I don't know how I missed this until now, but I just learned that you can charge DSD's summoned swords by holding O instead of holding Triangle and it produces a completely different attack. Was there a pop-up explaining this and I just damn missed it, or is it one of those moves that's really only visible if you look in the moves menu?
That's Round Trip. It just looks different with DSD and is called Round Trips plural.
That explains it. I kinda like the way DSD lets you do certain things that would normally stop you from being able to attack but lets you keep attacking while doing them. It's kind of a nice way of showing through gameplay how much Dante's power has grown.
I don't know how I missed this until now, but I just learned that you can charge DSD's summoned swords by holding O instead of holding Triangle and it produces a completely different attack. Was there a pop-up explaining this and I just damn missed it, or is it one of those moves that's really only visible if you look in the moves menu?
Cav Angelo is probably my favorite fight in the whole game. Replaying it on subsequent difficulties just exposes how well-designed and fun it is - everything he does is perfectly tuned around the ways Dante can move and attack.
here we go againI never thought I'd say this
But DMD Fury is single-handedly changing my opinions of this game. This game was decent, nowhere near DMC3, NGB and GH, but now seeing how they incorporate fury in DMD? It's actually shit tier, we're talking below Bayo2 kinds of garbage.
What a sad, piece of shit of a game. Feel bad for anyone playing this more than the initial 20 or so hours.
Here I was thinking we'd end of with a "pillar" action game, turns out we only got a turd of a game.
Edit; before "get gud", they're not even hard. That's my issue. It's that the game goes to a crawl, rolling from SSS to B/C because of how the enemy design is. Good job Itsuno! You know exactly the tempo of what an action game is supposed to have.
I never thought I'd say this
But DMD Fury is single-handedly changing my opinions of this game. This game was decent, nowhere near DMC3, NGB and GH, but now seeing how they incorporate fury in DMD? It's actually shit tier, we're talking below Bayo2 kinds of garbage.
What a sad, piece of shit of a game. Feel bad for anyone playing this more than the initial 20 or so hours.
Here I was thinking we'd end of with a "pillar" action game, turns out we only got a turd of a game.
Edit; before "get gud", they're not even hard. That's my issue. It's that the game goes to a crawl, rolling from SSS to B/C because of how the enemy design is. Good job Itsuno! You know exactly the tempo of what an action game is supposed to have.
Lmfao, when figuring out how the Fury attacks it gets a lot easier to parry and combo it.I never thought I'd say this
But DMD Fury is single-handedly changing my opinions of this game. This game was decent, nowhere near DMC3, NGB and GH, but now seeing how they incorporate fury in DMD? It's actually shit tier, we're talking below Bayo2 kinds of garbage.
What a sad, piece of shit of a game. Feel bad for anyone playing this more than the initial 20 or so hours.
Here I was thinking we'd end of with a "pillar" action game, turns out we only got a turd of a game.
Edit; before "get gud", they're not even hard. That's my issue. It's that the game goes to a crawl, rolling from SSS to B/C because of how the enemy design is. Good job Itsuno! You know exactly the tempo of what an action game is supposed to have.
*Yawn* plenty of advice has been posted on how to deal quickly with Furies.I never thought I'd say this
But DMD Fury is single-handedly changing my opinions of this game. This game was decent, nowhere near DMC3, NGB and GH, but now seeing how they incorporate fury in DMD? It's actually shit tier, we're talking below Bayo2 kinds of garbage.
What a sad, piece of shit of a game. Feel bad for anyone playing this more than the initial 20 or so hours.
Here I was thinking we'd end of with a "pillar" action game, turns out we only got a turd of a game.
Edit; before "get gud", they're not even hard. That's my issue. It's that the game goes to a crawl, rolling from SSS to B/C because of how the enemy design is. Good job Itsuno! You know exactly the tempo of what an action game is supposed to have.
Man I really hate Nero's arm system. I think he would be much more interesting if I could just switch arms on the fly, and they only broke temporarily on hit.
As is, I feel I just have to stack duplicates of the arm I want to use. Not a very interesting way to play at all.
*Yawn* plenty of advice has been posted on how to deal quickly with Furies.
So yeah, git gud
Tne reason the arms are so good is because they carry that risk of breaking.
That's the balancing.
I never thought I'd say this
But DMD Fury is single-handedly changing my opinions of this game. This game was decent, nowhere near DMC3, NGB and GH, but now seeing how they incorporate fury in DMD? It's actually shit tier, we're talking below Bayo2 kinds of garbage.
What a sad, piece of shit of a game. Feel bad for anyone playing this more than the initial 20 or so hours.
Here I was thinking we'd end of with a "pillar" action game, turns out we only got a turd of a game.
Edit; before "get gud", they're not even hard. That's my issue. It's that the game goes to a crawl, rolling from SSS to B/C because of how the enemy design is. Good job Itsuno! You know exactly the tempo of what an action game is supposed to have.
I disagree on it not being interesting.Man I really hate Nero's arm system. I think he would be much more interesting if I could just switch arms on the fly, and they only broke temporarily on hit.
As is, I feel I just have to stack duplicates of the arm I want to use. Not a very interesting way to play at all.
even if you had a point about their design(you dont, as most have provided ways to deal with them), the bolded is...laughable. grow up, and indeed, git gudI never thought I'd say this
But DMD Fury is single-handedly changing my opinions of this game. This game was decent, nowhere near DMC3, NGB and GH, but now seeing how they incorporate fury in DMD? It's actually shit tier, we're talking below Bayo2 kinds of garbage.
What a sad, piece of shit of a game. Feel bad for anyone playing this more than the initial 20 or so hours.
Here I was thinking we'd end of with a "pillar" action game, turns out we only got a turd of a game.
Edit; before "get gud", they're not even hard. That's my issue. It's that the game goes to a crawl, rolling from SSS to B/C because of how the enemy design is. Good job Itsuno! You know exactly the tempo of what an action game is supposed to have.
I think it would've been more manageable if it was specifically their super moves that carry the risk of breaking them, rather than literally any damage at any point while the item is active.
For example: If I take a hit when Punch Line is on the other side of the room from me, it makes no sense that Punch Line would break.
I never thought I'd say this
But DMD Fury is single-handedly changing my opinions of this game. This game was decent, nowhere near DMC3, NGB and GH, but now seeing how they incorporate fury in DMD? It's actually shit tier, we're talking below Bayo2 kinds of garbage.
What a sad, piece of shit of a game. Feel bad for anyone playing this more than the initial 20 or so hours.
Here I was thinking we'd end of with a "pillar" action game, turns out we only got a turd of a game.
Edit; before "get gud", they're not even hard. That's my issue. It's that the game goes to a crawl, rolling from SSS to B/C because of how the enemy design is. Good job Itsuno! You know exactly the tempo of what an action game is supposed to have.
DMC3's Fallen angel
DMC4's Blitz
DMC5's Fury
DMC always have 1 of those annoying enemies. So fucking suck it up and get good.
Well not really, in the sense that the super moves are you yourself breaking (or 'spending') them by choice.
The arms are fantastic all around, not just with their super moves.
The risk of breaking them in combat is mostly in the normal usage. In general you should aim not to get hit as best you can, this gives you even more incentive to do so.
They aren't tied to meter so their awesomeness is tied to your skill and your stock. Since they are dirt cheap and you can stock up to eight of them with no need for cooldown or needing to build meter (like Dante for SDT), I don't find it to be much of an issue overall. They are pretty overpowered.
Yeah, having a mechanic with a cost separate from the DT gauge is a cool change of pace.Well not really, in the sense that the super moves are you yourself breaking (or 'spending') them by choice.
The arms are fantastic all around, not just with their super moves.
The risk of breaking them in combat is mostly in the normal usage. In general you should aim not to get hit as best you can, this gives you even more incentive to do so.
They aren't tied to meter so their awesomeness is tied to your skill and your stock. Since they are dirt cheap and you can stock up to eight of them with no need for cooldown or needing to build meter (like Dante for SDT), I don't find it to be much of an issue overall. They are pretty overpowered.
Are there any general tips for Dante Must Die difficulty? I made it through Son of Sparda relatively easily but holy shit, DMD feels like a goddamn wall. The amount of damage enemies deal is just fucking brutal and some fights last so long that it sometimes gets a little tedious. I'm only like 5 missions in and I'm already needing to revive halfway through lol. It's pretty obvious I need to get better at dodging but is there anything else that's crucially important?
I really wanted to go for the S rank everything achievements but I'm starting to think it's waaay beyond my abilities lol.
And a lot of enemies have weird quirks or mechanics that allow you to kill them quickly in group situations. Really well designed and promote experimentation and mastery of the game's systemsI think this game has the best set of enemies in the series tbh. They basically just picked all the most fun types to fight in the previous games, as well as some cool original ones. None of them are annoying to fight and break the flow as much as enigmas or those stupid chimeras.
I think this game has the best set of enemies in the series tbh. They basically just picked all the most fun types to fight in the previous games, as well as some cool original ones. None of them are annoying to fight and break the flow as much as enigmas or those stupid chimeras.
Well, let me give an example. If you're using Dante, you use Round Trip (original version), and while the sword is out of your hands, you can't attack. You have to switch to another weapon to keep up the pressure. But if you take a hit while Rebellion or Sparda is out of your hands, the sword doesn't explode. The attack is interrupted, but you don't lose your weapon. But if you take even one hit while dodging with Gerbera or with Punch Line out of your hand, that item is gone. You have to go without it, or go back to a shop point and buy more. And if you run out of Breakers during a fight, you have nothing. All you can do is basic Wire Grabs.
This is why I don't use them. I don't like Nero's playstyle on a general level and I am not good at avoiding damage while using him compared to Dante. I take a lot of hits, especially when I try to get creative. As a result, I have rendered Breakers completely vestigial to my postgame playstyle because the reward is not worth the risk for me anymore.
Yeah, having a mechanic with a cost separate from the DT gauge is a cool change of pace.
It's not going to be how everyone wants to play, and that's fine. But I love how DMC is making sure all it's playable characters have different gameplans. It's like a fighting game where I find a character I want to main because they have their own things that make them stand out.
I know once we have Bloody Palace I'll be spending most of my time there with Nero, but for those that don't care for him they still have Dante or V to choose from.
With Dante, can you do Round Trip instantly without charging? Can you call the sword back after throwing it for Round Trip and ride it around to style? Ride it as a mobility option against bosses? And after you are done riding it can you send it back to continue attacking the enemy?
Punch Line is so much more than Round Trip.
You can carry up to 8 breakers at a time and the stages have Nico/statues that let you refill them. They are always there before a boss in particular so you never have to deal with it without a breaker. Breakers are also laying around as pick up. They are also very cheap. Gerbera costs just 500 red orbs and the cost never goes up.
On Mission 13, and just discovered Dr. Faust. However, in trying to farm for Red Orbs, I can use the Gunslinger with it pretty effectively, but I was told to use the Hat Trick at the end as an AOE attack to really stack up the Orbs quickly. But I cannot figure out the timing on how to use it. When I press square just after getting the hat back, I immediately shoot red Orbs. Anyone got any tips?
I think the issue for me is people are saying breakers are Nero's alternative to Devil Arms, but Devil Arms don't go away when you get hit. Again, managing consumables is just not something I want to do in my action games. Especially not consumables the game takes away FROM me. If it was my choice to sacrifice a Breaker to do a powerful move, that's fine, I can work with that. But the fact I pretty much always take hits while using breakers (especially their super moves) just makes them not worth my time to use anymore.