>isn't so bad
S4 is about as interesting as it gets when following the rules of PAIN+. Asbefore, NBR and higher at least makes the other portions more engaging.
>S1 tedium
It does drag. I forget, but I think it was a 5-10 minute process of chipping. Better than S2...
>asterisk another time
Noted.
>easiest of all GoW titles
Generally speaking, yes.
>beasts
Presumably we're talking the cats of Morpheus (later redubbed Sphinx). To pre-empt, may as well note some tactics for them one comes to devise given a bit of time:
"Stay in his face and block swipes (if you get hit, he will use an unblockable breath you can't stop without a parry). IF you get far away, expect an unblockable grab that can be tricky to evade. His cues are like the Piraeus Lion (sideways for blockable and back for unblockable) He's easiest to control later with the parry gained."
"Sphinx' melee animation is a bit different, but the same tactics apply. Try to keep it backed against the entrance barrier with allies off-screen. When it dies. Wait for the respawn and do the same. Then try to air t1 into air OS into OH as needed for Dark Satyr Grenadiers if you can't simply catch them with 's,t' into OH infinite."
NOTE: I don't have a line specifically listing the punishment suggested after parrying, sadly. Might have been interesting to hear what I did in NBR+ NUR+ (NGR+ NUR+ would just be beating them to death versus taking the early out when available).
>augments health
Not an upgrade in our terminology (though it literally is). That's an extension (covered in NER). Having more HP at least to the ends of being able to avoid a one-shot would generally be useful in a given title. Too bad even MAX can't save you from the grab of a Tyrant in GoS (vanilla VH). In GoW metrics, we more often fret over about what is 'recoverable'. What you can 'get by' with. Chests are plentiful, but when they are no longer an option, it is about what orbs can be counted on for (very little beyond GoW1). GoWII had boss refills as one thing to plan around.
>feel it keenly even between NUR+ and PAIN
Just so. Unless you're doing a meme run (like GoZ PAIN+), of course. Suddenly your dps drops like a stun and things are not getting locked down all day.
>armor destruction
Right, right. Even the 'spread' possesses that property, which helps CW's case.
>no problems upon learning their particulars
I'd expect not. My old notes are as follows:
"'s,t,s' at point blank then evade at the Minotaur to trick the headbutt (until at "O").
NOTE: Their "O" is a decent HP return (still small). Their charge is very dangerous in this outing. I don't recall if it can be parried, but the reversal of GoS doesn't apply in CoO. Expect about 80 damage if you get hit."
"t0 for their armor while evading rams. Whenever armor is off, remember they will ram. Rather than the sweeping melee, they have an overheat that is pretty easy to evade or exploit for time to plume (same for ram). It's tough to leave them off-screen as you don't always know the ram is coming.
The idea is to get backed into a wall with one Minotaur close so you can do the usual handling for "O" and repeat.
3x Dark Satyr (usual handling).
Another Armored Minotuar. Same handling (easier without the distraction of another who can ram through the other if he wishes).
NOTE: They usually don't want to ram when you're against a wall. That might help to know."
>not many alternate solutions
Not untrue, sadly. That is more a thing for very different runs (thus the sideshow taking center stage *no block, no grab, etc.*).
>portable GoW
I'm still surprised they didn't force my hand with Vita by making at least one (if not two) entries for it. They failed to have any for PS4 (just one Nu-GoW). Now PS5 is poised for the same treatment. Let's just hope they don't try for another mobile...
>Knack 2
https://www.youtube.com/watch?v=H2m45TLVKRs&t=49s>eliminate fun
Nowhere was this more true than in GoW:A. What a disaster. Even worse than with GoWIII.
>something rather than nothing
They're just that little squirt of whip cream on the shake.
>better off with standard killing methods
In most cases, yes. It takes very particular runs to make you want to consider the option when even available. Think I was in VH PAIN+ NGR+ BoA w/ Chalice when trying out using the adds against Herc.
>why it is so bad
And why I had to do a run as McKratos on Easy to sample what it would be like were the case otherwise. Mind you, other tools also scale, so it isn't like they're comparatively better. Just that you get a lot of bang for your buck (also spell cost goes down by 25%, so that along with x8 potency goes a long way *even LoD feels worthwhile while the other things utterly devastate the game*).
>have uses
LoD is just for the few ranged moments...except you get a 'Return' option, so it has a worse lot even than Zf (despite that one bouncing off blocking). I forget, but I think shields/armor laugh off the spell, too. No big AoE. Can't pierce. Charged version doesn't even have the 'last scraps' bonus of only costing as much as the basic toss when that's all you've got left.
>they are fine
And only that. You've got your quick access to enders. Think shield investment was needed for counters this time.
>go over naming conventions
As you know, there are official movelists and dev dubs. With GoWIII, L1+o (circle specials) are all called 'Combat Grapples' by the devs, but each version has a different actual name depending on the weapon. We don't always get names. Sometimes the names we get are redubs. Sometimes they only cover a string (not a particular move). In the past, I wanted a better way of talking about individual cases (even more so the case when doing damage value testing).
Valor of Hercules was the movelist name for the QUICK light string (lvl3+) noted just as 't,t,s'. Because the point of the string was the light ender, "Valor" was what we would call the cross-swipe finish. However, not everything could so easily be dubbed as such (what of the attacks along the way). It wouldn't be until much later we got an official name for the heavy starter (only upon it being changed from a double hit that could be fast/slow depending on set-up *becoming a mid speed single hit*) in the form of Bravery (of Hercules). The air version just got related (for lack of air T) to ground T (Ascension *varies with entry*) with talk of 'Descension'.
By the time values testing began, I made a system for the often simple inputs GoW employs. Tapped inputs would be lower case. Held would be uppercase. Numbers would denote their place in a string (which were simple for lack of delayed input cases or uniques along the way when mixing light, heavy, etc.). Didn't even have directionals (much less mashing *charges were not uniques, either*). No command grabs for Kratos. Specials were about as close as we got to something complex (no multi-face button inputs, either).
With the full light string you get 's,s,s,s,s,s' for s1, s2, s3, s4, s5, s6. The light opener is s1. Light ender (valor) is s6. As you know, s2 is basically just mirrored s1. This while s3 is just a vertical single slap. With s4 and s5 you have a horizontal double and a vertical double. With the full heavy string (lvl3+) you have 't,t,t' for t1, t2, t3. Heavy starter being t1 (later called Bravery *and air Bravery*). Heavy ender being the 'super plume' t3 known as Spirit (of Hercules).
That still leaves a few things to consider. The held heavy is Ascension. Just noted as "T" (no string to it, so no need for numbers *despite how air t1 is denoted where 'air t' would look weird*). The held light (S) is unlocked later (and has conditions to it *complicating things* depending on the entry). Even the official name depends on the entry (with GoW1 the swipe at the end is what we refer to as Might from Might of Hercules). What of 'Plume' (of Hercules)? This (non-super) heavy ender does not follow the heavy string. It has no place in the sequence. Fortunately, there was no other such case to fret over, so a lazy out was afforded in the form of "t0". It can follow s2, s3 and s4 (aside from special cases like a parry or 'thrust' after Rush), but is its own thing. No equivalent exists for a light.
NOTE: Probably the most complicated it gets would be in GoW:A owed to the rage handling (s4a is different *a lesser s6* from the classic s4 's4b'). Then there are cases like a held light stringing into other (unique) moves...
>what to change about it
Probably how much of a modifier is on lower string attacks and how much stagger even the charged version offers. Shouldn't be that free to dominate with just s1. This aside from the high base on openers (power weight as you get further into strings as with the Blades). Cestus is a much lesser version of this weapon that largely loses the incredible stuns and has far inferior base DMG (with almost no growth via upgrading). No charge-up for boosting individual strikes, either. If you had to work harder to still have access to OH (if not also OS), that might slightly increase the work to use it well.
Most moves are a bit strong at base. Charged versions wouldn't need much adjustment (other than low level and/or starter cases being less potent in terms of stun and damage). The timed release mechanic could be applied to regain what it already has (or at least approach that zenith). This is something already on one of the specials. Not-Chidori and the special punch should probably have opposite philosophy. The latter should be more potent when the target is closer to your point of start-up (less power lost on the approach). The former should gain in power when done from further away (building strength with each step). Gives them something to work around (keeping things interesting if trying to be optimal). The harder of the two will end up being the one trying to get in, so reward that with more damage accordingly (will need it as I'm pretty sure it can't bust shields/armor and won't stun to keep you safe from reprisal).
>good damage wise
Let's take a look. All testing was done with MAX. Apparently I didn't ever get back to doing the rest, but my old notes suggest 1.0, 1.5 and 2.0 are the modifiers. You can probably halve what I note below. For starters, let's consider what 'is' the case (before what it could be changed to). The first value is base. The second is charged (there is no such thing as partial with how the system currently is)
s1 - 20 | 30
s2 - 30 | 45
s3 - 50 | 75
Already you're seeing some crazy stuff even without getting into lowering the amount of stagger for charged versions early in the chain (less interrupt/breaking of armored moves). Even if halved, we're still talking:
s1 - 10 | 15
s2 - 15 | 22.5
s3 - 25 | 37.5
You've got your NUR+. Now to set it to VH...Well, testing was odd there. Perhaps I messed up my first time doing the percentages as it came off like 62.5%. It wasn't 50% (GoW1). Let's just say it went like GoWII (75% *standard used for GoS, GoWIII and GoW:A*).
s1 - 7.5 | 11.25
s2 - 11.25 | 16.875
s3 - 18.75 | 28.125
I find it a little curious how s1's charged self is the same as the base for s2, but s2's charge is NOT as strong as base s3. Guess they wanted the ender to really stand out (it is basically just adding s1 and s2 together for s3). I don't agree with each attack along the way having he same modifier when charged. Should be lower at the start and higher at the finish (even if just slightly). Likewise, slightly devalue the opener. Upgrading having so little impact on the power is sort of understandable when the high base option is chosen to keep the thing relevant from lvl1 when gained late enough in the game investments are already made on other things. Upgrade based modifiers could be left as is (amusingly the lvl2's 1.5 is still more than lvl5 Cestus at 1.4). Regarding the base, Cestus s1 when it double hits is 7.5/7.5 (15 if both land) to match lvl3 GoZ (just can't be quickly charged to stun and bump this up to 22.5). Too bad s1 is the same for it as s2 and s3 (while GoZ gets notably stronger down the line, too). Perhaps the new bases at lvl1 on VH would be:
s1 - 5.625 (25% reduction) | 7.03125 (x1.25) *again, while unable to lock like before*
s2 - 11.25 | 16.875 *value/modifier unchanged, but without the stun for locking beyond minor grunts*
s3 - 16.875 (base 22.5 adjusted for VH to keep the growth as a pattern *slight nerf*) | 29.53125 (modifier up from 1.5 to 1.75 *slight buff while keeping the original stun property*)
Ultimately output drops from 37.5 (56.25 when all charged) to 33.75 (53.4375). Noticeably less uncharged (especially if just sticking to a quick s1 check) and not offensively shutting down the enemy. Charged loses some of its control, but is barely weaker IF you can manage all those charged moves (that won't just keep things behaved now). Might have to settle for quickly slapping until at the ender for the devastating haymaker. A 'momentum' based approach to earn the big returns as it were (like BoC). String along for the good stuff (with charging as another facet of that). Heavy ender would have knockback (reduced in value without RO and collisions *which should return*), but the big interrupt and shield/armor busting would remain something you would want charging for. Early parts of the string retain armor/shield chip. Sort of a shame these things don't work in portions as with Onyx. Then s1 would just be worth one portion, s2 alone is worth two and s3 would be worth three (instantly clear away such a bother). That sort of thing.
For now, let's not do every single move. Instead, skip to the light special and Chidori. The former is Olympus Strike. At lvl3 on N we're talking 40DMG (100 after the x2.5 of the charge). Notes talk of possibility of charge modifier being weaker on lower levels, but that's something I can't get into now. Anyway, Chidori is L1+o. A non-attack that you must follow-up with an input to get an attack. The light is Lightning Thrash. The heavy is Lightning Surge. Sadly, the former lacks a listing for damage (just that it is 5 hits). Starting with the known, it is 30, yes. As a MAX only move, no need to fret over the other modifiers (2.0 it is). On VH, the 30 becomes 22.5. It is a match for landing a charged s2...on Normal. Without a stun or armor/shield break. For a longer, unsafe animation you cannot cancel. Yeah. Don't even recall the hit property. Sounds like it needed a buff. Maybe have it do Homerun as a property (for what little that would be worth)? Really, it needs to hit harder in some way.
What of the mechanic I'd noted with run distance? Lightning Run could gain for the number of steps. Not sure what the current limit is. Let's say four. Each step as such would take it from 1.0 to 1.25/1.5/1.75/2.0 as a modifier for the light or heavy. Even more could be done if you could hold the input to run from even further (a move that can be safely canceled up until inputting an attack). Perhaps as much as eight steps for 1.25/1.5/1.75/2.0/2.25/2.5/2.75/3.0. With the known quality that is the 22.5 (on VH), it could cap at 67.5. If compared with the current lvl3 charged s3 on the same setting (37.5), we see it is sitting pretty in exchange for managing to pull off a downtown sprint. Well deserved in my book (when you could be landing other attacks to pile on the hurt). Again, give it something to work with (why should you use it otherwise *just to be 'cool'*). Hell, if you want to be crazy, have it be that the moment you release the run there is a brief flash as with certain other charged attacks. If timed properly you get another boost (doubling whatever you were gonna get while gaining a higher hit property). Just make the player...play better to get more from the thing. I'm only buffing this move as it is crap as is.
Let's compare with Olympic Strike (lvl2 move) at on an even keel (lvl3) without adjustments. On VH the uncharged would be 30 (not quite as good as the charged s3, but pretty close for an instant start-up). Doesn't cover a lot of ground or have higher properties. The charged at 75 is no joke at all. That x2.5 modifier is quite the blessing. You don't see the heavies getting even x2.0 (1.5 again). In fact, you don't see it on the heavy special or anything else. Not even the AIR light special. Probably a bug (2.5 should be 1.5). If making it a feature, it could be about charge duration. Perhaps every 15 (of 30 frames in a second) charging could be +0.25 on the modifier to reach this height of 2.5. This would mean 1.25 at 0.5s charge. 1s charge for x1.5. 1.5s for 1.75. 2s for x2. 2.5s for 2.25. 3s for 2.5.
A sizable nerf on the charged potential of the attack (needing so much time to be what it was instantly before). Maybe throwing it a bone with timed release flashes for more range and even greater power (doubling). Perhaps save the double for the air version (needs the help) while the ground is just x1.5 stronger? The lvl3 on VH would be just 37.5 for 0.5s without a timed release on the ground. With 3s and timed release the difference is that it becomes 112.5 (air is a multi-hit with different values to consider). Both weaker and stronger than before. Again, just more interesting. How practical is it to stand around (doing no other attacks to build damage) to do this? Not very. Even still, it would be cute.
This before touching on something like the inverse of what was done for Chidori (instead of getting stronger with distance from its base, it would start with the base and lose damage the further away from origin you impact the target). If point-blank when landing 3s timed release, you deserve to crush them with that heavy value. However, if done from MAX range? Should probably as much as halve it (56.25). Ouch, I know. The air version could afford a small boon as with gaining in power from distance traveled (while gaining less from charging itself) as this implies building of momentum from gravity (reaching terminal velocity). The greater the height you come down on them from...the greater the output (being the idea).
NOTE: Air Thrash probably needs to just be a changed move (maybe an AoE shocking multi-hit with some other utility like pulling things up and into our current height *maybe blowing them away for light bonus damage if some other input is timed*). No way for Kratos to run on air here, so the proposal already made cannot be applied to save the attack.
>Yes
Right. Aside, from t0 for the shield and parrying into some punish to make things simple, it was 's,t' between blocks (though I imagine there is a case for lazily just spamming lights with the s3 buff (and t1 nerf). This regarding Hyperion Guard. With Death Knights the talk was to keep them at a distance while clearing away the pests before either using ranged chip with t0/t3 (sensible with two at once) or parry strats (not so much turtling).
>both are stunned by the parry
A curious thing about this entry. The Sun Shield parry is a 360 AoE (small, mind you) that registers as a hit (dealing 0DMG) for a degree of stun (enough to effect more than you would expect from its base self to be sure).
>Fire Guard
Probably the best example. Their buggy QTE is another issue with them (not fun when you have to guess what the random button NOT displayed was or take substantial damage not easily recovered).
>severely limited
True. It is rare just to have a different plan to work from (or wall/ground difference where traversal exploitation is considered). This to say nothing of funnels/chokepoints, boundaries, obstructions, etc. Then there is the hazard talk, friendly fire and so on and so forth. The attempt to increase duration came strongly at the cost of replay value and quality.
>Evaluation topic
CoO should also have some info from Tactics/Tips (aside from the 'Comprehensive' thread *pre-release as with demo stuff*). There was a period where things were done more elsewhere (as with gow3forums) that got lost to time, which hurts (most often this comes up for me when talking about NBR+ NUR+ and NGR+ NUR+ as I only have coverage for such things presently for GoW:A.