Likely.
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NUR+ is complete. You were right, Stage 11 is the hardest 'proper' stage of them all. Stage 13 (before the boss itself) took me 2 tries, didn't even need to think a lot for a good strategy to beat it. For some parts, I'd lure soldiers to someplace where they couldn't reach me (like at the beginning, the soldiers were all at the lower level), or gather a crowd in a far away room, bomb them, and then run along to the main area that I was supposed to beat (like the final stretch before the staircase screen).
The 'boss' itself (or themselves) were quite a problem owed to the small cramped area. I used Blasphemy pretty much exclusively for the majority of the fight. Prioritized the cannons first, so when they were gone, I wouldn't have to worry about keeping them on camera (while leaving the robot off-camera) to see if they would be readying an attack. Then the rollers came up next. As with the cannons, they were dealt with via hit and run strats. Bomb them, then run around in circles to avoid the robot (if it dashed past me, I could use that chance to attack a roller once *very rarely twice* with a bomb). Then when they were gone, Malice destroyed the robot with the stun -> mash triangle for the duration of the stun -> repeat strat. And that was the stage.
The final stage... it was something else. I'd say it was about on par with the Clone War in GoW1 when you're attempting to beat it for the first time. At least, Siela was. Victor was relatively straightworward, but the rotating swords were an issue. Due to spending more time with the fight, sometimes the swords would move in a way that had me jumping to avoid the first sword, but a second sword was ready to kill me (nothing I could do about it, since I couldn't even land on the ground to immediately jump again). This happened a number of times. Thank goodness there are checkpoints in-between each boss.
Azrail was a test of patience. Some things couldn't one-shot you, but it still opened you up for a follow-up, which was certainly fatal. So I had to take it slow and pick my openings wisely to kick bombs, all the while hitting soldiers to get meter back (and I still had to take care of what Azrail was doing, or else I'd eat an attack and most likely die). I probably spent 25~ minutes on this fight.
But that was nothing compared to Siela. Of course, the same problem I had on my minimal grinding runs was multiplied by 10 times on NUR+. The mob phase. Especially when Siela decided to assist the mobs herself. But the worst part was dealing with her laser rain attack (the one with the telegraph about several red circles on the floor) while mobs were still alive. I think I had to fight her around 70 times in order to be able to win. Still can't believe I actually managed it. Tons of luck at play. And of course, the robots... I had to concentrate on multiple things at once when they were around, but still, it was unavoidable to leave them off-camera to focus on the projectiles of a gunner (either way, it was going to be an issue). I brought Flawed here because of its cheap Assist that was relatively good against the robots, and also because it made Sieg jump backwards for a small distance, unlike Malice's, which locked you in place (also because this distracted them for a short while), and also because it could be used as a trap (didn't need to wait for a robot to be close), but I had to contend with Despise (thought you had to upgrade Flawed in order to be able to use this at all, but that isn't the case).
So, despite the hardships I had to endure with Stage 11, I did enjoy the fact that the strategies I came up with proved effective when beating it. And I also learned a few things while doing the NUR+, while also helping me to get better at the game as well. However, I wouldn't really do this run again. At least, not the final stage. Like I said earlier, I may come back to Side B and the alternate encounter replacing Victor in Stage 11, but that final stage? Never again. Too luck based for my tastes, I feel.
So to wrap it up... Chaos Legion. What a fantastic game. It was very neat to get to experience another summoning system other than KH's in an Action game, and the weakness/counter hit system is a joy. I believe that pretty much everything in Sieg's arsenal (excluding Legions *that's another matter*) has a purpose, even the basic strings (other than to serve as a means to get to the finisher *which you can use instantly in vanilla runs anyway*). Already said my piece about Arrogance and Hatred (if I'm not mistaken) in that they could definitely have been handled better.
The only thing left for me to ask at this point is to ask you (Birdman) if there is something I missed (that I haven't noted in any of my posts) that you deem is worth mentioning to me. One of the things I learned during the run was that you can keep 'countering' enemies even beyond the first strike (which I believe deals x4 damage) without needing the enemy to do anything, but every subsequent 'counter' will deal double damage instead (much like the lock-on ray counter). I figured this by stunning a soldier with the ray, and attacked him with the first hit of the string. Waited for a little less than a second, and attacked him again. Another counter (but weaker this time). And you could pretty much counter him to death if he doesn't block (attacking him from behind solves the issue). However, the second hit of the string makes the soldier react differently, which makes you unable to keep countering. A faster way to take advantage of this is to attack with the delayed air slash over and over after hitting the soldier with the first hit of the string. However, the timing is a bit tight, and the hitlag caused by the counter may throw your timing off.
I will take a break from games for a bit, and then I'll play ZoE2. For those reading this line, CL is well worth your time.
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NUR+ is complete. You were right, Stage 11 is the hardest 'proper' stage of them all. Stage 13 (before the boss itself) took me 2 tries, didn't even need to think a lot for a good strategy to beat it. For some parts, I'd lure soldiers to someplace where they couldn't reach me (like at the beginning, the soldiers were all at the lower level), or gather a crowd in a far away room, bomb them, and then run along to the main area that I was supposed to beat (like the final stretch before the staircase screen).
The 'boss' itself (or themselves) were quite a problem owed to the small cramped area. I used Blasphemy pretty much exclusively for the majority of the fight. Prioritized the cannons first, so when they were gone, I wouldn't have to worry about keeping them on camera (while leaving the robot off-camera) to see if they would be readying an attack. Then the rollers came up next. As with the cannons, they were dealt with via hit and run strats. Bomb them, then run around in circles to avoid the robot (if it dashed past me, I could use that chance to attack a roller once *very rarely twice* with a bomb). Then when they were gone, Malice destroyed the robot with the stun -> mash triangle for the duration of the stun -> repeat strat. And that was the stage.
The final stage... it was something else. I'd say it was about on par with the Clone War in GoW1 when you're attempting to beat it for the first time. At least, Siela was. Victor was relatively straightworward, but the rotating swords were an issue. Due to spending more time with the fight, sometimes the swords would move in a way that had me jumping to avoid the first sword, but a second sword was ready to kill me (nothing I could do about it, since I couldn't even land on the ground to immediately jump again). This happened a number of times. Thank goodness there are checkpoints in-between each boss.
Azrail was a test of patience. Some things couldn't one-shot you, but it still opened you up for a follow-up, which was certainly fatal. So I had to take it slow and pick my openings wisely to kick bombs, all the while hitting soldiers to get meter back (and I still had to take care of what Azrail was doing, or else I'd eat an attack and most likely die). I probably spent 25~ minutes on this fight.
But that was nothing compared to Siela. Of course, the same problem I had on my minimal grinding runs was multiplied by 10 times on NUR+. The mob phase. Especially when Siela decided to assist the mobs herself. But the worst part was dealing with her laser rain attack (the one with the telegraph about several red circles on the floor) while mobs were still alive. I think I had to fight her around 70 times in order to be able to win. Still can't believe I actually managed it. Tons of luck at play. And of course, the robots... I had to concentrate on multiple things at once when they were around, but still, it was unavoidable to leave them off-camera to focus on the projectiles of a gunner (either way, it was going to be an issue). I brought Flawed here because of its cheap Assist that was relatively good against the robots, and also because it made Sieg jump backwards for a small distance, unlike Malice's, which locked you in place (also because this distracted them for a short while), and also because it could be used as a trap (didn't need to wait for a robot to be close), but I had to contend with Despise (thought you had to upgrade Flawed in order to be able to use this at all, but that isn't the case).
So, despite the hardships I had to endure with Stage 11, I did enjoy the fact that the strategies I came up with proved effective when beating it. And I also learned a few things while doing the NUR+, while also helping me to get better at the game as well. However, I wouldn't really do this run again. At least, not the final stage. Like I said earlier, I may come back to Side B and the alternate encounter replacing Victor in Stage 11, but that final stage? Never again. Too luck based for my tastes, I feel.
So to wrap it up... Chaos Legion. What a fantastic game. It was very neat to get to experience another summoning system other than KH's in an Action game, and the weakness/counter hit system is a joy. I believe that pretty much everything in Sieg's arsenal (excluding Legions *that's another matter*) has a purpose, even the basic strings (other than to serve as a means to get to the finisher *which you can use instantly in vanilla runs anyway*). Already said my piece about Arrogance and Hatred (if I'm not mistaken) in that they could definitely have been handled better.
The only thing left for me to ask at this point is to ask you (Birdman) if there is something I missed (that I haven't noted in any of my posts) that you deem is worth mentioning to me. One of the things I learned during the run was that you can keep 'countering' enemies even beyond the first strike (which I believe deals x4 damage) without needing the enemy to do anything, but every subsequent 'counter' will deal double damage instead (much like the lock-on ray counter). I figured this by stunning a soldier with the ray, and attacked him with the first hit of the string. Waited for a little less than a second, and attacked him again. Another counter (but weaker this time). And you could pretty much counter him to death if he doesn't block (attacking him from behind solves the issue). However, the second hit of the string makes the soldier react differently, which makes you unable to keep countering. A faster way to take advantage of this is to attack with the delayed air slash over and over after hitting the soldier with the first hit of the string. However, the timing is a bit tight, and the hitlag caused by the counter may throw your timing off.
I will take a break from games for a bit, and then I'll play ZoE2. For those reading this line, CL is well worth your time.