Genichiro difficulty varies widely depending on whether you picked up every surrounding heal and beat Madame before you challenge him. Heâs probably the most inconsistent challenge in the game for that reason. He took me two hours to beat on my third playthrough where I rushed Ashina Castle before doing anything else (and had Demon Bell on to be fair, but itâs a milder difficulty modifier than it sounds)
I do strongly recommend you read the thread if you want to keep playing the game; you shouldnât even expect to be damaging enemies through their guard once you figure out what it wants
absolutely ridiculous that centipede thing wasnât a tutorial boss though
it honestly feels like a gag to fight something that so simply demonstrates mechanics that you probably learned in a maximally frustrating way up to then
Iâm at a point where one direction has a giant on fire bull that runs at 0.6c, one direction has an old woman who makes illusions (and Iâm now out of illusion-dispelling items, because of course I am (what raging asshole decided it was ok to make a limited-availability consumable item a crucial part of a major boss fight?)), and the other way is an invincible, teleporting, slowing zombie with a OHKO grab and a you-basically-automatically-die status effect on all its attacks, even if you block or parry
I really donât see how I can proceed from here
I can tell you havenât read the thread because youâll be like the fifth person to discover the game has a run button that trivializes the bull fight
like I keep saying, itâs a bit antagonistic about teaching you where the other souls games are just antagonistic generally
the good news is that the bull gates about three solid hours of exploration without having to fight any bosses if you like
Trying bringing your own fireworks to the party
does the firecracker tool count as a snap bean?
I beat her on the same run that I ran out of beans, which is also how I learned that you can wait out the illusion instead
really this game seems determined to make you feel dumb for complaining about it. I donât really like that part of it at all!
No but animals arenât too fond of loud pops, whizzes and bangs
also, I love the upgraded flame vent very much
really good way of throwing some momentum back at minibosses if youâre playing sloppy
also, as much as the consumable economy objectively stresses me out as I can see people getting into a vicious cycle far too easily, I think I burned my one fullheal item and my last red sugar on my fifth genichiro attempt because I knew I was playing well enough to win and I wanted to force it, and these games rarely align for me like that
Youâre approaching the consumables pretty differently than I am, I just suffered from Too Good To Use syndrome most of the game and then spent them all on the final boss
IMO the yellow candy is the best. Itâs like a better red candy because staying right in their face and never giving them a chance to recover posture is more important than doing damage in the first place
Yashariku Sugar sudden death is the only way to fight bosses in this game.
I pretty much didnât worry about eating through my items because I didnât see anything as particularly valuable to save. I figured that I would have the means to find more items later on so I never really worried about it.
I wish Sekiro was overall less forgiving and gentle with the player (but I also want the game to be more inviting about using prosthetic tools because a lot of the dynamism of the combat comes from interrupting the âdefaultâ deflect-counterattack flow with well-timed prosthetic attacks)
I want them to tighten up the next iteration to suit my preferences
maybe but i think the early game thrill of just hurling yourself into this utter, incomprehensible wilderness of design - and not being clear on where to begin unravelling it - was worth it
i understand that experience may not seem thrilling to everyone
one might just as well argue dark souls should have opened with a big knight sword duel like the sequels are stocked to the brim with, instead of teaching you that this is going to be a game about dodging boulders on staircases and finding the one ledge from which to plunge attack the boss demon
The notion of Sekiro being too forgiving to the player is pretty fuckin wild to me lol. Itâs not as absurdly hard as people say, but like itâs still a really hard game
Red candy directly increases your attack power, which also influences the damage you deal to posture, so it aids with that. Yellow candy is great but it solely reduces the damage you take to posture, so itâs best used when the boss is already at 1/2 vitality or less. Thatâs when i tank up and start playing defense, since their posture wonât recover faster than the damage theyâre doing to it by trying to hit me.
Too good to use is def worth getting over in this game
I donât think I ever popped a candy during my several playthroughs. Thatâs not a flex, itâs a side effect of PTSD from early Resident Evil game resource management.
it is actually incredibly forgiving in many respects, I agree, but thatâs paired with being very misleading and intentionally frustrating in others. I honestly have no desire for it to give me fewer opportunities to recover from the mistakes I make because playing a ninja game is not my full time job but I can see what youâre getting at.
realizing how doable a lot of the big bossfights are is a blessing, itâs the most extreme inverse difficulty curve Iâve ever seen from a psychological perspective
dark souls is much bleaker and funnier about killing you and giving you other numbers to play with so you donât mind so much though, like I said a thousand posts up
âtank up and play defense at low vitâ plan sounds viable, but I actually use it in the exact reverse way. I use yellow candy at the very beginning of a boss phase (e.g. Sword Saint phase 2) with the idea to aggressively posture crush them while theyâs still at full health and still have extremely fast recovery.
The main failure mode is that I donât execute well enough on my deflect mashing and donât get an opportunity to ichimonji. Then I can be forced to retreat and rest, voiding any success I had until then. The yellow candy gives me that extra bit of sustain so that the boss canât force me away from their face.
To be sure I do things that way because Iâve overtrained myself on posture fighting and know no particular tactics to reduce vit except getting lucky. This method is really effective and satisfying on a normal playthrough, but it might be limiting me from having more success on higher difficulty modifiers given that my deflect timing skills have plateaued.