Their abilities are nice but they're just one move, since it's earlier it's their way of getting you to branch out a little and due to customization you still get like 95% of what you prefer next to finding new things to appreciate, but it's not something that lasts too long either since limit releases are a mission away. Between the powerful core mechanics and all those options there's ways to handle it and it's never felt that extreme early on but if you're having that rough of a time then it's unfortunate.
@zerothehero.takeasip6612
5 ай бұрын
@@WittyCleverName Welp, this is exactly why I don´t tend to play loot driven/rpg action games, you get situations like these XD.
@WittyCleverName
5 ай бұрын
I mean, it's kinda exaggerated for how early/short it is and not really a loot problem, just using the appropriate tools for the job if need be which I feel is just typical action game stuff in a different looking package, but alas.
@zerothehero.takeasip6612
5 ай бұрын
Good video, but the text is way too fast to read. Also just to add to the loot discussion. IMO it´s not about whether or not the loot stuff is easy or hard to ignore but rather about how little it adds to the game. At best, these kinds of loot systems just serve to slightly bog the game down for no good reason. If you are having to establish an admittedly pretty fast system that auto manages your loot so that you are always best equiped for the next level area... then having stats and loot in your game adds nothing to the experience because the enemies´ level levels out the stat increases from your loot. That´s what makes it all feel so annoying to most people. Edit: Also 1288 HOURS???? Holy shit how much do you play this game?
@WittyCleverName
5 ай бұрын
Thanks, I'll keep the text speed thing in mind but KZitem's always got pausing and slowing down and I kinda intended the video to be consulted again anyway. About the loot, I've heard that reasoning before, but it misses out context in the games themselves. It's an inherent encouragement to keep playing and facilitate the action of the game, but also offers control over extra resources and giving a reason to add all those different designs. It doesn't have to be game changing at every step to be worth including and it's quite a unique take on it in the frame of an action game. Plus it only "adds nothing" early on and that's more to do with how people need to focus on learning the combat first, by design. It offers a lot of interesting playstyle bonuses beyond just big level not so long in if you want to mess around with it. Making the process smooth and having a solid "good enough" option for the first run doesn't take away from that, it just makes it easy to use and keeps focus where it should be: the combat and what you're using. The Break penalty was the one big misstep, but its overall presence is exaggerated and personally I think they only added that for deep meta reasons so you're forced to change appearance. Me? Oh I play it for roughly about 1288 hours.
@zerothehero.takeasip6612
5 ай бұрын
@@WittyCleverName Personally I prefer intrinsic motivation for action games over extrinsic. Linking to what you said in the bahamut section of urging people to replay the story missions to practice and avoid the mentality of "I am not getting anything out of this thus I just want to prgress", loot unfortunately encourages that kind of behaviour. TN games always have this issue. Subsequent playthroughs loose any incentive to explore or do all fights cause you start realizing that you don´t need all the loot you needed in NG. As for extra control, while I am personally not a fan, some build combinations in this game certainly tickle my fancy and the way many buffs have interplay with other mechanics is quite cool. My complaint here then is that using a loot based system to achieve the control you speak off is not very elegant. You need to basically rely on RNG or the right drops to make stuff like this happening, and wanting to have many sets adds a lot of time where the player is forced to micro manage these things. Basically, I think TN could have used another system to achive the same result but in a far more streamlined manner and without losing any depth. On another note, I was wondering at what point should I stop dismantling gear and actually start focusing on making builds and keeping the gear I want? I don´t want to invest time into looking for armor pieces for a build and then find out they are underlevelled and useless. For some reference I just beat the vanilla game in hard mode and would ideally like to have 400% affinity for the basic job classes to gain access to all moves and 600% for void knight to get the permanent haste ability cause I find the default attack speed to be too slow for my taste. Is there a way to plan for this ahead of time without focusing on armor pieces that will be obsolete?
@WittyCleverName
5 ай бұрын
Oh of course, intrinsic motivation is generally preferable, the game already has that in spades with how enjoyable, indepth, varied and challenging the combat can be. The sad truth though is that for so many people they've forgotten what that even is or never learned/understood it, which I've seen constantly in how they approach every game including action games without any gear, they'll still do the bare minimum in spite of the fun they have otherwise. That's why I think loot doesn't create that behaviour, but it can act as a trojan horse of sorts to hook people so they then engage further with the game, and as an action game the gear/stats offers a lot of challenge customizability that speaks to the genre's strengths. Ultimately it's down to the point of view, and that's what these guides are meant to shake up. By control I was referring to how loot is another resource, which granted is more of a thing in Nioh but you can turn it into whatever currency you want more of so it always has personal use. As far as what you're saying though, RNG is not inherently a bad thing. It only becomes a problem if the gameplay is monotonous which is definitely not the case, or if drop rates for important features are so low as to be overly restrictive which is something this game avoids near perfectly even compared to Nioh which only had some small issues. Part of that comes down to how much drops and the Smithy options later. Regardless of its elegance, it works well for what it intends and changing it has far reaching consequences to consider. The guide pretty much covers exactly that really. You won't keep using any gear you have now forever, but that isn't a big deal because when you want gear you'll get it and materials naturally, and the set it does give you lasts a while unless you want to experiment with specific Job Affinities, but the guide's formatted as such to show that's not needed since it wants to fight the assumption that you "need to grind hard in the DLC". 600% and Fusing is another mode away, focus on the now.
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