Oh no Matt confirmed on stream that if you watch to switch to another devil breaker, you need to destroy the one you currently have.
Why.
Why.
No lies detected, best discord.
Nooooo :(Oh no Matt confirmed on stream that if you watch to switch to another devil breaker, you need to destroy the one you currently have.
Why.
Why.
whhhhhhhhhhhhhhhhhhhhhhhyyyyyyyyyyyyyyyy
The "cane" is referring to the character of V, who is the 3rd playable character in DMCV.
This is disappointing. I was hoping they'd at least be cyclical. Obviously I'll have to wait to see how it actually feels, but I don't like the idea of such a major component of the game being essentially a loot system. Hmmm.Oh no Matt confirmed on stream that if you watch to switch to another devil breaker, you need to destroy the one you currently have.
Why.
Why.
whhhhhhhhhhhhhhhhhhhhhhhyyyyyyyyyyyyy
I think of it less like "loot" and more like the "temporary weapon pick-ups" that were abound in any good side-scrolling brawler. Since it seems a lot of them offer very good effects, I think this is a nice way of balancing them out.This is disappointing. I was hoping they'd at least be cyclical. Obviously I'll have to wait to see how it actually feels, but I don't like the idea of such a major component of the game being essentially a loot system. Hmmm.
Oh no Matt confirmed on stream that if you watch to switch to another devil breaker, you need to destroy the one you currently have.
Why.
Why.
whhhhhhhhhhhhhhhhhhhhhhhyyyyyyyyyyyyyyyy
It's not that I'm worried they'll run out, It's more that I feel it's taken a bit of control away from the player. What you have is what you run over instead of what you chose to equip. I dunno, again it's really hard to get a feel for it without playing but so far it's the only thing I'm lukewarm on.I think of it less like "loot" and more like the "temporary weapon pick-ups" that were abound in any good side-scrolling brawler. Since it seems a lot of them offer very good effects, I think this is a nice way of balancing them out.
And seeing how there was such a good smattering of the things in the levels themselves (along with the idea of being able to call Nico for a hook-up for more), I don't think one has to be but so worried about running out.
What's the issue with the Devil Breaker system?Devil Breaker system is just bad as it is right now. Gonna be pestering Capcom PR folks for a long time over this.
Everything else about the game looks phenomenal though minus some less significant issues. The Devil Breaker system is a black mark on an otherwise stellar showing at Gamescom.
Looking at the demo there are even more DmC influences that we didn't know about previously. For example, enemy introductions are almost verbatim taken from DmC right down to the speed of the text.This game totally influenced by DmC and looks it
Hahaha joking
We're gonna have to wait for DMC6 until Capcom develops the tech to allow seamless switching, it seems.Devil Breaker system is just bad as it is right now. Gonna be pestering Capcom PR folks for a long time over this.
Everything else about the game looks phenomenal though minus some less significant issues. The Devil Breaker system is a black mark on an otherwise stellar showing at Gamescom.
To change Devil Breaker's you will have to destroy your current one first. Which is sort of meh but I'll reserve judgement until I've played it. I'll be there on Friday and hope to get my hands on the demo to see myself.
It's been long enough...I can taste the red orbsThat new gameplay trailer looks absolutely bonkers
We are really getting a full Devil May Cry sequel y'all
The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.
This is a fantastic breakdown of why the system isn't very good, and it's frustrating because it seems like an easy fix. Give us the option to order them, and at the very least cycle through them so we can choose what arm we want to break. The d-pad is (as far as we know) unused...It's not as though we're lacking button space for it.The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.
Here's how it works:
*You can have only one cartridge equipped at one time.
*You cannot switch to another cartridge unless you break the one that you currently have.
*Once you break the cartridge, it goes to the next one in rotation which you also don't really have control over (you can probably have some control at start with the load out but once you start running out and need to reacquire, the order will be whatever)
*Cartridges can be manually broken by pressing L1 or hold B. They can also be broken by enemy attacks while you are using those attacks (so if you are holding down B and get hit it breaks the arm without giving you the powerful attack).
*The Hold B and L1 moves are specific to each Devil Breaker but you can only use them once before they cause the cartridge to break.
This is how it is in the demo currently.
There's no way to manually switch to the Devil Breaker you want without breaking your current one.
I will give you an example that actually appeared in one of the footage:
I have 3 Devil Breaker cartridges equipped. Gerbera, Overture, Buster in that order.
Gerbera gives you a very powerful aerial dodge that has a hit box along with a reflect/push back move as default moves. It gives the giant laser on the ground and the homing lasers in the air as special one time moves that break the cartridge if you use.
Overture is that lightning palm attack for knock back and even it has some invulnerable frames in that it can be used as a parry against the boss even. Leaves a stick bomb on the opponent if you hold B to break it.
Buster is basically Devil Bringer from DMC4 where you can grab enemies and smack them around as seen in the trailer.
Now imagine this scenario. You are against the boss and you are comfortable using your Gerbera to dodge around the boss in mid air. Great, air mobility in these games is great to have. You get the boss to stagger and he is open to a Devil Bringer Buster attack for big damage. However, in order to do that... you have to give up the ability to evade in the air (along with all attacks associated with that Devil Breaker) AND all the tools of the Overture just so you can Buster that boss in that instance. Meaning you have to break your arm twice to get that devil breaker in the rotation in order to use that one move. And once you have done this you no longer have access to stuff like an air dodge, a reflect and a parry/reversal move.
It's just questionable design all around and I am quite Itsuno went with this direction. What does this accomplish? Casuals get punished for using this too much as they are likely to get hit and they will never really nuances of each of the Devil Breakers because they are constantly breaking. High level players get punished for wanting to combo Devil Breakers into each other or use the full power of their toolset. I urge DMC fans who care about seemless, on the fly combat to give feedback on this.
Interesting. We'll see later on how this all pans out.The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.
Here's how it works:
*You can have only one cartridge equipped at one time.
*You cannot switch to another cartridge unless you break the one that you currently have.
*Once you break the cartridge, it goes to the next one in rotation which you also don't really have control over (you can probably have some control at start with the load out but once you start running out and need to reacquire, the order will be whatever)
*Cartridges can be manually broken by pressing L1 or hold B. They can also be broken by enemy attacks while you are using those attacks (so if you are holding down B and get hit it breaks the arm without giving you the powerful attack).
*The Hold B and L1 moves are specific to each Devil Breaker but you can only use them once before they cause the cartridge to break.
This is how it is in the demo currently.
There's no way to manually switch to the Devil Breaker you want without breaking your current one.
I will give you an example that actually appeared in one of the footage:
I have 3 Devil Breaker cartridges equipped. Gerbera, Overture, Buster in that order.
Gerbera gives you a very powerful aerial dodge that has a hit box along with a reflect/push back move as default moves. It gives the giant laser on the ground and the homing lasers in the air as special one time moves that break the cartridge if you use.
Overture is that lightning palm attack for knock back and even it has some invulnerable frames in that it can be used as a parry against the boss even. Leaves a stick bomb on the opponent if you hold B to break it.
Buster is basically Devil Bringer from DMC4 where you can grab enemies and smack them around as seen in the trailer.
Now imagine this scenario. You are against the boss and you are comfortable using your Gerbera to dodge around the boss in mid air. Great, air mobility in these games is great to have. You get the boss to stagger and he is open to a Devil Bringer Buster attack for big damage. However, in order to do that... you have to give up the ability to evade in the air (along with all attacks associated with that Devil Breaker) AND all the tools of the Overture just so you can Buster that boss in that instance. Meaning you have to break your arm twice to get that devil breaker in the rotation in order to use that one move. And once you have done this you no longer have access to stuff like an air dodge, a reflect and a parry/reversal move.
It's just questionable design all around and I am quite Itsuno went with this direction. What does this accomplish? Casuals get punished for using this too much as they are likely to get hit and they will never really nuances of each of the Devil Breakers because they are constantly breaking. High level players get punished for wanting to combo Devil Breakers into each other or use the full power of their toolset. I urge DMC fans who care about seemless, on the fly combat to give feedback on this.
The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.
Here's how it works:
*You can have only one cartridge equipped at one time.
*You cannot switch to another cartridge unless you break the one that you currently have.
*Once you break the cartridge, it goes to the next one in rotation which you also don't really have control over (you can probably have some control at start with the load out but once you start running out and need to reacquire, the order will be whatever)
*Cartridges can be manually broken by pressing L1 or hold B. They can also be broken by enemy attacks while you are using those attacks (so if you are holding down B and get hit it breaks the arm without giving you the powerful attack).
*The Hold B and L1 moves are specific to each Devil Breaker but you can only use them once before they cause the cartridge to break.
This is how it is in the demo currently.
There's no way to manually switch to the Devil Breaker you want without breaking your current one.
I will give you an example that actually appeared in one of the footage:
I have 3 Devil Breaker cartridges equipped. Gerbera, Overture, Buster in that order.
Gerbera gives you a very powerful aerial dodge that has a hit box along with a reflect/push back move as default moves. It gives the giant laser on the ground and the homing lasers in the air as special one time moves that break the cartridge if you use.
Overture is that lightning palm attack for knock back and even it has some invulnerable frames in that it can be used as a parry against the boss even. Leaves a stick bomb on the opponent if you hold B to break it.
Buster is basically Devil Bringer from DMC4 where you can grab enemies and smack them around as seen in the trailer.
Now imagine this scenario. You are against the boss and you are comfortable using your Gerbera to dodge around the boss in mid air. Great, air mobility in these games is great to have. You get the boss to stagger and he is open to a Devil Bringer Buster attack for big damage. However, in order to do that... you have to give up the ability to evade in the air (along with all attacks associated with that Devil Breaker) AND all the tools of the Overture just so you can Buster that boss in that instance. Meaning you have to break your arm twice to get that devil breaker in the rotation in order to use that one move. And once you have done this you no longer have access to stuff like an air dodge, a reflect and a parry/reversal move.
It's just questionable design all around and I am quite Itsuno went with this direction. What does this accomplish? Casuals get punished for using this too much as they are likely to get hit and they will never really nuances of each of the Devil Breakers because they are constantly breaking. High level players get punished for wanting to combo Devil Breakers into each other or use the full power of their toolset. I urge DMC fans who care about seemless, on the fly combat to give feedback on this.