This looks so good! So cinematic! I had to snap out of admiring the view. Not just a great fight, but excellent presentation, Sno. And yes, even the simple and small details.
Thank you! I always loved how Retem looks in storms, so the fight actually looks pretty nice in Retem! I also like taking some nice shots in fights when I have UI off. I didn't really do that much in this one, but you'll likely see more in future videos in fights where can relax a bit with the camera. :3
I hope they make him attack faster and make his attacks chain more in later depths. The fact that we can move and dodge more easily than in PSO2 makes the fight somewhat trivial imo.
I 100% agree with you and hope so as well! Parries in this game is extremely powerful and honestly very forgiving too, and oftentimes with most classes even if you don't know the exact time to parry, you can just spam Weapon Action and most likely will dodge it. Since NGS release, I always wondered why they didn't take advantage of the new movement system to make boss fights where you ACTUALLY need to put into use your new free movement. They sort of did with Solus transition from phase 1 to phase 2 and Dalion but it could be explored way more imo. I think it would be interesting to have a different pattern in combat than we have (Parry Parry Parry Attack Parry Parry Parry...). Don't need to make the attack undodgeable, can make some of the attacks be able to be sidestepped but not parried (like with Masquerade's and Ikusa Bujin's grab), although that's also flawed since there is no clear indication that the attack is or isn't parriable. But attacks that requires you to run, jump and glide would make the combat change up a bit. Back in Dalion Rank 2, the attack where the puppet grows a second arm, I always thought that you need to switch position (go up and down) to dodge the second arm which honestly always felt really cool to do that, but in reality, what can't be dodged is the yellow vortex on the ground. Also, the fact that Masquerade can't cast his barrier like in base PSO2 makes the fight like 10 times easier, since back then you would need to learn other Photon Arts and Techniques (and guess what, counters would often get blocked by the barrier! no more parry spam free damage!) in order to fight him. NGS you just hit and parry till he dies lol but NGS has way fewer Photon Arts options than the base game so I understand but still... I guess we will have to wait and see how Masquerade will be on later Depths. So far the fight is fun but it could be way more if done right! I'd like to see some devastating combos!
Muito bom!
This looks so good! So cinematic! I had to snap out of admiring the view. Not just a great fight, but excellent presentation, Sno. And yes, even the simple and small details.
Thank you! I always loved how Retem looks in storms, so the fight actually looks pretty nice in Retem! I also like taking some nice shots in fights when I have UI off. I didn't really do that much in this one, but you'll likely see more in future videos in fights where can relax a bit with the camera. :3
@SnoiceNeko Spoken like a "nonprofessional". 😏
I hope they make him attack faster and make his attacks chain more in later depths.
The fact that we can move and dodge more easily than in PSO2 makes the fight somewhat trivial imo.
I 100% agree with you and hope so as well! Parries in this game is extremely powerful and honestly very forgiving too, and oftentimes with most classes even if you don't know the exact time to parry, you can just spam Weapon Action and most likely will dodge it.
Since NGS release, I always wondered why they didn't take advantage of the new movement system to make boss fights where you ACTUALLY need to put into use your new free movement. They sort of did with Solus transition from phase 1 to phase 2 and Dalion but it could be explored way more imo. I think it would be interesting to have a different pattern in combat than we have (Parry Parry Parry Attack Parry Parry Parry...). Don't need to make the attack undodgeable, can make some of the attacks be able to be sidestepped but not parried (like with Masquerade's and Ikusa Bujin's grab), although that's also flawed since there is no clear indication that the attack is or isn't parriable. But attacks that requires you to run, jump and glide would make the combat change up a bit. Back in Dalion Rank 2, the attack where the puppet grows a second arm, I always thought that you need to switch position (go up and down) to dodge the second arm which honestly always felt really cool to do that, but in reality, what can't be dodged is the yellow vortex on the ground.
Also, the fact that Masquerade can't cast his barrier like in base PSO2 makes the fight like 10 times easier, since back then you would need to learn other Photon Arts and Techniques (and guess what, counters would often get blocked by the barrier! no more parry spam free damage!) in order to fight him. NGS you just hit and parry till he dies lol but NGS has way fewer Photon Arts options than the base game so I understand but still...
I guess we will have to wait and see how Masquerade will be on later Depths. So far the fight is fun but it could be way more if done right! I'd like to see some devastating combos!