![]() The white bar is the primary health bar, while the green represents the Wounds they’ve sustained. When you deal damage to an enemy, you see health bars of two colours. Thymesia encourages a faster pace of combat via the Wound system. The Wound System - your incentive to attack quickly Your arsenal is also supplemented by a few other weapons - Claw Attacks, Feathers and Plague Weapons, which have associated mechanics that synergize with this primary combat system in interesting ways. My playstyle for this game was primarily a combination of a variety of attacks and well-timed dodges, and it created a flow of combat that I found engaging, fun, and fast-paced. I personally found it much more intuitive to time dodges correctly. Timing dodges correctly doesn’t deal damage, but you perform a neat step dodge, often landing behind the enemy, well-positioned to deal significant damage. Instead, I dealt with enemy attacks using the other option for evading damage the game provides - dodging. The deflect action felt slightly sluggish, and I found it tough to account for that. However, I found the deflect window to be far too narrow for me, and I couldn’t consistently deflect. As someone who beat Sekiro, a game in which deflecting attacks was a core component of the gameplay, I thought that this was the route I’d take through Thymesia, especially since deflecting also deals damage. A successful deflect feels very satisfying to pull off. A successful deflect staggers enemies and deals damage to them as well. You can deflect attacks by blocking them with your saber at exactly the right moment. You can use it to attack enemies and deflect attacks. Your primary weapon in Thymesia is a saber. If you, like me, fall into the second camp, you’ll like this game. This style of play isn’t for everyone - some prefer the methodical pace of the Souls games, some the fast-paced action of Bloodborne and Sekiro. It is fundamentally a playstyle in which the optimal way to play is to be aggressive, attacking every instant that you’re not deflecting or dodging. These games encourage a faster pace of combat and are a little more forgiving of taking damage. A methodical, cautious playstyle is encouraged. The enemy performs an attack that you either dodge or block and once they’re done, you attack. And I love it for that.Ĭombat in Dark Souls games is generally slow, almost turn-based. Instead, Thymesia takes elements of the combat systems from Bloodborne and Sekiro: Shadows Die Twice, which themselves deviate from the Dark Souls formula of combat, and fuses them to create something that’s not quite like anything else. The combat in Thymesia has almost nothing in common with the Dark Souls games and its spiritual successor Elden Ring. The checkpoints, the layered, dense level design, the ‘NOUN VERBED’ messages, the healing system, the difficulty, - it’s all there. change too many things too much you are definitey going to get outcries at this point.Thymesia, developed by OverBorder Studio, is a Souls-like game, and on the surface, it’s a pretty faithful one. Mayhbe BB2 can get away with being a fresh series of its own but I dunno. If it gets too manageable then they will assume the challenge got watered down. considering that DS has been doing that since Demon Souls its going to rub the dedicated fans the wrong way. ![]() I think i only beat the first boss of dark souls 3 by straight luck of the draw while other times it would just 1 shot me immediately with no way to dodge or get awayĮh. I think the game really needs to fix issues with the straight up cheap fight design of dark souls tho, like bosses that just have swinging attack that do 360 degree homing no matter where you are, or things like where the bosses just are warping around because the pathing is so awful and inconsistent İlk olarak Jackal tarafından gönderildi:i dont think so, i think its just an evolution of the series, and the games will earn from each iteration and build upon the difference of combat/ pace of the game
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