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Post by Nezuto on Jul 7, 2018 6:27:45 GMT -6
Nezuto Explain. She jumps up in the air with a whip coming out of a gun, saving her from projectiles or? Is she drilling upwards as an attack or? Actually, it's pretty straight forward. We're discussing on improving/changing whip moves and Zero Suit Samus on Smash Bros. had one taunt, where she twirled the whip around her, like a ribbon. No guns or any of that.
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Enkeria
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Post by Enkeria on Jul 7, 2018 7:40:57 GMT -6
Nezuto I am not familiar with Smash Bros at all. Looks like she is in the air, I can relate to ribbon however, working as both shield and Area of Damage if enemies are close enough, perhaps even deflect projectiles. But I do not know the details around this idea at all. And it looks like she have a gun.
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Nezuto
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Post by Nezuto on Jul 7, 2018 12:14:31 GMT -6
I had meant that Miriam wouldn't require a gun. I was more or less focused on the whip movement, as a suggestion for a special move or such. Samus does use futuristic guns and in the image, she's actually on the ground while doing the twirl, just there's no background or anything.
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Post by Torabi on Jul 7, 2018 19:12:12 GMT -6
I have a feeling that the whip is deliberately not like the Super Castlevania IV whip, despite that being what a lot of people really want out of it. It would be neat if each type of weapon could have that level of control or complexity, but I doubt they have the resources to devote to that, and don't want a single weapon type to take up a disproportionate amount of those limited resources. Would I want to be able to aim it, yank enemies around, swing on it? Of course! But that requires a lot of development time to make all those things work, and when it's only one type of weapon among many, instead of being the only or primary type, they have to consider the costs.
Personally, I think the niche whips should fill is being long range, large hitbox, high speed, low damage. The primary problem I see with them at present is the long recovery after each swing, and the general problem of attacks interrupted by various other animations, such as landing or being hit. My suggestion is to allow the player to chain whip attacks, to let them keep swinging the whip without a recovery period in between swings, and only play the recovery animation when they stop. This would make it useful against small, fast-moving enemies, or for rapidly hitting slow-attacking enemies in between dodging their attacks.
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datura
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Post by datura on Jul 11, 2018 6:36:06 GMT -6
When I played Curse of the Moon, I used Miriam most of the time because I liked her whip so much...then as soon as I got my hands on a whip in the Ritual of the Night demo I was like "Oh yeah, this will be so good!". Boy, was I disappointed! I can understand that the devs don't want to have the exact same whips as in every Castlevania games, but they really need to change the way these things work. Right now whips are almost useless : they have a ridiculously short range, don't attack very fast, don't do much damage, and are almost impossible to use adequately when jump-attacking. Maybe it's a case of misplaced nostalgia, but I would be more than happy if they were just the same old whips we know and love
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Post by Valtiel on Jul 11, 2018 11:53:44 GMT -6
and are almost impossible to use adequately when jump-attacking I actually found them most useful for jump attacks. They hit in front and below Miriam so I found them great for groups of enemies that I could jump higher than.
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Post by neff on Jul 13, 2018 5:51:12 GMT -6
Maybe the whip can use a second strike, instead of just the one(as in if I were mashing the attack button, Miriam swings one way, then another, then back to the first, like a combo.)
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Post by Hertzila on Jul 13, 2018 7:29:18 GMT -6
For me, the biggest issue with whips is the lack of an upwards attack. Against anything on the ground the whip is a quirky but effective weapon, but against anything above Miriam it's a massive pain to use.
An aimed upwards attack would do wonders for the whip. A new animation would be needed but the existing whip attack arc would be fine after mirroring it.
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Post by Mathiasonprj on Mar 11, 2019 23:33:56 GMT -6
I actually just played through the Backer Demo myself, and I had come on to talk about the whip. Looks like I'm not the only one. As had been stated, the biggest problems with the whip lie in the dead space between Miriam and the hitbox and the long recovery between swings. Those two factors made the whip just not that enjoyable for me to use. I found myself drawn more toward the kicks (which is funny seeing how weak hand to hand usually is in Metroidvania games) and the rapiers. The way I see it, there are two ways to fix this.
1. A more traditional, Castlevania-esque whip animation. Honestly, this is what I was expecting when I first got the whip in the demo. I mean, it's the Whip! It's the most iconic weapon in the Igavania era. We know that in Curse of the Moon, Miriam uses a more Belmont-like whip style, and as has been said, it's been done in 2.5D before, with the Dracula X Chronicles. With all of the other Castlevania homages in this game, I feel like this can be done easily.
2. Keep the whip animation as is, but fix its problems. This could work too. What I would do is speed up the recovery, probably cut the time in half, and instead of making the dead zone between Miriam and the hitbox, I would make it so that the length of the whip does some damage with the tip doing more. For an example of this, look at Marth and Roy's swords in the Super Smash Bros games. Each blade has a sweet spot that does more damage than the rest of it. This way, you're still hitting somehow when you use the whip, and if you want to go for extra damage, you can watch the spacing yourself.
The nostalgia buff in me would love to see option 1 implemented, but overall I'd be happy with either result.
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gunlord500
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Post by gunlord500 on Mar 12, 2019 0:01:10 GMT -6
I think option two is most likely--it would be pretty easy to change the whip's hitbox (I've noticed the dead space too) and maybe add another damage zone. However, I don't think it's likely they'll change the animation entirely. A lot of folks, myself included, like the new animation--yeah, I'm nostalgic for the old whip too, but we already had a classic CV3 whip animation for Miriam in Curse of the Moon, so I figure they'd want to have something different in Ritual of the Night.
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purifyweirdshard
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Post by purifyweirdshard on Mar 12, 2019 8:44:47 GMT -6
I believe I've said it before, but I think the dead zone and slower animation are conscious choices for weapon balance. If the whip hit all areas that it has animation and was faster, then by necessity it would at least need to do a good bit less damage since those changes would see it outclass most/all other weapons. By giving it range and a large attack area in front and below Miriam, it gives the weapon a specialized use rather than something you either always use or completely ignore. Attack speed is something that can differ depending on the specific weapon, as well, though I don't know if that will be implemented like it was with SotN's swords etc.
I'm generally not one for realism and logic in video games either, but I do think too that it makes sense that a whip would only actually hurt something at the area of its impact.
I think the main factor here is that we have some classicvania fans getting into the game that would ideally want to only use the whip, and I think that you might just have to shake that and use multiple weapons (as such is generally a soft requirement in these games, and perhaps more enforced now with considerations of improved balance and variety first seen quite well in OoE). All said however, I wouldn't be surprised if we saw some changes to the whip regardless - I would just be prepared to adjust and branch out.
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simon
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Post by simon on Jun 18, 2019 21:06:13 GMT -6
Well this was a huge waste of time. They changed absolutely nothing in regards to the whip. Thanks for nothing.
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Arikado
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Post by Arikado on Jun 19, 2019 3:37:57 GMT -6
Yeah, the two main issues I mentioned in this post are still there. I'm mainly a sword guy (if you couldn't tell), but it's not like I don't like whips. I've played 3 igavania games with main characters that used whips; Harmony of Dissonance, Circle of the Moon, and Portrait of Ruin; and I loved those games. With that said, there are at least 2 issues with whips in the new demo: - The slow recovery animation
- The fact that flying enemies can be difficult to hit
Here's how to fix these issues:
- Cut the recovery animation by 50% or more
- Make a dedicated upward attack that is done by holding up while attacking
Just my 2 cents. If they fix these 2 issues, whips will be good. Otherwise, there's no point in using them tbh.
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Galamoth
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Post by Galamoth on Jun 19, 2019 6:12:25 GMT -6
I actually like the way Whips are handled in this game, so I don't see any problem.
Especially the whip's critical attack. It's more than worth the change in animation, with the always-guaranteed extra hits/damage.
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Arikado
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Post by Arikado on Jun 19, 2019 17:08:41 GMT -6
Wait, I just noticed that whips have no recovery when used in-air (as soon as you hit the ground you're free to move). Was this always a thing?
This changes things. Whips can actually be good if you use them in-air.
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Post by SoulSilhouette on Jun 29, 2019 17:36:39 GMT -6
Hm so ive been using whips through whole of bloodstained, and my opinion is actually that they are real good. I think the secret is to NEVER attack on the ground, u just do microjumps and immediately attack - rins and repeat. the whips attack will cover a veeery good angle (also u will stay very mobile) in front of it PLUS the better aspect, the faster you can do it, the better your dps becomes. also the whip has a hitbox above it, its about right above miriam and slightly behind her back (though might only apply to her aerial attacks). Next very dope thing, if you are close to lategame or have a sufficient manapool/regeneration u can repeatedly use the whips special move (it cancels itself), so u get a critical very longrange hit plus the dmg from the tornado. Also very important the whips special move - if spammed over and over again as fast as possible (without fail) - makes u invincible from what i tested (either that, or the move has some kind of built in iframe). but as i tried it felt like the enemy couldnt even touch me
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