Wright: >high HP pool
Not sure why they didn't just make it infinite. A coding thing, maybe. Guess regen was too much to give her beyond "O", too?
>don't want to happen
Not in this entry. No i-frames on grabs, no quick slide, no rapid move down, definitely no i-frames on attacks, rarely able to leap away from the wall, etc. Even when our moveset on walls improves (GoWIII) it doesn't realize its potential (instead downgraded and then removed). The next small step would be to have the likes of a move that leaves the wall whiling moving us in a given direction (exists later) able to leap frog a foe.
>HJ
High Jump. In GoW1, it is an intended thing that you can go slightly higher than the limits of the normal DJ (Double Jump *Icarus Lift*). Pursue into an attack (air s1 being ideal) into IL is slightly better. Versions going even higher (like Higher Jump) are not intended (allowing even more bypassing of the game than the devs allowed for). It is known to be just so thanks to Derek Daniels (combat dev) speaking with me on the matter (twice).
>make it in time for bull orbs after ballista use
If doing all four in a row? No, you will lose out on some. You would need to go collect some, lead them away and rush back (rapid movement techniques would likely be needed to realize this).
>might not matter much
Early on such small amounts just account for a difference in how soon you get desirable improvements to QoL (quality of life). Higher modifiers, move unlocks, etc. You don't have to do extreme things like in my messing about with hit descriptors and HP regen of Hall Hydra to get lvl2 BoC for that point and beyond. If you bothered to learn the harder orb fountain set-up at Oracle's Temple you can lazily have enough EXP to MAX everything upon getting each thing. Zim shows a more honest way of being well off. With Ares1, you can work him to get topped off as needed before the Clone War (which is great so you can adjust to what you're pretty strongly encouraged to be for reasonably advancing to Ares2).
>only game
No, GoWII also does this. Beyond that, there isn't any scaling. CoO has no collisions at all. GoS doesn't have half cases (nothing from knockback). GoWIII adds some new instances (wall and object) along with variants on what we're used to (agent/target and agent only). Losing the scaling is obviously easily blamed on a particular move that would be out of control. Rather than make IT the exception, the whole system ate shit to elevate the newcomer (this sort of thing happens with nerfing the familiar *even when not OP* if only to make the 'new' look better by comparison). Ascension dumbs down the advancements of GoWIII while not correcting its mistake (despite limiting access to the OP attack *its purpose changes drastically between the two*).
>does this mean
Precisely. On Easy, Enemy Power % is halved. That means collisions are halved from their base. This while Power % is doubled, so it makes the spread wide (normals greatly outweigh this mechanic, so it is an afterthought *not worth trying for to the ends of bonus damage at all*). Our light starter (ground s1) is 4DMG at lvl1 (1.0) on E. A full collision is just 5DMG in that same situation. Which is more 'on tap', would you say? Kids using costumes to double their output would instantly outclass the sorry thing. Of course, maybe the thing also increases EP? Moving away from this, GoW1's VH sweeps the legs by going extra hard on P. Halved. EP? The usual (x5). Thus s1 is 1DMG. The collision? 50DMG. It can change your perception of what a good tactic to go for is when you've got considerations like this. Even if someone does a safe approach, should it be unnecessarily slow for not using to their advantage tidbits like this? NOT a good look.
>upgrading your weapon means taking less DMG
BoC doesn't adjust EP. However, something tied to it in GoW1 (RotG *super state*) is. Leveling BoC levels rage. The mechanic while active does work as such (limiting EP). Just remember that like how not all our attacks are affected by Power, the same goes for our foes. Got your aura on as you're defending the family? Great, EP nerfing means they are debuffed so it isn't just hitting YOU that is enfeebled, but their strikes upon the wife and kid. Unlike TRAN KNEE, they aren't open to collisions (don't need rage to help safeguard against killing them that way). However, if a Clone grabs YOU, know the Power % increase for non-uniques doesn't apply to the reversal and the EP nerfing doesn't apply to them winning the CS mini-game (it will deal the full DMG). Grabs (and projectiles) tend to be a thing meant to be felt stronger on the base setting, but fall to the wayside on the highest setting. For enemies, that is.
As for when used on them, our nerfed Power makes these non-power scaling moves look better by comparison (as if they generally need the help with how GoW1 handles it *often taking portions of HP scaled up with the MAX total in a fashion NOT done in later entries aside from liberal use of easy infinities*). Spells in this entry won't scale, so they look better for it (where on E the slight cost saving helps cover for how boosted melee is). CoO scales ALL of them (just just one odd ball). They suffer greatly for this. Great for fun runs on E with some heavy hitter attire. Sort of feels like GoW1 (PR and AoH really are a bit strong). Take it to VH? Pathetic. You'll see for yourself before long. GoWII has some melee that have quirks to them. SoD's Piercing Shards is a weird case. Much could be said, but for now know that it does not scale with P (nor even the actual weapon modifier *the rage of this entry adjusts that while active*, but instead its own logic tied into upgrades). BoO's Divine Retribution is an attack with a normal portion (working as all other melee), but fires a projectile that doesn't adjust under any circumstances. Much to know, indeed.
>false OS
Doing Orion's Snare against invalid things. Not everything gets a reaction (as with walls). Sometimes objects can be valid (like breakables tend to be). Enemies are obviously such a case if not 'general' (always open to being thrown). Many need to be worked over be it with DMG or stun (GoW:A). Temporary opening (dizzy) or lasting (wander). This aside from context-sensitive situations (air state, mutilated, etc.). The grapple attempt usually bounces off in a way that opens us up, but might cause a reaction in foes. The air version doesn't bounce off (other than GoW:A against a siren variant) and there are rarely cases it would come up in discussion. Often foes will no-sell and do whatever they were going to. Sometimes they have a proper defensive reaction to the shove (like a Captain grabbing you in GoWII). Sometimes the would-be punish works to our advantage (GoWII sneks using petrification). Sometimes...the false OS can interrupt most whatever the enemy was going for to force a specific action. Hades Minotaur was going to do the unblockable (UB)? Shut that down with a gentle push.
NOTE: I don't believe it is so, but maybe test air OS on the fatties to see if you can provoke this reaction without having to recoil. Would be neat if it worked (doubtful *rather, I expect it'll whiff even when properly timed/spaced*). Also, GoWII has a bugged case with another foe that will RNG between no reaction or doing the OS DMG (orb release, DMG and animation). Bizarre. Breeders were quite bugged in the sequel. "Shrinking" was a real bother. How the Hell did QA let that through?
>is that entry a good one
Did you enjoy GoW1? It is that entry.
>future installments allow turning off rage when started
GoWII does. CoO doesn't have one. GoS has something else in its place. GoWIII has a tertiary weapon fused with the mechanic. GoW:A...we'll get to that when the time comes.
>even in future games drain can't be slowed down
RotG is only GoW1. As for variants, RotT is the one that can have drain slowed down by way of another mechanic (limited by location). RoS didn't get such an option. Pretty sure even a boss specific situation didn't allow Ascension to pull a stunt like that. The drain is slowed in general on Easy for all cases, mind you.
>need cheats
GoWII, GoWIII and GoW:A have such a thing. GoW1? Didn't. Not even a Costume can do it, which is trash. No, this talk was in reference to what I now know to be a region-locked finding of Zim's working false OS on breakables to build RP (rage points). While such things are not present in ALL locations, they are pretty common throughout the venture you might recall. Some things beyond them also apply (along with just landing attacks, letting attacks land on us, doing QTEs, failing QTEs, etc.). Sadly, no 'rage orbs' in GoW1. We never did get just evade nor just guard RP building. You would think 'rage' would build with things that annoy Kratos (like his family getting beat up *the closest we get to that is him having to hug them in an HP transfer*). Modding isn't what was in question. I wanted to see how far false OS and taking DMG (while working HP orb chests and drops for such trades) with planning could take us while rushing to quickly kill things ONLY while in that very brief empowered form.
A mod to make RotG adjusted to be a bit more like RotT would be great even if adjusted to respect the fact the former is WAY stronger. Rather than activation being just 10%, maybe it is 20%? Instead of being able to turn it on at 20% or more, perhaps 40% (sticking with doubling). A few bugs to fix (dislodged from walls if struck, some CS grabs not working, allows enders as counters after reverse, evade into quick T just cancels, no shield shatters even with t0/t3, etc.). Without a way to slow drain, the duration needs at least a 50% boost (if only little by little with upgrading *maybe 10% longer than base with lvl2 BoC and add +10% with each level after that*). Getting 'god orbs' (instead of titan orbs) from some sources would be great even if not especially potent (wouldn't be scaled by settings, so they could afford to be half as potent as the base in GoWII *between H and VH*). Adjusting how much RP is built from certain things...well, we would be here a bit going on about all that. Really, just having the option to flare up....spark up (electric instead of fire this time) for a brief boost to an attack or sudden reversal/escape against a threat? Pretty valuable. Watching Zim, you will see A LOT of mileage from this technique to power-up Plume/Spirit.
NOTE: Ultimately, I don't feel the run has legs (just knobs) in NA. It would be up to Zim to represent what CAN be done with the tool afforded him. He would probably be the first to really master the moveset of that state (just hard to really get a feel for it given the circumstances *learning the values, stringing, etc. is trying, so deserving of data coverage*).
>can do quick T after Plume regardless
True.
NOTE: Accidentally said 'R1,s' for your CotG10 question. That can work (Grace), but I was more meaning R1,R1 (Valor) with the talk of breaking glass for the emergency (RotG).
>bypass them
It won't let you go through them, just over those low enough (as other things could do if high enough, just that this tool is special for making up for our starting point being too low). In CoO, invisible walls are stupid tall. Even if you had such a bug (like in the demo), it would be shut down by this fact (sad to say). I blame the level boys that got nervous seeing speedrun stuff in GoW1/GoWII. Still had options to defeat these measures, but it was a bit silly.
>normal friendly fire
Most things can't hit each other. The few that can hit each other...still don't deal damage outside the rarest of cases (usually enemy on NPC). Petrification tends to be the exception (not in CoO).
>about them
One is a visual thing. They are clearly CLs. They have their armor on. This makes the player think they have to be weakened for a dizzy "O". Wrong. They are glorified ULs. General type (open to throttling whenever). Should have had Magic Legionnaires, but also Cursed and Fallen variants. Pretty obvious stuff. Could even go further with increasing the number of blasts from t0 to break a shield (two for CL and three for FL). Spirit would be worth two, so it still one-shots CL. LotF at base would be two, but full charge would be three (so it one-shots FL). RH is such trash I'm tempted to say it should be three to give it something (otherwise it would be just two).
>know more about it
When you're ready to do a focused run, we can get to that (observing Zim will help show it in a good light). I'll probably just lazily post the guide's page for some info to prevent lots of typing.
>pushing outside the AoE
PR has this to a light extent, but is far better about keeping them in range (and expanding reach).
>the time has come
Has it? Zim's current YT avatar is a variant (in-between of the alpha and the concept art). This is where my SDA avatar comes from:
https://i.imgur.com/4paJnm9.jpegLeft eye is replaced with a golden glow, scars are different (more a Frankenstein's monster with all the stitching), tattoo pattern is noticeably different on the face, goatee is bigger and more ragged (almost like badly cut wheat), not entirely bald (small bit of hair at the base of the skull *and tied up*), even more tattered 'skirt', spiked grieves, spiked chains, alternate BoC (very edgy in final design that wasn't quite so axe-like in some of the others), etc. It isn't just being blue (read: purple) with "Dominus" here. While we're at it, this is Cool Armor Kratos in the final concept that the Graveyard version presents (GoWIII has a costume that doesn't quite live up to this nor even Captain Kratos):
https://imgur.com/a/gPryzXuIt actually had two works that help give a good look at how it differs from normal Kratos (not just about having a chestpiece):
https://imgur.com/a/JcaaaJMThere was even a middle-ground between the two (like what Zim has in the transition between Dominus and Kratos):
https://imgur.com/a/E4dJW6eIt is...a bit odd when you examine it. While we're t it, this is Zim's choice:
https://imgur.com/a/i2YTisO>enlighten
It is related to my talk from recent testing (timed strikes during collapse interrupting the animation).
NOTE: Apparently old Speedy stuff. I've forgotten more than casuals ever learn at this point.
>shorter than KH
Probably. SBK would be the me to go with there.
>skip cutscenes on higher settings
No. Not on repeat playthroughs either. I can't recall if NG+ (BP) allows it, either. Prompts/tutorials have limited tutorial disabling in Options. You have to see that shit. With Ares1, I like to watch the cutscene and restart immediately to before the fight. Save. Now I can skip it. Take a shit, get a snack, update your notes or whatever. Hell, you can just let it play out (die) and come back to it being ready for you. At least for the PS2 version, I think there was an exploit where you could eject the disc and put it back in during at least he pre-rendered cutscenes (the movies) to skip them on first viewing (though a bit of loading would still be had).
>Hotel takin' the piss
Who can say why he does it (as with taking sides with Skorp). Maybe Ridin' with Bidin' left him with regrets to cope through. Comfort him by telling him it was rigged anyway (and the puppet in charge doesn't actually matter). Also, tell him Detroit ain't shit compared to STL. Stats don't lie. That should cheer him up.
>t0
I forget if we went over it, but I'll go over just a bit. You know the uppercase and lowercase thing. Even numbers to a degree (though there are some arbitrary calls like calling air t1 what it is despite there being no air t2, so it should just be air t *looks dumb while we don't call T...T1*). With t0, it is owing to its place in the heavy path. It doesn't exist. It isn't in that chain at all. It is just a heavy follow-up (ender, but not super ender) to s2, s3 and s4 where normal dial-up is concerned (ignoring GoW:A, RotG, etc.). Yes, t0 is Plume. It is 'zero' for being a heavy that exists outside the numbered placement in a string. I'm able to get away with that owing to the simple nature of GoW (there aren't more cases like that to fret over).
>s,s,s,s,s,s or t,t,t
s1-s6 and t1-t3, yes. He explained that, I trust.
>general rules for runs
Think NUR, NER and NUR+ were covered. PAIN/PAIN+ varies. Back when it was made, it was arbitrary cobbling of lesser runs with bonus conditions to make things harder for us after VH NUR+ in CoO proved too easy (and vets wanted reasons to revisit the earlier games *especially GoWII*). It wouldn't be until GoW proper was done as a franchise that ME:SoM came out. I'd already applied the PAIN logic to other titles (like SWFU1), but the philosophy for what PAIN (and PAIN+) wasn't really solidified until that title. Had that lens been applied to GoW, it would be a slightly different run.
With GoW1, you already know there can be no PAIN+. There weren't enough things to take away using the legacy sensibilities for restriction (and certain tools were just tied to upgrading the BoC, so NUR already covered it). I've described NUR+ (truest version) as being guided by the notion of beating the game with things as they were when received. PAIN's idea takes this further in that you beat the game with what you START with as they were (as best it can be helped *probably not permitting them upon getting pity progression improvements ignoring exceptions that can happen*). The more extreme version of mastery of basics. The only tricky part is deciding when your 'base' kit is finalized in some games. When is the 'tutorial' (or stage 1) finished? The 'plus' in PAIN+ would be when you toss in the resource stuff about orb spending and all that jazz (still not about No Damage).
GoW1 PAIN redefined with this framing? Where do we call it? The moment we boot up is good candidate, but you can argue that upon reaching Athens you've gotten the genuine Kratos (which would allow PR use *pretty big departure*). In such a run, you would be permitted chests (another big change), too. PAIN+ could exist with the limitation on resource spending meaning no use of PR (no matter the prior ruling) and no chests would be the divide between the two in that entry. I'll cover one more since you've got some familiarity with it. GoWII, then. We'll start with what it is before what it would be re-imagined.
PAIN in GoWII is the full experience except one rule change made entirely owing to dislike for how obnoxious it was at times to contend with DQs from parries automatically becoming a disallowed thing (Argo's Return). Not so much losing the free GR though that is a lesser consideration. That is the whole reason for the divide being made. The condition change was downgrading "No Relics" (IW, GF, AotF and RotT *rage being classified as such in this entry*) to "No Rage" for non-plus. The run otherwise is a NUR+ where you have to use the starting weapon, can't spend units (should mean AotF is off the table even in PAIN *hard to remember lesser worked runs*), etc. NER and NRR together are essentially NCR already. So we've got NUR+ NCR. What else? The resource stuff also means 'No Magic' (MP spending *leaving ourselves loopholes*). As you know, we tend to allow some grey. The parry changes upon getting GF to have i-frames. We don't suddenly make that a problem even though it is a progression thing with an advantage that isn't DMG. Gliding? Didn't allow it. Arbitrary (mostly an oversight while not wanting to be annoyed by DQs).
What would it be instead? PAIN would call it upon finishing Rhodes. The game takes away PR, so enjoy it while it lasts, eh? The full moveset isn't really denied even with the legacy rules, so that's the same. Some pretend otherwise. BoO is something we gain before it is over, so arguably it is part of the basic kit (just that we don't get it back until the end...outside NG+ *where the run would be dominated by DR if not using a cheat to possibly have PR...except that is a boosted version*). Spending units is allowed, so casting PR is fine. Pegasus Flight spends MP on forward dashes (not sideways rams) like with TB shots (not allowed as you should expect given it is a later given thing). Fine for PAIN (we overlooked it in the originals). And PAIN+? Those dashes are suddenly not okay. Going to have to do without them. GF parry? A DQ now (annoying as it would be to mind even with the air block and evade). As you should expect, suddenly it is a problem using bars, so PR is no good again (were we to have AotF and statues at the start for PAIN it would be fine, but that's not how it is).
NOTE: Arguably, the PAIN philosophy of things should eliminate use of tools while not using resources just for them being on tools you shouldn't be having anyway (no TB/EH antics, no Artemis SS, etc.). That would be another departure with substance. Just a different way of defining things. Easier to apply to other titles than the mindset (tastes) that made the original GoW edition of PAIN/PAIN+.
>NBR
No Block Run. Don't block or air block to protect yourself. Parrying is allowed. I don't think I allowed just guard (Perfect Block) in GoW:A. You would have to check my run for it. Maybe I did (so there would be a 'plus' still). Speaking of NBR+, parrying is what gets cut next. This run means more in entries where we lack solid alternative defensive tools as you can imagine. A lot of the run will feel pretty normal with a few standout exceptions (having to suddenly pretend a game that favors guard is filled with unblockables). A lot more tanking (unless you add in ND). Typically, I advise doing the run with NUR/NUR+ (but not going so far as PAIN/PAIN+ *gets tasteless to pile too many conditions at once leaving you with just light chipping*).
>NGR
No Grab Run. Don't use OS, OH or air OS. Obvious enough. NGR+? Extends the rules to 'grab-likes'. Got grabbed? That's fine. Did you have the option to escape it? Does that escape harm the enemy? No? It is fine. Yes? It is not permitted. But what if it kills you? Die, then. Such grabs become scarier (having to accept greater punishment if not outright loss). This requires some knowledge that isn't always obvious. Moves like CG (Combat Grapple *dev name for the family of moves with actual dub names in the movelist changing between weapons*) of GoWIII? Not okay now despite NOT really being grabs per se (just grappling normals *not like they ignore Power %*). NGR+ is more complicated as it is entry dependent as some introduce things to be considered (like a weapon in GoWIII *upgraded move* with an on-hit that can be a grab on deep hit for some foes). Thus it varies with entries a bit like PAIN/PAIN+. Probably better able to stand on its own than NBR/NBR+, but still NUR/NUR+ are advised to spice it up (not so much PAIN/PAIN+). I should mention that false OS as a technique is not permitted in NGR+. This is another big divider.
NOTE: You could argue that grabbing is fine by the old thinking when it does 0DMG. Air OS on a GoW1 Pandoran Satyr? Fine. OH of a Satyr Grunt in Ascension (so long as it doesn't collide with something)? Pushing it given the way Tether works...probably not okay, actually. Not without releasing them for sure. Zaser has another run (No Weapons Run) that is basically just a GoWIII thing (thanks to 'Items' as a system). There are theme/meme runs, focus runs, etc., but no need to go over all that presently.
>Artemis strings
We can go over that when you do a focused run for it (if not Artemis NUR or higher).
>went over P%
Saves me some trouble.
>that bad
Insulting, but not difficult. I just hate that sort of thing. It isn't like it even has a pattern beyond the one (let alone being randomized *or having held notes, mashing bits, etc.*). I don't believe it asks for anything beyond single face button taps.
>memorable part
We talking about the platforming section with a sidepath of archers (and wraiths) who fire upon you as you manuever along vine covered pillars (warped walls not being a thing that comes up a lot in GoW) to leap between and off (to the next bit)? Not an absolute, but strongly encourages you to go kill them before progression. I forget if RotG can save you from mid-air dropping should a shot be set to hit you, but my recent testing of it on walls suggests a strong chance the tanking it is known for fails on walls (arrows may well dislodge you). It is odd as I remember rage during ropes letting you tank your way to safety (getting hit with it active won't make you fall). Might be a bug as the fall animation is the same hit reaction you get from touching a Hades Pillar blade. QA probably missed it (barely anybody able to use such a powerful, but brief and slow building *usually* mechanic...only to blow it during traversal).
>stacking puzzle
I don't think it gives visual cues hinting at the lift or drop point when enough time passes, either.
>couple tries to save the Oracle
Small sample of what I have in mind for an American Gladiator inspired CotG (along with Styx *and still more*).
>dropped at an optional bit
Sewer levels not doing it for you? Maybe doing the puzzle and platforming section had the playthrough on thin ice, so repeat foes in a filler bit was too much?
>tricky
Just use cover, work the camera or go up the ladders (sensibly) when not wanting to attack from below (maybe spending MP to do so as with Zf or PR *don't think MG can reach them up there outside lvl2+ air GF*).
>third has helped
Second does, too. Perhaps you spent your MP and had to go at it slow enough to notice the bulls?
>how Desert Sirens differ from Temple Sirens
I already went over the petrification side of things in your main topic. Like Medusa, the former have 10K HP, but reach wander with a much smaller amount of pain inflicted. I forget the amount, but not far above 100. Temple Sirens are traditional in their balancing here with the notable oddity of a mid-grab (half-life breakpoint dizzy opening to grab if you so wish). Dessy are (without in-game explanation) thicc gals. Too heavy to knock around (no hit property selling). Not so with Temps. Knockback, bounce and launch all apply. The aggro rules are radically different with the latter being normal. The strange ones are the sub-boss trio that will quickly lose focus on us in favor of singing and wandering off. In this entry, aside from the shared defensive reaction of evade into bolt, the only shared move between them would be a raw bolt. I don't recall going in for a slap. The normal mob (Major Grunt) has a full moveset with homing orbs and succ. This version instead has a full screen 0DMG stun (large AoE). This gets retooled in GoWII with the Siren Widow as a foe. Obviously the OS kill is different (and orb drops).
NOTE: Guide talks like you can bring DS2 and DS3 together to PR both at once, but I don't think I've ever seen anyone do that (don't remember their paths lining up like that). Anyway, Going too hard with normals (rapidly attacking *spamming as the case may be*) just sees the gals slipping you for a probable punish. They're an early taste of what Satyrs will do to new players (gentle ramping up of protections on foes against mindless play).
>Hades Shield
The rope didn't stand out? Maybe on VH. The onslaught of Minor Grunts overwhelmed a bit, did it? It enocurages certain strats. If you don't have crazy dps, you should probably avoid even RotG tanking as something to lean on (doesn't last long enough at all anyway). PR can help a bit by their spawn (camp 'em). Zf...isn't advised without lvl3 charged (even then you run the risk of a deflect cucking you). MG is pretty alright, but you need to safely set it up. With high EP% like with on VH, you should be working collisions if only through throws (360 toss of UL against their fellows before resorting to trying to dizzy the remainder for that same application). Much of the fight should probably occur not by the moving wall, but instead in the thick of their drop point (blowing through the pool rapidly). Sadly, no spikes on the wall to exploit (sending foes into them). Invisible wall prevents RO as an option. Individual based strats are not as advisable (OH and air OS). Still, a redirected Slam dunking for collisions CAN be good, just that it is unsafe practice (takes care).
>Seeds are aggressive ankle-biters
Not untrue. Lil' pibbles. Too bad Krate ain't carrying some chocolates for 'em.
>Captains
Like Temple Sirens, they have a mid-grab. Major Grunt tier. Sort of a shame they lack meaningful variants (these would be 'Cursed', but there could have been Undead *general* and Fallen *no "O"* versions possibly with the latter needing a QTE to do their grabs *if not also the OH and air OS*). Hades version could at least stand to go further with better protection against jobbing to infinities. Doesn't need to be the Tormentor gimmick protection against launch. Maybe they do that, but for bounce (rather than knockback)? Perhaps they go the Medusa route and need a 'forced lock' for OH infinite (and are protected from even air t1 keeping up the same for air OS *or maaybe it becomes doable when putting in more work*). The idea would be that back-up being around would make it harder to safely lock one down. Wouldn't need huge HP pool increases between variants like this. Maybe the Hades version would use the RAW grab more often (if you just stand around too long or block near them *taste of Ninja Gaiden*).
Sort of a pity other Legionnaires don't have a burning variant (just caps among the melee chaps). Then again, it is weird CoH had Centaurs as their rep, but they're not over the blood river. Really, they should be tied to Poseidon, but the concept art made for them was demonic (undead and flayed) like their Satanic vision of the eldest god king among Olympians (dialed back a little to be more like an executioner/torturer from Legend with GoWII). Where the FUCK are the Cerberus? Guardian of the gates isn't there at all? The Hell is that about? Couldn't even have working Super Cerberus Breeder after the final two Hades Archers (enjoying their upgrade with splintering shots *though still not able to do new melee, run around, defend themselves, etc.*). No ropes in Hades and the only walls lack Captains on them (would be funny to put them into an oversized remake of the infamous vertical column climb) let alone Hades Harpies to spam bomber (done better in GoWII).
>grinned
Not in NA (that out-of-character behavior more suiting me than him doesn't occur). It is an Athenian that somehow got this far in (begging for his life the whole time). I feel like the victim kicking the left and background side should be a 1DMG (or 0) dislodge to watch out for if gripping them at the time. Maybe needing to take care about catching the cage sliding as it would make the spikes on the side hurt too (more with momentum *usable on foes, too*). Lacking the ability to turn the cage means little here. No rapid push sucks (was cute for collisions and knockback), but it is to be expected with an uphill case. Stop points were nice. Sort of a pity there were no optional paths (even possible to make new routes), but overcomplicating the one-time scenario wouldn't fly with the mainstream thing they're going for. I'm pretty sure I would have tested it already to see if Artemis could Homerun/Punt them to higher ground at the start to get them stuck (making the bit easier if not a joke *with all of them unable to pursue/respawn*).
Don't believe you can bring them to the sacrifice room and get their pathing stuck, either. Obviously kick is crap for uphill, but it might have been funny if we had object collisions and they were amped. Like a downhill kick being a base of 5 (half collision), but fully charged? 50. Base. 250DMG on VH as such. Caps only have 200HP, so that would insta-kill. Neat NUR option to consider setting up (cage would lose momentum upon hitting something before slowing starting to slide down again). Might have been fun to have Hades Legionnaires appear here on a revisit (backtrack) or after doing the sacrifice, but sticking around to kill the now non-infinite Caps. Would have been neat for CotG to have a trial using this mechanic (same for moving a ballista). It would have conveyors, floor spikes, downhill and uphill aspects to the moving of the object probably under fire (archers and maybe lesser mob harassment).
Might have been fun to have a secret bonus for bringing a Cap to the pressure plate, have it recognize the foe and keep it on the thing long enough (probably only doable with a launch/bounce set-up into petrification *grounded*) to burn it alive as it comes out of the statue. Maybe a huge EXP boon? Maybe an early 'Gift' (extensions to MP and HP)? Even less eyes and feathers needed in a playthrough to get more chests changed into a replenishment source. Would annoy people, but maybe a formation or two (stop points) could be destructible. Use PR too close? Suddenly you dislodge the cage and need to move it to another spot. Also, could have different things spawn depending on the path taken. Again, making it a bit complex. Just seems a shame our bonus trials don't expand on these things at all. Can have the sampler 'baby' edition in the main game with the real deal reserved for testing our newly minted god self post-game (if you want to earn rewards for Bonus Play and other unlocks).
>tight timing in swim tunnel traps
It won't be so troubling with the rapid movement option learned. If willing to take damage, you can even ride the wall with a bug (travel in style).
>Centaur Archers
Enjoy them well. They only exist in GoW1. Shame. Could have had mounted versions and elite takes, but this is where their story ended. They were robbed of returning with their Character Graveyard appearance restored (Cerberus Mongrel in GoWIII has the Breeder avenged on that front *while the actual Breeder gets shit on with some generic crap shared with another version*). I guess we're just lucky the flaming thing wasn't done again (except this time having it be that while the fire aura is active we can't get too close, they do more damage on hits, we take damage on direct hits with melee and/or they are buffed in other ways like movement speed or aggro or whatever). Lazy lookin' reskin. I think I speak a bit on them in your proper run, so I'll relent here.
>boulder hall
This too probably got sufficient talk from me elsewhere.
>underwater combat
As much as I would love to see it happen, I know it would be WAY too much work for way too little (would be kept simple and a bit slow with few foes it applies to with maybe a single sub-boss to it). Pegasus Flight was a big pain in the ass for GoWII despite seeming like just a simple rip-off of Starfox types (Bayonetta did this, too). I imagine at least as much work while retooling controls and allowing some foes to live when knocked into water (aside from being able to spawn in water and leave it to face us on land). Would have been cool to figure it out by the time we get to GoS where there are foes that DEFINITELY should have been able to work this way. GoWII was actually supposed to visit Atlantis towards the start (with Kraken), but like so much else it was cut (some aspects of it make it into the game and even later entries). Were that to have been the case, underwater combat would have been obviously important.
I would be insisting on Poseidon's Trident working like originally intended with an air meter on our HUD. Would need to find (possibly open up) places to surface like Echo the Dolphin (you may remember a useless hall during the swim tubes before the spike trap where you could surface and hop around, but there was nothing there *this is a holdover from needing to refresh air*). Kissing our cousins? Should have refilled the meter. The bubble spots? Time to go full Sanic, baby (maybe mod in the 'drowning' OST taking over for he normal mood track playing *really rack those nerves*). At times you saw bits with boarded up tunnels going up. Could easily have been the case we could attack them to reach secrets, but also reaching another place to get some air (stopping points). I'd be willing to let the air meter NOT drain all that fast when staying still. Perhaps pausing with spell use (if applicable) or even resetting the bar upon turning on RotG (not just stopping it) just to get more utility out of the thing. Swim Dash...you would think such a thing would take a lot out of us in term of air supply. Could be a downside. Maybe taking hits is less serious for HP here, but does take a tiny bit of air, too (really bad would be getting grabbed and needing to struggle free *or even grabbing things*).
Should be die instantly upon reaching 0 units (Air Points, so AP might be appropriate)? For such a title as this, that is probably ill-advised. ND people can treat it that way. Others can take advantage of good play, HP orbs (underwater chests would be good for business), extensions (maybe save a final eye for such a stretch *strategic like the feather for the pony sacrifice*), not taking hits, efficient use of actions, etc. aside from just hanging near or bringing fights (where possible) to such places (if not out of the water completely). Might be funny if the game goes the route of having "Wall" enemies with different HP amounts (maybe less instead of more unless they are going to make our base hits underwater stronger, which I don't see a need for *the opposite is sensible so spells can be even more OP for not scaling*). This with respect to UL being insta-killed when knocked into water normally, but some among them are just 'built different' (able to go between the two worlds). If willing to be bothered, they could be reskinned (even if lazily with a water-logged look and vines or whatever on them *just don't make them blue and dripping*) so it is more obvious.
Getting back to running out of air, I feel like constant HP drain when out of air makes more sense. Maybe not even about AP cost becoming HP cost, just a slow drain that ignores other factors (on E it would be 25% slower along with the loss of air meter while refilling 25% faster *Bubbles would mean more if having infinite air for these bits aside from getting buffs in water more generally while maybe debuffing foes in water just to give the attire flavor*). I could go on if you like. Hell, we could have had a Tarzan-tos for Walls and Ropes. Give him full wall control, the down grab, down drop, slide, i-frames during grabs, buffed melee, armored melee, IJ after releasing from a rope, gripping the feet of hanging foes as a temporary rope swing source (for going around them *if hanging too long they will just suicide, so you can time it so they do that AND you escape to safety to be cheeky*), momentum builds faster and a bit stronger for leaping between rope swings, jumps slightly better (if not having charged leaps like Hulk/Alex Mercer), rapid climbs vertical ropes, has rapid rope movement with (R) for a small i-frame window since it isn't used otherwise (and X drops us), rapid climbs ladders with (R), etc. Mandatory hollering from TC Carson doing his best impression. Maybe also have this (for lack of Herc) be the attire with bonus grab DMG, too? Probably an overextension. Wrasslin' needs more love.
NOTE: So much potential for costumes. A Hulk could have charged air evades that punch, getting hit could build some serious RP, RP could last way longer, maybe the AB thing is switched out in favor of becoming unkillable during rage from HP reduction, DMG would increase in rage with damage taken, etc. Just A LOT of work to implement this sort of stuff treated as an afterthought by and large (thus a few stat adjustments with rarely any pros/cons beyond that). Only once do we get another character (not even usable outside an Arena, which was a huge waste of effort/resources).
>slander and libel from 'cuhrayzee'
DAS RITE
>DMC is DMC
DMC1 is pretty different for having high DMG tools (even guns to an extent) to kill things pretty quickly with more generally while needing less faffing about for style points. DMC2...is way different, but nerfs your melee in favor of guns (to a dumb degree). Lots of problems. Some good ideas, but a lot of bad execution. DaS2 of its franchise (except that game is good).
>mostly useful for the bugged hit property
For normal runs where you're more likely investing into the BoC already (and spells)? That and the defensive utility (SS). Not probable normal players will work Lifts for movement stuff.
>accidentally noticed SS tricking
I think MistryMan had in the past, but figured I already knew (so said nothing).
>enough with Wulf's code
Just need the PS2 version. Then you're set for the bash.
>blow through without cheats
With enough dps (and Armor/DEF), sure.
>MAX HP by LPG
I forget. I spend more time with NUR+ and higher than I do with vanilla. Part of why I forget where some replenishment chests are (much less collectibles). Given you can get the muse keys before visiting, I feel like that is a very real possibility.
>advice
Just obvious stuff. You can touch the sides. It won't punish you. You can backtrack as needed (some blade patterns will force this or you get dropped). Don't blind jump ahead unless you know the way is clear. Probably don't side hop at all. No point in attacking (sadly no hidden switches or breakable blades) or grabbing. RotG can't help (not even with the damage as traps tend to ignore EP%). It won't let you tank to push ahead, sadly. Just mind the generous hitbox making contact with our hurtbox. It all comes down to just getting a feel for the patterns on the thing. There aren't any context-clues giving away whether the way above is the way to go or not, so there isn't any protip to offer up. The strats are simple. Git gud (as you already learned and proceeded to do).
>learn official names
Though I know them, I often like to use other nicknames and descriptions in place of this (as I do with Goku). I know it confuses people, but it pleases me, so that's how it has to be.
>during a certain animation
It is more about them opting to defend if not working their armored moves. RNG factors, but you're aiming for their neutral state between actions. Making them flinch just prevents them from doing either for a moment.
>setting differences
E is doubled P%, halved EP%, MP costs are 25% cheaper, RotG drains 25% slower and enemies are passive to the tune of 4s or so (allowing you to just do a full orb milking of an OS'd zombie in the first fight in front of his fellows). H drops P% to 75, EP% ascends to 250% and aggro increases. VH drops P% further to 50, EP% increases to 500% and aggro goes up again. GoW1 only does this much. GoWII goes easier on P% (while not letting us be as OP in general), but instead reduces the commonality and quality of orbs in general (even before settings touch them). GoWII is the standard bearer for the rest of the series though I think CoO slightly strays. E should keep to the theme of doubling QoL (AotF might drain 25% slower). H does not touch P%. MP, HP and RP orbs are down to 75%. VH brings P% to 75, the orbs from before drop to 25% and EXP takes a hit (down to 75%). Things not noted are the same.
NOTE: GoWII didn't feel any need to make petrification work differently with settings. Usually that is how it goes, but GoS was another story. Don't think even GoW:A does this. The system is more doable without exploits on lesser settings, but becomes almost laughably ridiculous on VH (much less without upgrades).
>how
Seems you already know.
>risky
Not really. He isn't hard. Also, get him to 0HP, so you can roll cancel the recovery animation after failing the QTE into false OS pushing him back into "O" to repeat the process without needing to mess around with his HP regen.
>360 toss won't kill the Magic Legionnires directly
Yes, even if you hit them as they spawn for direct DMG, it is on N, so we're just talking 10DMG of their 80 or 160HP (guide never clarifies between normal and 'super' foes, but I feel like there was no such thing as a 'super' version for some foes *think this is one of those cases*). The main risk is if you toss someone and they hit an unshielded target or the agent's corpse lands on the arena. Causing the bugged state with knockback from a close 360 toss or striking as they spawn can work in your favor. Just need to be aware of it when going for false OS strats (could end up with a real grab with orb milking following the follow-up input from mashing circle aside from the neutral stance slowly pushing you back *potential RO aside from being opened up*).
>RotG for a bonus cast of AoH
Not an unreasonable time to work it. Building it back for CotG8 should be pretty doable. Perhaps even getting it back from CotG9 prior to use in CotG10. If and when you use Wulf's cheat, maybe test to see if you can enter it again to keep getting RotG back? Possibly try it in CotG to see if you can have MAX all in each trial? I'm still waiting on someone to do the things I would have long ago tested. What attacks did you usse while in RotG as AoH did its things? Presumably focus on Not-lvl6 BoC given the vastly superior dps and being on N (so even Homerun/Punt struggles to compete with such low level foes). Was it light mashing? Heavy mashing? PoP? Some sort of Hermes Thrust into ender stuff (R1 antics)? I think I spoke with Zim about the DMG values (listed somewhere in his stuff, but I just don't remember which video, which sucks) with respect to dps considerations for what might be the fastest use of it to kill the things present (in particular the Magic Legionnaires through their shields while it is active).
One of the issues is not having a strong grasp on how each move connects (string rules). Still, 's,s', t1, R1 into any ender (R1 perhaps being fastest and the output makes up for the thrust having bad hit detection here), T (shame about the evade into this option canceling), etc. should all be enough for Magic Legionnaires through their guard provided they are just 80HP. I don't list it typically with damage values, but like I said Athena's Blades are lvl6 BoC. They actually have a higher modifier. Rather than being 0.5 stronger like the gap between 1 and 2 or 2 and 3, it continues the trend of 3 to 4 and 4 to 5. This means it is a 5.0 modifier. Hermes Stomp should be 20DMG as a base, but it is a non-unique move during RotG, so it won't get a special value (just x2). Thus it becomes 40DMG while having no recovery (so a single hop right into it, hop on-landing into another should be exactly enough to kill a shield boy). Wouldn't likely be the best way to use the meter, but it is a thing you possibly could do (that would otherwise never be shown).
I can't recall if Achilles' Flip works with RotG active. I don't see why not. Wouldn't be enough DMG to one-shot the shield users, but perhaps into air s1 or even air t1? If LotF and RotG interact like I expect, it would just be 60DMG for the shockwave (not enough to one-shot). A pity. I think a direct hit of the charged version would add a bonus 20 (just enough) for what it is worth. Needs testing, too. Perhaps Falling Helios is a good idea? One use is 9 hits of what should be 5DMG each before doubling with RotG activation. A sample of GoW:A before getting to said finale? A bit overkill, which is good as perfectly lining it up and timing properly isn't super likely I'd guess. Perhaps the same can be said for CoC? The start of AO is hard to calculate, but I think even that might be just enough to take them out if you land all 9 hits (the finisher will definitely do the trick). Again, a sample of Ascension before getting to the earliest prequel.
>LotF to start
Better without the slow-down bug (amazing Zim never had it once, but perhaps it was just a PS2 issue *could even be regional*) while using the insta air MAX (though better still if you just know the pots to take out before finishing with the move so recovery isn't a factor *good luck with that*).
>Rush strats
Generally people do that into lights while turning to cover more ground with each. I wonder if having RotG for this would be worthwhile to get cute with TotF for wide area sweeping (maybe cancel after hitting things in that area, and do it again in another zone with as little overlap as possible). Don't think I've seen anyone try that (or even full LotF focus using the instant version). Sadly, RotG won't erase recovery for the shockwave maker like it does for Stomp (which could use a shockwave).
>bumbled into camera exploit to help make the archers behave
This in tandem with the N aggro speed, was it?
>they made a challenge focused on the thing you remember most
If I had my way, you would have had a much more severe version to face. Under fire from Hades Archer volleys with spots of other traps (darts, flames, etc.) and even a foe (Hades Harpy) harassing as you cross beams, horizontal ropes, swing ropes, walls, rotating columns, rotating beams, rolling crushes (maybe with a spike pattern to mind this time), etc. Straight from the foulest depths of Tartarus just before finding yourself falling into the abyssal void of nothingness below. One would need to make use of mobile cover, lead their shots, learn to leap into air block/air trick, wisely use stopping points (perhaps zap them with bolts), etc. Obstacle courses amuse me as noted previously.
>kept coming
Just a lot of 'em.
>on the move
Not just spamming LotF? I like to start with TotF, but speedrunners are probably right to work other options with the super state. Hell, if you build meter well, you can do RotG a second time before this bit is done, but that is sort of a waste (and doing the things for RP don't translate well to quickly clearing it). I believe these are Super Gorgon Assassins (270HP). Shattering when offered the chance is likely for the best. I don't remember being able to build RP off statues (I wonder if Zim's version of the game thinks of statues as breakables for that false OS bug for RP building *with someone else doing the freezing, that makes it exploitable so long as you aren't getting tagged during recoils*).
>goats weren't an issue as a distraction when going for the CDKs
I remember a speedrun going for RO on the the former and they didn't come back for the duration. I wonder what version of the game he had as in my own PS2 case I don't think that's how it goes (they come back pretty quickly, which encourages you to just sort of ignore them, tank them or bodyblock witih the actual marked-for-death chap). Stuff like that needs to be better understood as it shouldn't be considered the same game for the purposes of competitions. If they're playing the EU PS3 editition and it has a difference like that, it isn't the same as PS2 NA at all. Needs to be a different category if it is so.
>punished during counters
Why didn't you just parry their attempt to interrupt? There is a limit to this, but it isn't like GoW1 locks you into the follow-ups.
>Might
With flailing?
>short an extension
Did you miss out on the Muse Key Door, then?
>not expecting a lot
It can't compete with the others that well, but it can still be a decent contendor when used intelligently with respect to grouping, boundaries, refills, etc. Bit of set-up and planning, is all. Sort of like MG. Just takes more thought to get mileage from. Working the 'last drop' thing wouldn't hurt, either.
NOTE: I feel like it would be funny to jack up Hydra King when it tries to back away (or even roar). The cheat would allow the experiencing of this (or lazier stuff like AoH just raising Hell).
>Ares exploit
Really, you could play dirty to get MAX the moment you get things, but the method you note is the most honest way to handle it in timely fashion (versus making a harpy bug out and leaving the room for an hour or so).
>traversal still doing work on you
You'll get the 'hang' of it before long. A few playthroughs/repeats and you're in good shape (dozen or so more and you're going to be smooth sailing enough to do more advanced approaches to speed along those sections *maybe even going hard*).
>can still kill most things fast despite being so nerfed on VH
Just need to make smart use of options, is all. You can still get pretty OP to make-up for the halving of P%, but you've got some pretty potent non-P% options to work that should be taken advantage of (along with the EP% scaling stuff at least early on *means less with upgrading options and more when in NUR or higher*). Hazards? Environmental advantages? Got to work what you're given. GoW1 didn't hose 'quick kills' despite how that severe P% reduction reads. Rather, it gets worse about it down the line. You see a tiny dabbling of that in GoWII (here and there you might notice it when going beyond vanilla runs). It can get obnoxious as it becomes a design philosophy of stretching out duration by limiting ways around long chips. Handhelds can be really lazy about this. GoW:A did it owing to the primary focus being multiplayer (the SP was just there to justify calling it GoW, so they pad it out by making us weak and foes are tanky among other issues *tons of invisible walls and other fuckery*).