Wright: >defeated Medusa
>saw others like her
Yes, a generic gorgon for the most part. Â She lacks the warping and wall-crawling from the intro. Â Her odd qualities would be an insane HP pool (if trying to DMG kill *softlocking yourself if you do that*), chance to drop HP orbs on-hit and does not bounce after air OS/OH (neither of which scale with her HP total or she would be one-shot to the wander threshold). Â She's not nearly as tough as a later variant in terms of HP. Â She lacks a special quality to her petrification use (not even more potent). Â It doesn't insta-kill you (breakout disabled), she doesn't have a grab to set it up, she isn't passively just doing it, there are no superior variants (homing shots, AoE, focused beam, etc.), etc. Â She's just a strange sub-boss introduction to an enemy type to give you a spell in the end.
NOTE: We can go over tactics for her another time if you like.
>way to deal with being surrounded during traversal combat in GoW1
Don't get surrounded, mostly. Â Little else exists. Â No i-frames during wall grabs. Â Rarely able to leap away from these walls. Â If you've got a gap to cross, might be time to escape the pin (so to speak). Â On ropes, the first case lets you drop to safety. Â Later they are all over kill floors, so you would need an exploit like PR into HJ to invincibly attack and get back to the rope (can't just Icarus Lift after dropping, which sucks). Â Grab i-frames during the rope seem to work okay...up until a point, anyway.
>the place with x4 bulls
Those grunts are the perfect targets for that ballista. Â Why bother fighting them when you can exploit this rare chance to work an environmental in our direct control? Â Might consider trying it for vanilla VH. Â Or save it for NUR and higher, I suppose. Â Perhaps in the next run you would prefer to use them for 'quick kill' practice or something (still early game, so maybe that has a point). Â Might try some other things in a fun run using Wulf's cheat code (aside from normal NG+ activities with infinite MP or being simply OP *blowing through the game with direct DMG*).
>upgraded BoC to lvl2
Ayyy, that opens a lot of doors. Â Rush is great for traversal, but even at this point it has another purpose. Â Aside from (R) into heavy for quick t1, you can now also do R1 into quick t1. Â Recall that Bravery is double the value of Plume in this entry. Â It is VERY strong. Â It also has a bounce on the second hit (able to set-up air states). Â The L1+x (jump special) is an okay auto-rising launcher. The air version can bounce with the final hit (and reaches pretty far down). Â They have their time and place in combat (along with movement).
RotG is a super state. Â I don't know every single last detail for the values, sadly. Â What I know is as follows. Â You CANNOT activate it until at 100%. Â You have to do the input yourself (won't just turn itself on). Â Activation (not passive use) will break-out of being a statue and some escapable throws automatically. Â Even at MAX, it isn't going to auto-perform QTEs for you, so don't go hoping it improves on that front. Â Passively it ignores petrification. Â You will no sell hits (pretty sure nothing will knock you around). Â No interruption, stagger, etc. Â You STILL take damage, but it is reduced.
In this entry the 'armor' (Enemy Power % is actually being nerfed rather than our defense being buffed in reality, so collisions are weakened while in that state *get that perception adjusted*) scales with the weapon upgrade level. Â Because of how this actually works, enemy attacks that DO NOT scale with said stat would NOT be nerfed (enemy grabs remain dangerous and projectiles continue to chip *a room full of archers won't be hitting for less, but you won't be getting knocked about...can't guarantee they won't make you fall into a cliff, so you need to test that one*). Â At lvl2 we're just talking 0.75 to whatever hit landed. Â If it were 5 (pretty strong for a base move on Normal), it would sink to 3.75. Â At lvl3, it becomes 0.60 (3). Â For lvl4 we're talking 0.45 (2.25). Â At lvl5 (MAX) you're looking at 0.30 (1.5).
Power % is always adjusted to 2.0. Â Whatever you were dishing out is effectively doubled. Â Mind you, the BoC itself has a unique ground moveset (roughly double the potency of the other one *if that is true for dps is something I cannot speak to, but I doubt it*). Â It is poorly explored, frankly. Â I feel it needs better coverage (limited nature of the thing causes this to be so *aside from not being a small unique moveset relative to GoWII, for example*). Â Non-uniques are straight forward, at least. Â But what about the gathering of it?
As I recall, BoC specials will not build rage at all. Â Normals will, but it didn't seem much like each built them in a substantially different way. Â If just wanting meter, probably best to use lights. Â I don't think you get robbed of value per hit by hitting multiple targets (nor would it buff your build-up for doing so). Â You can't hit dying animation cases to build the stuff, but there are times you can wail away to exploit the system on a foe like a boss that just sticks around (or even an NPC that won't die, but can be struck *though maybe not in GoW1*). Â I don't think object destruction fills the meter, but false OS on objects apparently works (exploitable). Â Pretty sure false OS on foes also works, but isn't the safest stunt to pull.
Know that counter to another entry, being hit BUILDS meter. Â While doing QTEs (maybe not every part of them so much as successfully completing CS mini-games on foes) can build meter, FAILING them when you take damage can also build it. Â Not sure if a 0DMG 'hit' like the push of a minotaur will build any. Â Doubt it. Â IF it did, that would be something to work with. Â Throws tend to build meter, but not all of them are equal to be sure (much wider gaps exist than with normals). Â A mid-game boss QTE is worth half the bar. Â The final boss full refills. Â Sadly, this entry does NOT allow you to turn it back off once turned on. No way to slow the drain, either. Â Don't believe there is an 'activation' cost this time. Â No building up meter while active comes to mind. Â You do keep your block (not just air block), but notes say your parry has no follow-ups at all (pretty lame you can't do the doubled normals much less have access to the uniques). Â All the more reason to NOT use said defensive tool when the clock is ticking. Â This mode doesn't get a ton of use (sadly), so it isn't super well grasped.
NOTE: I'd be interested in seeing (maybe even doing) a run trying to use RotG for EVERY fight (seeing how frequently you can keep in that state and how far it can take you).
At higher levels it unlocks a new move and even perks (extremely notable). Â For now, let's just look at the basic kit:
s1, s2, s3, s4 (s,s,s,s) appears to be the light string I'd long ago dubbed Godly Grace (ender isn't really Valor and looks weird, but is a knockback type). Â Plume and Spirit are still a thing, but I think the AoE is lost. Â Also, the latter is basically the same (in terms of damage) other than the arcing back part adding an extra hit (secondary like with the normal) for the latter. Â The heavy string is t1, t2, t3 (t,t,t). Â The odd thing is that notes suggest Plume is the t3 and Spirit is the t0 in this state. Â I don't know for sure how all the moves string from one to the next (would have to re-test it), but the implication is that 's,s,t' would end with Godly Spirit while 't,t,t' would end with Godly Plume. Â If I had to guess, s3 into a heavy would be Plume, NOT Spirit (penultimates tend to work that way). Â Don't think there are any 'quick' whatever cases to speak of (out of evade, off s1 or following Rush) here.
I forget if T has a new animation, but Godly Ascension is hitting for more than just double (I'm guessing it was a unique). Â Again, not sure if there is a quick version or not to cue up the input for or what the particulars are. Â I imagine it still has the slow-mo pursue with i-frames to use, but people almost never do such a thing. Â Could even LACK i-frames for all we know. Â That's how neglected the feature is. Â Sad. Â Given my old coverage has R1 as Olympic Thrust, it might have changed a bit. Â Can't say how beyond damage. Â Think it might skip the shoulder and go right into the stab (that lvl2 doesn't have). Â Might impact rapid movement a bit. Â Hard to say. Â Anyway, doing another R1 goes into normal Valor (doubled). Â Sadly, no adjustment at all (doesn't reach further or do anything special *not even able to charge it*). Â The light follow-up is Grace, the heavy follow-up is Plume (not Spirit) and you can chain right into Ascension (not special) with held heavy.
Again, I don't know the strings with absolute certainty, but I would guess they work like the normal path. Â So light starter does NOT lead to t2, but t1 (heavy starter). Â Should follow all the usual logic. Â Just not clear on if there are fast and slow versions for T and t1, so 's,t' might not have a point and 's,T' could be more valid (not necessary to do 's,s,T'). Â T cannot follow t0 and t3 like it normally can here. Â Not suddenly able to follow the light ender (s4) either (normally we have an s5 and the ender is s6). Â That's what my notes say, anyway. Â I don't recall bounces off any of these though I remember the launch and knockback working as you would expect. Â Maybe there was a bounce, but I can't can't recall it off t1, t0 or t3 readily. Â Once more, you would need to test for yourself.
A move you unlocked at lvl2 (air R1) is adjusted here. Â Hermes Stomp normally has recovery you can evade cancel. Â Not a great move. Â Mostly for getting out of the sky quickly at an angle (movement technique) versus just air blocking to fall straight down a bit faster. Â Not even able to bring a foe with you (not some sort of face grab and pound into the ground situation, not doing bonus damage on downed foes or anything fun like that). Â Eventually cancels (unlike air block), but you have to be pretty high up. Â The rage version has no recovery (as with using the move in general on platforming elements like a balance beam that change the walk animation). Â Diving into water with it would also cancel the recovery (won't make you go especially deep for what that is worth).
Notes say that (R),T just cancels. Â So...don't even bother. Â Can't use the move after an evade. Â Probably a bug. Â Speaking of such things, you CANNOT break shields with the unique RotG strikes. Â They will, however, go through shields to do direct damage (which bugs out Magic Legionnaires allowing grabbing through their shields). Â Apparently non-unique moves augmented by RotG will just harmlessly be blocked (no pierce here). Â Two specials come to mind that might bust shields while you're in that state, but I can't say with certainty. Â If not already guessed, air moves are not changed. Â Hope this helps.
>something obtained later
No, I mean it in the sense that you can take a hit without being interrupted (hyper armor extends beyond that by shrugging off all hits, but still taking the damage *neither case require DMG reduction*). Â Sadly, MG doesn't even get that boon with MAX (let alone mobility).
>why invisible walls
Usually to limit a casual playthrough on the ability to quickly clear foes out and burst through the game for a short completion time in their one-off (before a negative review about it being short). Â CoO in particular is terrible about this. Â Not only are they all over, they let almost nothing through and they are comically tall. Â GoW1 is as good as it gets on this front (even it has some head scratchers).
>didn't grip the beam
>not over the cross-roads
Curious. Â The only other time I can recall the ledge grab option not coming up is in the odd case of a high block push attack sending us flying over a ledge (ignoring a case like being struck while doing it).
>closest thing
Correct. Â Being shattered is about the only case. Â I think the CoO final boss has a QTE with use being fried. Â GoWII's final boss QTE has fail states that are pretty funny, too. Â These are as close as it comes to what is in question (you'll never have a fatal blow suddenly initiate a special kill animation, however). Â All the work goes into Kratos looking strong, not the other way around. Â He's the goon, they're the jobbers (their function is to sell him *and put him over*).
I forget if I mentioned it, but this is an entry where enemies have friendly fire WITH DMG while in statue form. Â No in-fighting or factions exist, however. Â FF isn't a thing with DMG elsewhere (ignoring NPCs being attacks and killed as they're non-combatants). Â Things can hit other enemies for hit reactions in some rare cases, but don't count on that being a boon (can even be a problem as in GoS). Â Would have been sweet to use a Cyclops to bust shields. Â Bah. Â Still don't see why even MAX charged lvl3 Zf can't take out a shield to sell the might of the 'top god king'. Â Likewise, petrification should work around their protection (including from their allies). Â Got some gripes with their design (one I'll hold off on until I confirm you're further in).
>2-0
Today? Â It was yet another fine day to
REMIND them. Â As ever.
>next will be lvl2 PR
A fine choice. Â Gaining 'wrath' to increase hits and radius helps it quite a bit. Â Definitely worth getting lvl3 BoC soon, too. Â Counters and t2 (linking t1 and t3) are the main appeals, I'd say. Â Having the modifier go up from 1.5 to 2.0 and the thing with RotG 'armor' improving are good bonuses, as well. Â CoC is a bad joke.
>work like this across the games
In GoWII, things are better balanced more generally speaking. GoW1 just makes PR and another spell way too good. Â MG isn't bad, it is just complex and tough to master effective use of (extremely solid). Â Zf, however, IS bad in most cases. Â CoO spells on normal...the Zf equivalent is meh. Â The PR equivalent is okay as a panic button, but you have to think more when trying to get the most of it (as it has the unfortunate attribute of pushing foes outside the AoE). Â It has another spell that is unique. Â More on that another time, but it is quite powerful. Â GoS has a terrible starting spell. Â Its petrification option is extremely overpriced and limited (still has a time and place, but is mostly garbage asking way too much of you and your resources). Â The unique is alright. Â GoWIII ties them to weapons. Â One is a weak AoE. Â Another is a decent AoE. Â A projectile (slightly nerfed) version of a returning favorite. Â Then there is a complicated unique case (not as well developed as it could have been). Â Still has plenty of value, just that it tends to get overlooked easily. Â GoW:A just gives a bunch of AoEs (some less trash than others). Â Pretty bad in that title for sure.
>ignored the possibility
Something to keep in mind for future reference. Â Good we caught that early.
>an option for base
Two, technically. Â Jump cancel is faster, but linear. Â Attack cancel is slightly slower, but more easily steered (also good for going out of a roll then jump canceling the attack to get a leap out of an evade more quickly than is typically possible).
>curious to see this
I'll post the concept art when that time comes. Â Let you see what it was trying for (even the Blades were different).
>why
Just are. Â Didn't want to put any time into balancing them for other settings at all. Â No bonus play option to do things with upgrades, without, with costumes, etc. Â A bit restricting. Â Handhelds (by way of bug) accidentally allow settings to transfer (can make things rough or an even bigger joke).
>around in the comments
As I often am.
>limited to videos
No. Â Just that I rarely have sufficiently capable English speakers to do write-ups with. Â It takes way more effort to understand one another and talk things out (painting me a clear picture of what you're doing). Â My blank forms with names for areas is for write-ups referred to as run skeletons (filling them is for run coverage). Â I have copypasta from many of my finished runs (aside from responses to those of others).
>not playtested
It was, just not a sufficiently so for VH (QA doesn't touch things other than N *combat devs dabble in their freetime for VH*). Â A clear method is intended to clear it reasonably. Â The alternatives? Â Not so reasonable.
>where did they did the idea
Their ass, mostly. Â H is the highest non-unlocked setting, but the focus is only ever on N. Â Recall what I said about the gap between N and H being the smallest? Â That's no accident. Â Glorified Normal.
>lives up to its name
I'm just surprised it didn't learn from Bayonetta. Â Have a VE setting that does QTEs for you, prevents insta-death from platforming (maybe let them pay in EXP to bypass sections *including puzzles*) Mario style, gives even more favorable stats, perhaps further lowers MP cost and RotG drain rate, maybe boosts chances for orb drops, higher payloads, statue state just holds us still for direct DMG (no insta-kill), traps just do a bunch of DMG rather than insta-kill, etc. Â Journo Mode for wretches, children, the handicapped, etc.
>no other way
More recently, Zim found something expanding on that. Â Fun for us both another time (even I haven't viewed it yet, but the title suggests finding a way around our lackluster dps to the same ends *no need for the QTE*). Â I'm holding off on seeing that (reward) until I finish up with his GoW1 showings (shouldn't take long) other than CotG (saved until he does it again with Artemis later). Â I'll do GoS after that. Â Then the GoWII redux. Â And GoW:A (and still more). Â Got Zaser (didn't make a new thread for it) doing CoO right now, AD is still waiting with his excessively restricted stuff, etc. Â Wanted to get back with you before I made progress on these fronts.
>does H count
It can. Â Certain costumes can certainly provide a better than base advantage with little in the way of cons. Â Can even be a challenge depending on your set-up. Â Just depends. Â Presumably the thought of playing on E where aggro doesn't exist isn't super appealing. Â You will find that compared to VH, H feels like enemies are napping much of the time.
>how many are recommended
One is fine. Â Just that it is advised you taste vanilla VH a second time with a better understanding of things to try for mastery (but also to dabble in alternative tools and strats overlooked).
>definitive way
I'd say so, yes. Â Handhelds translated a bit better as I recall.
>in Ascension
No, he's stuck in a run on GoWII. Â He hasn't really done much in some entries, either. Â Hotel was most active in GoWIII.
>quickly dealt with
Some big boys don't have that much HP by design (Enforcers). Â We're pretty strong to begin with, but notably powerful with upgrades (lvl5 BoC *let alone AB* with RotG is absurd). Â Even VH halving us won't change that. Â Ignoring the dps front with direct attacking, petrification is often enough a thing for these types (even lvl1 can be a solid option though expensive *still cost effective versus direct DMG spells that don't scale with Power % just as it is with grabs*). Â Another would be the environment. Â The first Enforcers you fought were open to ring-out, for instance. Â Won't always be the case, but the game can sometimes throw you a bone with the tanks (even heavy ones).
>reloaded to try out an ultra rare option
Very nice. Â Shame this sort of thing almost never happens in the franchise as a whole.
>try this someday
Pretty neat early on. Â Might drag as you become OP quickly and find yourself just exploring and farming/grinding to get 100% (and beyond). Â Most challenge melts away fast. Â Some curious design choices. Â Still, there is good reason it (and Metroid) are the namesakes of a type of title.
>second this
As I also feel about it on us. Â If we're at 200% HP, our RES should be higher, our shake-off speed should be faster, our statue HP should increase (meme though doubling it would be), break-out ease should increase, etc. Â If we're at 1HP, you better believe it all goes into the damn toilet. Â Baseline should see our statue HP a bit more hardy, but the rest can stay the same (just becoming worse for business when beat up). Â Being at 1HP and swimming in staring sneks sounds like Hell this way (that's of course without considering the possibility being that weakened prevents escape at all *maybe the last time you can get free is in critical life's threshold of ~20HP).
Having such things apply to foes (with an inverse on rewards as they become easier to take out) just seems best for business to me. Â Would drastically improve usability of the spell as a mechanic even without some MAX perk making FF on statues do bonus DMG (or petrification build-up from us or foes translate into direct HP damage on statues *which is a thing by way of a bug in GoS, but more on such things like what GoWIII leans on later*).
>reasons to like DmC:SE beyond 'style'
Being a more competent game to play?
>what's being talked about
Lots of jargon, shorthand, etc. Â Good to ask questions.
>aren't that engaging
How I feel about most non-combat bits in even GoW. Â I dislike doing much less redoing puzzles. Â I think the most insulting was a rythmn game for babies in GoWIII. Â I would happily pay 10K orbs to skip that. Â Better believe I'd do that in NUR and higher.
>Rooftops of Athens
A few rare things go down there. Â Pushing a ballista downhill (slides after a kick a bit), able to destroy some small rails, a backtracking exclusive encounter, rounded walls (lacking proper combat, sadly), the rare wall-to-wall (dropped section was going to be heavy with them with a timer though no archers), lots of side paths (optional), a bit of freedom in the order of things, objects with HP orbs (not many, but they exist), etc.
>Enforcer with Wraiths
No way to pluck the latter from their burrow in this entry (they job hard once you have that). Â Shame Ares passing through is just for show (would be funny to have him teamkill). Â Likewise, the invisible wall in the back prevents RO on them. Â Still, you can play dirty if you put your mind to it. Â As for facing them head on as you are, shouldn't be too bad. Â Your lvl2 PR would definitely whittle away at the wraiths quickly though maybe more efficient to just set-up an opening to petrify the big boy, shatter him and do the same to the respawn (leaving just wraiths). Â RotG for tanking would let you go wild while taking minimal damage in reply (probably focus down on the big guy that can't block *don't use the QTE while rage is active as there is no advantage in this case*). Â Your lvl2 BoC on Normal just mean it wouldn't be a long chip process at all, just that if you run up on them and start getting jailed with flurries, knocked around with big attacks allowing the others to combo you, etc. it can get ugly. Â Got to be a bit smarter than that. Â Grab i-frames can be a big factor, but we're getting into territory better saved for the next run. Â You're not stuck here, so let us press on.
>all the way to Pandora's
No talk of things betwixt, eh?
>lvl3
Your parry now has follow-ups (counters). Â Essentially instant access to enders. Â You can only do them twice in rapid succession, so if you parry cancel one into another a subsequent third will not come out. Â Rarely comes up, but it is a thing to know. Â The heavy option is Plume, not Spirit.
>get harder
I don't remember that being a thing. Â The only mashing case that is notably harder is with a late-game enemy type think 'goat' rather than 'bull'. Â That one doesn't even have i-frames during the struggle, but then it is a 'general' type, too (open whenever). Â Doesn't hurt the thing much (Hell, the air OS does 0DMG and the OH is like 10 *not a significant portion of its total*).
>because of pre-mashing
GoW doesn't punish this.
>what else could be going on
Controller issue isn't impossible. Â Button could wear out among other things.