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Post by jhowners on Jul 27, 2018 13:48:48 GMT -6
I'm bad at english, but, is possible Miriam use skills? same as Alucard in SOTN, when you execute a command in joystick, you release skill, like "Soul steal" "Hell Fire" "Tetra Spirits".
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Yän
Herald of the Moon
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Post by Yän on Jul 27, 2018 15:22:17 GMT -6
This is a thing that you can try in the demo. There are certain button combo-commands for the shoes and for the katana-type weapons. They're pretty neat, try them out!
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Post by jhowners on Jul 27, 2018 16:01:39 GMT -6
No, this is a weapon skill, like alucard sword in SOTN, I want to talk, really skills, who didn't need exactly weapon to use. Unique commands for skills, like "Soul Steal"
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Post by jhowners on Jul 27, 2018 16:02:48 GMT -6
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Yän
Herald of the Moon
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Post by Yän on Jul 27, 2018 16:15:06 GMT -6
Ah I see what you mean now. If I remember correctly there was an update back in the early days of this Kickstarter in which such magic spells were presented as concepts.
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Post by yoshi9048 on Jul 28, 2018 1:07:01 GMT -6
I'd like to see a few always-on skills, but I'd also like to see some that are "learnable" like you have to explore or jump through hoops to acquire. Having a few skills and then telling the player "but wait, you can find more!" is a great way to improve playtime.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Jul 29, 2018 1:57:24 GMT -6
my biggest issue with this making a return would be too many inputs tied to the same button, fighters can get away with this because they have many different buttons to map similar motions to
in sotn you had qcf+att, hcf+att, 3qcf+att, up+att, i think there was another close to qcf+att, and then you add on a weapon that could be bf+att or qcf+att, with the only input being not tied to attack is superjump which is du+jump
in bloodstained you have weapon arts, which so far use qcf+att and fbf+att, which is simple and elegant magic spells were long ago folded into the soul/shard system which has its own button this game adds right stick and button for directional shards which is good cause they also let you map this button to r3 to keep it self contained up+att for subweapons are now part of the soul/shard system where i think they fare much better because you can level them up if? superjump is in its unknown if du+jump is making a return or if itll be its own button, but this is fine since it has its own button
my opinion overlapping any of these systems will muddle the flow of what you can do, the spells in sotn were nice (and sometimes super op) but the overlap of 3 different attack systems made for a command system that was very easy to mess up with
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purifyweirdshard
Administrator
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Calling from Heaven
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Post by purifyweirdshard on Aug 24, 2018 9:07:58 GMT -6
Oh, this thread turned out to be about spells, I thought it would be answered like Yan's reply up there and we were good to go haha. I think that this -may- still be in the game, given how certain things shown early on don't seem imo to match up with monster powers. Update 15 showed several attacks that, with the exception of the ghost summon, all seem to be "crystal abilities" for lack of a better term that wouldn't make as much sense to me as shard attacks. From the beginning, I've had this idea that Miriam has some kind of ability separate from the demonic magic itself that allows her to produce somewhat of a crystalline substance that is/can be incorporated into her weapons, as seen also from the early concept art (how many of them look kind of like ice). Also giving some credence to this idea, though it may have just been a Gunvolt reference, Voltic Chain says "This is a special “seventh" ability—not a demonic one". I wouldn't say run with my speculation here though, because even way back not many people seemed to share my thought on it lol
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cecil-kain
Operation: Akumajo
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Post by cecil-kain on Aug 26, 2018 4:44:11 GMT -6
I asked Igarashi about this during Castlevania's 25th Anniversary. This information may possibly be outdated, but here is a quote from the interview. September 26, 2016 Please note Igarashi's answer is lacking specific detail. He merely confirmed that special input combos were planned for "special attacks". We can see from the Beta Demo that Bloodstained will have the weapons' magic strikes, but the martial arts and magic spells were not explicitly confirmed. Question Angel-Corlux . Any chance you guys can get some clarification on this?
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Angel-Corlux
505 Games
Official Staff
What is a man? A miserable little pile of secrets!
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Post by Angel-Corlux on Aug 27, 2018 9:58:29 GMT -6
I asked Igarashi about this during Castlevania's 25th Anniversary. This information may possibly be outdated, but here is a quote from the interview. September 26, 2016 Please note Igarashi's answer is lacking specific detail. He merely confirmed that special input combos were planned for "special attacks". We can see from the Beta Demo that Bloodstained will have the weapons' magic strikes, but the martial arts and magic spells were not explicitly confirmed. Question Angel-Corlux . Any chance you guys can get some clarification on this? There are indeed special attacks in the game in the form of special moves specifically tied to certain weapons that will consume mana, and there are of course tons of shards that I'm sure will satisfy fans who are looking forward to "grand" abilities.
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Mr. Welldone
Gandalfred the Off-White
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Post by Mr. Welldone on Aug 27, 2018 10:03:39 GMT -6
Honestly, the hype for this is much worse than the hype for Monster Hunter: World's release.
All the neat stuff from my adolescence means this won't be merely nostalgic 'fan service' but a game as detailed in its own right.
We had Ryu with the Fist of Tulkas, will we get Chun Li with epic Kung Fu shoes, the Feet of Melian?
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