hanselthecaretaker said:
Casual Shinji said:
I've played loads of action focussed games that feel weighty but not rusty. They should've either made Bloodborne an action RPG with the same amount of RPG mechanics as a Souls game, or made it a straight-up action game.
What games for example? If that was truly the case it would seem you?d have the same problems, because with weight comes a different level of responsiveness and deliberation in the animations.
Onimusha, The Last of Us, MGS5, and
Resident Evil 4 to name a few. These are games that roughly have the same level of weight and speed to the action, but don't control like RPGs.
I also don?t understand the comment about not being able to aim the gun either. Guns are pointless for damage purposes unless you?re using the select one or two powerful options later on, and for aiming outside of lock-in range that?s where the monocle comes into play. But really that?s not much different - let alone less viable - than casting with the binoculars outside of range in Souls.
Look, lock-ons in games are always iffy. More so in
Soulsborne, because the range is never clear, it can not respond properly should the camera not be precisely angled. And the camera being stiff as the stiffest board can quickly turn the lock-on against you if you get to too close to an enemy. With a mechanic like this it's important to give the player free aim with a projectile weapon, not make it completely dependent on it.
Either give me free aim, put an indicator on screen showing me where my shot will go when I shift the camera, make my shots auto-target by default (like you said, these things barely do any damage and are primarily for staggering with the right timing, which would still be in effect, so it's not like this can be exploited), or make the ammo count recharge after a certain amount of time after having used them up.
And I'm sorry, using the monocle to aim the gun... No.