As a quick disclaimer, I'd like to say that I'm not saying that Devil May Cry is bad; I still really enjoy the games. I'm just mentioning a small gripe of mine about it in general.
DMC is generally known for it's incredibly complex combat, with the myriad of styles, weapons, and guns to pick from, all of which have a nice variety of moves. This isn't a bad thing: I mean, that's the winning formula that DMC has stuck with since 3, and I hope they keep it. But during this time, I've always had one particular complaint with the system, primarily in 4 and 5. That being, that the games are more focused on combat complexity than they are with the controls making sense.
In DMC 3, you were sent to a prep screen, and you had to pick from 4 styles, and you used that style for the entire mission, yada yada yada. We all know that. And in DMC 4, you were able to switch between styles by hitting the D-Pad. Which is all fine and good. But the problem is that a lot of basic functions were locked behind styles in DMC 3. To some extent, that made sense, because you were only going to be using one at a time. But in DMC 4, I ask you this: Is there really ANY reason at all that I should have to switch to Swordmaster to use the Aerial Rave with Rebellion, even though I have literally all of my styles at once? His sword doesn't have any attacks aside from the Helm Breaker in mid-air when not in Swordmaster mode... So why lock the basic juggle behind an unnecessary button press? It could've just have been easily mapped to the default attack button, and Helm Splitter could've worked like it did with Nero, where he could use it via a directional input.
Now, I realize that they fixed this particular issue in 5, when
However, this problem can still be felt with other weapons. Take for example, the Kalina Ann.
By default, it has exactly two moves: Hit Square to shoot a missile, and hold square to launch a bigger missile.
But in gunslinger, it has 4 moves: Hit circle to shoot a barrage of missiles, hit circle mid-air to fire a missile downwards, Lock-on, hold back, and hit circle to fire a wide arc of missiles, in which by mashing, you can increase the amount of missiles shot, and lastly, Lock-on, hold forward, and hit circle to launch a barrage of missiles targeting one guy.
Again, why did those last two moves have to be locked behind Gunslinger, instead of just having it on the default moveset?
EDIT: Rubblatus answered my question here
This doesn't apply to every single weapon in the game (E.G King Cerberus), but to me, choices like these just come off as trying to artificially amp up the skill floor and ceiling by focusing less on the controls making sense, and focusing more on them just being more complex.
DMC is generally known for it's incredibly complex combat, with the myriad of styles, weapons, and guns to pick from, all of which have a nice variety of moves. This isn't a bad thing: I mean, that's the winning formula that DMC has stuck with since 3, and I hope they keep it. But during this time, I've always had one particular complaint with the system, primarily in 4 and 5. That being, that the games are more focused on combat complexity than they are with the controls making sense.
In DMC 3, you were sent to a prep screen, and you had to pick from 4 styles, and you used that style for the entire mission, yada yada yada. We all know that. And in DMC 4, you were able to switch between styles by hitting the D-Pad. Which is all fine and good. But the problem is that a lot of basic functions were locked behind styles in DMC 3. To some extent, that made sense, because you were only going to be using one at a time. But in DMC 4, I ask you this: Is there really ANY reason at all that I should have to switch to Swordmaster to use the Aerial Rave with Rebellion, even though I have literally all of my styles at once? His sword doesn't have any attacks aside from the Helm Breaker in mid-air when not in Swordmaster mode... So why lock the basic juggle behind an unnecessary button press? It could've just have been easily mapped to the default attack button, and Helm Splitter could've worked like it did with Nero, where he could use it via a directional input.
Dante gets the DSD.
By default, it has exactly two moves: Hit Square to shoot a missile, and hold square to launch a bigger missile.
But in gunslinger, it has 4 moves: Hit circle to shoot a barrage of missiles, hit circle mid-air to fire a missile downwards, Lock-on, hold back, and hit circle to fire a wide arc of missiles, in which by mashing, you can increase the amount of missiles shot, and lastly, Lock-on, hold forward, and hit circle to launch a barrage of missiles targeting one guy.
Again, why did those last two moves have to be locked behind Gunslinger, instead of just having it on the default moveset?
EDIT: Rubblatus answered my question here
Kalina Ann doesn't do that, it locks you into place when you fire your gun, so what's the difference between these gunslinger actions and the normal shoot that would create an issue? The reason you don't see Hysteric and Paranoia is that they work differently than your normal shoot. If Dante shoots a rocket, it immediately locks him in place, he fires the rocket and he can't cancel the action until the recoil animation on the rocket launcher's done. If Dante uses Hysteric or Paranoia, he can roll or jump cancel out of those animations for up to a second until he stops spinning the rocket launcher around and plants his feet to fire.
That creates a potential issue in combat where you might want to shoot Kalina Ann and buffer a dodge which is absolutely reasonable, but if instead you accidently input a Hysteric and cancel the move prematurely, it ends up feeling like your input was eaten or ignored. That's not great. Moving that to Gunslinger removes that bad scenario from ever having a chance to happen.
This doesn't apply to every single weapon in the game (E.G King Cerberus), but to me, choices like these just come off as trying to artificially amp up the skill floor and ceiling by focusing less on the controls making sense, and focusing more on them just being more complex.
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