This is how I'm playing dark souls 3 currently. I have a boring strength knight build with the long sword. I pump all my souls into More Health, More Stamnia, and More Damage. I have the rings that make me do more damage at full health and recover my stamina faster(so I can run up and hit people with my sword even better). I want to run up to every scary ass monster and punch them out in five seconds.I like to run up and hit things with a sword and not die until I do die and someone heals me until I can run up and hit things until I die again.
This is how I'm playing dark souls 3 currently. I have a boring strength knight build with the long sword. I pump all my souls into More Health, More Stamnia, and More Damage. I have the rings that make me do more damage at full health and recover my stamina faster(so I can run up and hit people with my sword even better). I want to run up to every scary ass monster and punch them out in five seconds.
This is how I'm playing dark souls 3 currently. I have a boring strength knight build with the long sword. I pump all my souls into More Health, More Stamnia, and More Damage. I have the rings that make me do more damage at full health and recover my stamina faster(so I can run up and hit people with my sword even better). I want to run up to every scary ass monster and punch them out in five seconds.
It really does, I don't mind it since I play like that a lot but yeah on Legends I started mixing waiting for dodges and parries with aggressiveness due to it being online and there you can't wait that muchLooking at this list I think this is one of the issues I have with Ghost of Tsushima's combat. It feels as though it really leans into a single style of play, that defensive / passive style where you're just reacting to enemy attacks.
Anyway, I like to mix playstyles wherever possible. I like to make decisions in combat and shift my playstyle based on the situation. I was playing Shadow of War recently, and I think that offers a good balance. It does force you to use every playstyle at one point or another (you can hardly not play reactively, as if you're not parrying then you'll get hit) but in general you can be more aggressive, more defensive, more ranged, you can use stealth, you can use the environment, or you can even use the enemies themselves against each other.
Looking at this list I think this is one of the issues I have with Ghost of Tsushima's combat. It feels as though it really leans into a single style of play, that defensive / passive style where you're just reacting to enemy attacks.
Anyway, I like to mix playstyles wherever possible. I like to make decisions in combat and shift my playstyle based on the situation. I was playing Shadow of War recently, and I think that offers a good balance. It does force you to use every playstyle at one point or another (you can hardly not play reactively, as if you're not parrying then you'll get hit) but in general you can be more aggressive, more defensive, more ranged, you can use stealth, you can use the environment, or you can even use the enemies themselves against each other.
It really does, I don't mind it since I play like that a lot but yeah on Legends I started mixing waiting for dodges and parries with aggressiveness due to it being online and there you can't wait that much
Yeah, especially the perfect parries, that shit eats up their stamina and health regardless of stance, near the end of the game I kind of forgot the stances at times due to how OP the parries were in comparisionI think it really tries to encourage playstyles to be more versatile with the rock paper scissors system (shields, swords, spears etc) but even if you use the right type of attack they still block it until their stamina is depleted. Whereas if you just react and hit them, it doesn't even matter what stance you're in, the attacks always land.
It feels like the game has some conflicting ideas there, I think. Perhaps using the right stance should do more damage, or the attacks should be faster. But I found it so much easier to just react and either dodge or parry, then attack.
Looking at this list I think this is one of the issues I have with Ghost of Tsushima's combat. It feels as though it really leans into a single style of play, that defensive / passive style where you're just reacting to enemy attacks.
I think stance switching + the perfect parry/dodge systems let you be both aggressive and reactive at once, just with different enemies. You can just do triangle on someone you've got the appropriate stance for and do stagger damage while countering whoever interrupts.I think it really tries to encourage playstyles to be more versatile with the rock paper scissors system (shields, swords, spears etc) but even if you use the right type of attack they still block it until their stamina is depleted. Whereas if you just react and hit them, it doesn't even matter what stance you're in, the attacks always land.
It feels like the game has some conflicting ideas there, I think. Perhaps using the right stance should do more damage, or the attacks should be faster. But I found it so much easier to just react and either dodge or parry, then attack.
I think stance switching + the perfect parry/dodge systems let you be both aggressive and reactive at once, just with different enemies. You can just do triangle on someone you've got the appropriate stance for and do stagger damage while countering whoever interrupts.