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The Lone Badger posted:I'm trying to learn to parry. How do I tell whether I pressed the button too soon or too late? But really, there are various types of parrying and they all have very different windows of opportunity, so this is not something that has an easy answer. The claw-type parry works a lot like Dark Souls parries do, while the blade-type parry expects you to sort of lean into it a second early and have the animations intercept each other. It's something you just have to practice until you get a feel for it. I'm not good at it myself, personally.
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# ? Jul 1, 2020 12:32 |
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# ? Apr 24, 2024 11:03 |
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Cardiovorax posted:If you get hit, you didn't do it right. I got that bit, but when I get hit I don't know whether I should be hitting the button earlier or later in order to succeed. Does the failure look different either way?
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# ? Jul 1, 2020 13:13 |
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The Lone Badger posted:I got that bit, but when I get hit I don't know whether I should be hitting the button earlier or later in order to succeed. Does the failure look different either way? Also, there is a training room in which you can practice. It has a single enemy who hits you repeatedly with a single slow attack, so you can concentrate on getting the timing right. You can just teleport into it, I think. Cardiovorax fucked around with this message at 13:42 on Jul 1, 2020 |
# ? Jul 1, 2020 13:33 |
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Cardiovorax posted:If you get hit, you didn't do it right. Ya I feel like the Claw is the only weapon with fast enough parry animation to be worth it. I didn't really try parrying in my playthrough since I was playing with a more dodging playstyle and blood codes that favor that. Also parrying feels harder in Code Vein because the animations are not as telegraphed as Dark Souls nor are the enemies that slow. I just got the game again on Steam, probably gonna redo a playthrough with some ranged build. Didn't bother with the dlcs since they just seem like the depths 2.0 with just a new boss.
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# ? Jul 1, 2020 14:01 |
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Dodging is something Code Vein rewards very well, since the fastest dodge is basically the Quickening mist dodge from Bloodborne, so that's definitely a valid approach. You can get away with never parrying much more easily than with never dodging.
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# ? Jul 1, 2020 14:06 |
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Cardiovorax posted:Dodging is something Code Vein rewards very well, since the fastest dodge is basically the Quickening mist dodge from Bloodborne, so that's definitely a valid approach. You can get away with never parrying much more easily than with never dodging. Ya that's why I just felt dodging is better for the focus recovery and the animation being same to BB made easy to adapt to.
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# ? Jul 1, 2020 15:06 |
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I'm lugging a zweihander around atm so dodging doesn't work great. Claw seems like the best veil to me because the charged drain has a lot of forward dash to it. Any of the other veils don't have enough reach to be usable.
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# ? Jul 2, 2020 07:07 |
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I used a zweihander and spent all my time with the lightest armor I could get and the code with the highest carry capacity so I could fast roll
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# ? Jul 2, 2020 07:13 |
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Is it possible to get fastroll? With Atlas and this 'festive ogre' veil the lady was selling I can get midroll.
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# ? Jul 2, 2020 07:19 |
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The Lone Badger posted:I'm lugging a zweihander around atm so dodging doesn't work great.
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# ? Jul 2, 2020 07:24 |
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Cardiovorax posted:Combo drain and backstab drain are really fast and often much easier to use than charged drain. A combo drain is +1 ichor and can reliably be used on every enemy at least once. You just have to build it into the flow of your combat. The one exception is an Ivy veil. Once you get one of those you can open pretty much every fight with a charged drain snipe from outside an enemy's aggro range, giving you a good burst of damage and +2 ichor with zero risk.
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# ? Jul 2, 2020 08:00 |
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Yeah, that's the one exception, if only because the ranged charge snipe is the big appeal of Ivy veils anyway. The rest of the time, just hitting everything you fight with a combo drain or two is going to leave you with such a surplus of ichor it's ridiculous.
Cardiovorax fucked around with this message at 08:03 on Jul 2, 2020 |
# ? Jul 2, 2020 08:01 |
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The most useless one I've found makes spikes shoot up in a small area around me. Like how am I even supposed to use that without getting staggered out of the charge animation?
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# ? Jul 2, 2020 08:03 |
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I've seen a video of guy using that to crazy effectiveness on strong enemies with easily memorized attack patterns. The thing about the spike parry is that it has a bit wind-up, but also a much bigger window than the claw swipe. It lasts for quite a while, during which you're ready to parry whatever hits you. e: oh, I thought you were talking about a different one. Cardiovorax fucked around with this message at 08:10 on Jul 2, 2020 |
# ? Jul 2, 2020 08:05 |
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The Lone Badger posted:The most useless one I've found makes spikes shoot up in a small area around me. Like how am I even supposed to use that without getting staggered out of the charge animation? Holding the charge button lets you move the target area around.
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# ? Jul 2, 2020 08:09 |
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The Lone Badger posted:I'm lugging a zweihander around atm so dodging doesn't work great. I made this weight threshold chart a while back because I got annoyed by CV's weird-rear end weight system. A Zweihander with Alleviation has weight 69.7 and an Alleviated Ivory Grace is 9.6, so there aren't any blood codes that'll dash without extra help. The Ranger and Queen's Throat can pull it off with Revenant Ambition, but it's much easier just to get to medium roll and use Haste or Final Journey.
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# ? Jul 2, 2020 10:04 |
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Must have been a midroll because I definitely didn't use an alleviated zwei. In fact I think I did the mod that made it heavier and was still just barely able to midroll. I uninstalled the game a while back so I can't check.
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# ? Jul 2, 2020 10:05 |
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Dagnabbit I remembered fortification zweihander as 100 but it's 100.05, making it fractionally to heavy for the alleviated festive claw I just built.
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# ? Jul 2, 2020 11:49 |
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There is a MASSIVE difficulty difference between normal play and bosses in this. They're not so more tougher as they are 5x faster than regular enemies.
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# ? Jul 4, 2020 03:51 |
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Go Shiina's ability to single handedly carry a narrative remains impressive
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# ? Jul 4, 2020 04:33 |
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Yeah, I just can't get past the water boss.
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# ? Jul 4, 2020 08:49 |
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The water boss is a particular rear end and it becomes much easier if you go with one of the followers you can select. The game is basically balanced around going alone for free play and going partnered for bosses. Some of them are stupid hard.
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# ? Jul 4, 2020 08:51 |
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Steam currently has a half-off sale on Code Vein, including the DLC. It wasn't worth $25 but maaaybe it'll be worth $12? I mean I have 200+ hours in this game so why not.
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# ? Sep 25, 2020 10:35 |
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I found the second (ice) and third (lightning) DLC bosses rather annoying to fight. The Frozen Empress has orbiting crystals that buff the boss and give it special abilities. You can hit the crystals to remove the buffs, except it's impossible to lock onto them and they rotate very quickly, which made fighting it with slower weapons and trying to connect with the crystals a massive exercise in frustration. The Lord of Thunder has a huge winged model that fills up the screen when you're close to it, making it hard to read what's happening most of the time. It also has possibly the fastest moveset in the game with some weird hitboxes. My guess is that you are supposed to fight it with a magic build because doing it with melee was really disorienting.
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# ? Sep 25, 2020 11:49 |
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Just picked this up recently from a GMG sale. Game overall so far is pretty neat: positives are definitely the versatility of builds, with it being eye-opening to switch between builds to handle a challenge better whereas other games would have you stuck throwing your rock against their paper (similar to choosing a counter hero in something like Overwatch). Another eye-opening factor was going solo: I wanted to stick with partners since it seemed like the intended way to play what with it being the default and all the chatter they generate, but once I got to the Trenches I went solo for a change and I'm never going back. It was like night and day: when I was playing with a partner I was slouched back and drooling in my chair, while when I was solo I was upright and sweating. I'm glad I got to face the Butterfly a second time in the depths, but solo: fighting her the first time with a partner was a cakewalk, while facing her solo was a heck of a challenge. Bad parts about the game have been said before: really lackluster level design which might even fool you into thinking they were randomly generated instead of hand-crafted, they're that boring. Game also just a little bit less polish than a real Dark Souls: just general annoyances like I've had so many attacks of mine whiff for no apparent reason (looks like it happens with bayonets more than others) and enemy/boss telegraphs can range from being good to being really badly animated in a way that you can't naturally anticipate and react to moves, but just have to memorize. All of the bosses I've faced have kinda had the same sort of general attack pattern (spins, homing projectile, charge, etc) to them and each of them have had some sort of incredibly badly-animated and annoying move among their good moves (Despot had a zero-frame startup double-hit combo with the axe hilt, Butterfly in general has really bad combo telegraphs where the anticipation animation is just standing stock still, Executioner has a insta-kill slide move, deceptive hitboxes and zero anticipation combo spin moves, etc). Attack animations and hitboxes in general for enemies are just so critical for a game like this to work: to get that proper "tough, but fair" feel. Tons of bosses in Dark Souls and Bloodborne can, at least within reason, be beaten on the first try with good observation, reactions and timing: they just feel very intuitive and fun. To me, bosses in Bloodborne and Dark Souls feel like dancing: it's a wonderful feeling and sometimes I'd even want to lose intentionally so I could fight them again. I can't say the same for Code Vein though: feels like a lot of the animations just aren't as good and the hitboxes so deceptive that you're just gonna have to take a lot of L's to memorize a boss, and the move patterns so similar between them that none of them particularly stand out yet (but I haven't beaten the game yet, so we'll see as I go). FutureCop fucked around with this message at 16:24 on Sep 25, 2020 |
# ? Sep 25, 2020 16:18 |
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just got back into this and my only goal is to take selfies with all the anime vampires who put out calls for help. sometimes risking our deaths to do so. like 80 percent of them is just people who need someone to navigate them through Anime Londo though.
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# ? Jan 5, 2021 05:11 |
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Just got through Anime Londo myself, playing this on Game Pass... man, it feels so close to a really great game. I think more than anything else I'm frustrated by how it feels like they gave up on actually managing the difficulty curve, and the companions are just thrown in as a total cop out on balancing the fights. Adding lame JRPG cutscenes to a Soulslike is also terrible, and the level design is pretty bad as of course plenty of people have noted. The core of finding and upgrading Blood Codes through exploration and then maxing out gifts still feels great, I'm just finding myself constantly annoyed.
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# ? Jan 6, 2021 20:15 |
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The developers of this Code Vein also made the God Eater series of games, so its anime pedigree is something it comes by honestly, if nothing else. It's just how they make their games, so I think there's no real point in arguing about a long-standing personal style. "Could've been so much better if not for some persistent flaws" is definitely a common reaction to the game, though. It does a lot of cool things, and some things that are even practically unique to the genre, but it's also dragged down by a number of poor decisions. The uneven balance and the overall mostly pretty godawful level design are two of them.
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# ? Jan 6, 2021 20:24 |
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Lol sorry for incoming ragepost, but... oof. I dunno if it's backwards compatibility issues or what, but I started getting more crashes as I went on (playing it on Xbox Series S), including repeated ones when I'd try to use my companion powers. Last 3 sessions ended with crashes, just beat the Queen's Knight boss, it crashed again during the following cutscene... reloaded, would have to beat the boss again, but I immediately fell off a cliff approaching the bridge to that boss. Lost 180k haze. Honestly I know the haze doesn't even matter that much, but the fact that leveling up makes it harder to max your gift proficiency is just unforgivably stupid in a game that already has too many questionable decisions. It's led to me having nothing to spend haze on, hoarding it until I find the next blood code to immediately dump them all on, which is fine unless some stupid bullshit happens. That's an uninstall from me.
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# ? Jan 6, 2021 21:43 |
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when you get too high a level to raise your gift proficiency, get online and answer some calls. The level adjustment puts you back in range again
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# ? Jan 7, 2021 03:35 |
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Did they ever release DLC? I might pick this back up again.
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# ? Feb 15, 2021 23:11 |
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Thumbtacks posted:Did they ever release DLC? I might pick this back up again. they did but it's atrocious, just enemy/boss reskins (and at least one of them is so poorly programmed that it can render the entire game inoperable)
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# ? Feb 15, 2021 23:19 |
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Thumbtacks posted:Did they ever release DLC? I might pick this back up again.
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# ? Feb 15, 2021 23:49 |
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The models aren't from God Eater but 2/3 of their movelists are. Empress of Ice is original entirely as far as I can tell. Of course in GE the protagonists can jump 20 feet in any given direction and block attacks with no damage and the CV Revenants, uh, can't do that
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# ? Feb 15, 2021 23:58 |
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How do the God Eater games hold up? I imagine they're more into anime as an aesthetic but that's peanuts compared to NamBan's own Tales series.
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# ? Feb 16, 2021 00:10 |
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They're basically like Monster Hunter, but with more and smaller maps and more heavily into RPG mechanics and active skill use than the equipment-based gameplay that Monhun runs on. God Eater 3 is pretty good.
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# ? Feb 16, 2021 00:13 |
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I wanted to like God Eater but everything is too floaty and nothing feels satisfying like MH. Some fun characters/dress up though
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# ? Feb 16, 2021 00:50 |
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Question. Who thought that in a game genre based around clearing chunks of high difficulty content using very limited resources a feature where unmarked spots on the map spawn waves and waves of enemies literally out of thin air was a good idea? Like, it's very obvious that this game loving hates the player but this is the most blatant "gently caress you" yet. Literally only a step above something like I Wanna Be The Guy.
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# ? Sep 1, 2021 16:38 |
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From what I remember you always have a lot of room to move around, or you can backtrack a bit to give you more room and spacing between mobs. They’re also optional. The only real bullshit moment was the dual frost giant dudes in the depths.
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# ? Sep 2, 2021 02:11 |
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# ? Apr 24, 2024 11:03 |
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Use your partners. They're very strong and basically all of the areas are balanced around the idea that you'll have a constant NPC buddy helping you and taking heat off you.
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# ? Sep 2, 2021 02:49 |