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For Honor Gear Perks Guide By: Kenpo_Kid69

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Perk List: (In Alphabetical Order)

Aegis: shields have 20% more health.

Bastion: +10% damage resistance on zones or with tributes.

Bulk Up: +4 health per renown level.

Clever Tactics: zones and tributes captured 15% faster.

Crush Them: on hero kill, next attack, +20% damage.

Devourer: +15 health on executions.

Early Reaper: first attack after spawn or revive, +20% damage.

Endurance: 3% stamina reduction per renown level.

Feline Agility: +4% speed on first renown level, +2% on the rest.

Fresh Focus: when OOS, blocks and parries give 20% stamina.

Galestorm: on hero kills +20% speed for 10 seconds.

Head Hunter: execution gives +4 total health (4 times).

Last Stand: on critical health, +20% damage resistance.

Radiant Rebound: +20% movement speed on spawn (10 seconds).

Rapid Refresh: On takedowns and reviving an ally -5% cooldown on feats.

Remedy: hero kills give 10 health.

Rising Dawn: revived allies have 75% health.

Shields Up: when spawn or revived, +15 health shield.

Supersonic: on revenge gain 15% speed and uninterruptable sprint.

Survival Instinct: in critical health 15% stamina reduction.

Vengeful Barrier: After revenge, gain a 25 health shield.

Perk Combinations by gear rarity:

Common gear – 2 of A, B, C

Rare gear – 2 of A, B, C, D

Heroic Gear 2 of A, B, C, D or 1 of A, B,C, and 1 of D,E

Epic gear – 3 of A, B, C or 2 of A, B, C, D or 1 of A,B,C,D and 1 of E, F

Legendary gear – 3 of A, B, C, D or 2 of A, B, C, D and 1 of E, F, G or 2 of E,F, G

Perk list for the different characters….

Warden, Raider, Kensei – (A) Shields Up (B) Aegis (C) Devourer (D) Endurance (E) Survival Instinct (F)

Head Hunter (G) Fresh Focus

(A) Shields Up: when spawn or revived, +15 health shield.

(B) Aegis: shields have 20% more health.

(C) Devourer: +15 health on executions.

(D) Endurance: 3% stamina reduction per renown level.

(E) Survival Instinct: in critical health 15% stamina reduction.

(F) Head Hunter: execution gives +4 total health (4 times).

(G) Fresh Focus: when OOS, blocks and parries give 20% stamina.

Conqueror, Lawbringer, Shugoki, Jiang Jun – (A) Remedy (B) Bastion (C) Feline Agility (D) Vengeful

Barrier (E) Last Stand (F) Bulk Up (G) Rising Dawn

(A) Remedy: hero kills give 10 health.

(B) Bastion: +10% damage resistance on zones or with tributes.

(C) Feline Agility: +4% speed on first renown level, +2% on the rest.

(D) Vengeful Barrier: After revenge, gain a 25 health shield.

(E) Last Stand: on critical health, +20% damage resistance.

(F) Bulk Up: +4 health per renown level.

(G) Rising Dawn: revived allies have 75% health.

Peacekeeper, Centurion, Gladiator, Berserker, Orochi, Nuxia – Peacekeeper –

(A) Galestorm (B) Devourer (C) Early Reaper (D) Endurance (E) Survival Instinct (F) Crush Them

(G) Head Hunter

(A) Galestorm: on hero kills +20% speed for 10 seconds.

(B) Devourer: +15 health on executions.

(C) Early Reaper: first attack after spawn or revive, +20% damage.

(D) Endurance: 3% stamina reduction per renown level.

(E) Survival Instinct: in critical health 15% stamina reduction.
(F) Crush Them: on hero kill, next attack, +20% damage.

(G) Head Hunter: execution gives +4 total health (4 times).

Warlord, Highlander, Aramusha – (A) Aegis (B) Shields Up (C) Bastion (D) Vengeful Barrier (E) Last Stand

(F) Fresh Focus (G) Bulk Up

(A) Aegis: shields have 20% more health.

(B) Shields Up: when spawn or revived, +15 health shield.

(C) Bastion: +10% damage resistance on zones or with tributes.

(D) Vengeful Barrier: After revenge, gain a 25 health shield.

(E) Last Stand: on critical health, +20% damage resistance.

(F) Fresh Focus: when OOS, blocks and parries give 20% stamina.

(G) Bulk Up: +4 health per renown level.

Valkyrie, Nobushi, Tiandi – (A) Radiant Rebound (B) Remedy (C) Feline Agility (D) Supersonic (E) Clever

Tactics, (F) Rising Dawn (G) Rapid Refresh

(A) Radiant Rebound: +20% movement speed on spawn (10 seconds).

(B) Remedy: hero kills give 10 health.

(C) Feline Agility: +4% speed on first renown level, +2% on the rest.

(D) Supersonic: on revenge gain 15% speed and uninterruptable sprint.

(E) Clever Tactics: zones and tributes captured 15% faster.

(F) Rising Dawn: revived allies have 75% health.

(G) Rapid Refresh: On takedowns and reviving an ally -5% cooldown on feats.

Shaman, Shinobi, Shaolin – (A) Devourer (B) Remedy (C) Supersonic (D) Endurance (E) Clever Tactics (F) Head Hunter (G) Crush Them

(A) Devourer: +15 health on executions.

(B) Remedy: hero kills give 10 health.

(C) Supersonic: on revenge gain 15% speed and uninterruptable sprint.

(D) Endurance: 3% stamina reduction per renown level.

(E) Clever Tactics: zones and tributes captured 15% faster.

(F) Head Hunter: execution gives +4 total health (4 times).

(G) Crush Them: on hero kill, next attack, +20% damage.

Gear Perks you’ll get on legendary gear you have equipped when the change happens…

Warden, Raider, Kensei –

(A) Shields Up – when spawn or revived, +15 health shield. (G) Fresh Focus – when OOS, blocks and

parries give 20% stamina.

Conqueror, Lawbringer, Shugoki –

(A) Remedy – hero kills give 10 health. (G) Radiant Dawn – revived allies have 75% health.

Peacekeeper, Centurion, Gladiator, Berserker, Orochi –

(A) Galestorm – On hero kills +20% speed for 10 seconds. (G) Head Hunter – execution gives +4 total health (4 times).

Warlord, Highlander, Aramusha –

(A) Aegis – Shields have 20% more health. (G) Bulk Up – +4 health per renown level.

Valkyrie, Nobushi –

(A) Radiant Rebound – +20% movement speed on spawn (10 seconds). (G) Rapid Refresh – On

takedowns and reviving an ally -5% cooldown on feats.

Shaman, Shinobi –

(A) Devourer – +15 Health on executions. (G) Crush Them – On hero kill, next attack, +20% damage.

For Honor Gear Perk System Explanation By: The_Filthy_Spaniard

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As you probably know, gear stats are being removed, and replaced with “Perks” – smaller static buffs that have a much lesser impact than gear stats (eg. +20% damage) and are much more situational and characterful (eg. Gain 20% movement speed for 10 seconds on killing an opponent). I’ve been looking into the new perk system, and this is how I think it works. There is a tl/dr at the bottom.

There are 21 total perks in the game, in 3 categories: Offense, Defense and Assist. Each hero can pick from a different subset of 7 of these, for example Centurion can have any of the Offence perks, and Warden gets access to 4 Offense and 3 Defense perks.

Each hero can pick from 3 common level perks, and then 1 each for each rarity (ie. Rare, Heroic, Epic, Legendary) – for a total of 7 perks per character. Perks are limited to their rarity or higher gear, for example you can get Epic perks on Epic or Legendary gear, but not on Common, Rare, or Heroic gear.

You need 600 points towards a perk to get the perk. You can get more than 600 points, and excess points are wasted.

Gear can give points towards two different perks, a primary and secondary, or 2 secondaries.

Any perk can be in a secondary slot, but it would seem that only Common and Rare perks can be in a primary slot. Heroic, Epic and Legendary perks are always in secondary slots.

This means there are 34 possible perk combinations per gear type (ie. Helmet, etc), if my calculations are correct. (4×7=28 of the 4 possible primaries and 7 possible secondaries, + 3×2=6 combinations of the perks that can only be secondaries). As far as I can tell, this is a significant increase in possible combinations vs the old gear system, so it will take you longer to get your desired perk combos.

For non-maxed out gear, upgrading gives 20 points towards one perk, and you can choose which one to upgrade (primary or secondary).

Maximum points per piece for legendary gear at gear score 30 is either: primary 260 points and secondary 120 points; or secondary 130 points x2. For non-maxed out gear, the values will be random up to the maximum for primary and secondary perks Eg. A gear score 25 item can have between 260/20 and 160/120 towards primary/secondary perks respectively. This also makes it less likely that you will find the “perfect” points distribution on an un-upgraded item.

This also means you cannot get ANY combination of 3 perks, because if you wanted the 3 higher tier (Heroic, Epic and Legendary) perks on a single loadout, the maximum you can get towards those is 130 per slot, so minimum 5 slots per higher tier perk, but there are only 12 slots maximum (2 per gear item).

As far as I can tell you can theoretically get at most: any 3 common or rare perks; any 2 common or rare perks + 1 heroic, epic or legendary perk; or any 2 heroic, epic or legendary perks.

Because you need 600 points per perk in theory 3 perks can be equipped with a minimum total gear score of 156, although this relies on not only getting the right perk combination, but also the right distribution of perk points within those gear items.

Because upgrading gear now gives points towards perks, the difference between upgraded and un-upgraded gear can mean having or not having enough points for a perk, so upgrading gear makes more of a difference now, vs before where it would often be only a 0.5% increase in a stat or less.

As far as I can tell refining gear is gone? None of my “refineable” gear was there any more. Unclear what would happen if I had already refined it, but if anyone has noticed a change, please let me know and I’ll update this post.

When you start up the Marching Fire, all your currently equipped items get assigned their primary as the 1st common perk, and their secondary as the 2nd common perk. The levels within this are random, (eg. My highlander had 25 gear score arms and blade, and they resulted in “Aegis” +240, “Shields Up” +40 on the arms, and “Aegis” +160, “Shields Up” +120 on the blade). Any unequipped gear is random. According to the recent Warriors’ Den, this is how gear will be changed when transitioning to the new system.

For example, my 160 gear score warden ended up with 1280 points towards “Shield Up” and 600 points towards “Aegis”, essentially wasting 680 perk points. This means that none of your equipped load outs will be able to get 3 perks when you start up Marching Fire. You will have to find gear with different perk combos to get 3 equipped.

This essentially means you will have to get, and probably upgrade too, a whole new load-out to get your 3 desired perks. I would recommend to start hoarding as many high gear score items with your desired visuals as possible, so hopefully they will randomly be assigned the perk combos you want. The steel cost of changing appearance of gear is slightly reduced (400 for a legendary visual, 700 for an event visual) but regardless, this is going to cost you A LOT of steel, especially if you have multiple characters with multiple loadouts. Any steel you have spent upgrading or refining gear up until now is going to be wasted.

In my opinion, the perk system is excellent for game balance, with a much reduced impact on gameplay vs gear stats, and more interesting too. Revenge gain builds are gone, and no longer will you be hit by 50 damage warden heavies, or 20 damage Orochi lights. However, I feel that making all players’ previous steel investment in upgrading gear or changing looks essentially pointless, plus an increased importance on upgrading gear, means that this system is just as much as a cash grab as before. I strongly urge the devs to reconsider the steel costs of upgrading and changing gear visuals, to prevent backlash over this otherwise welcome change. Please make it just cost Salvage (which is currently nigh on useless), and squash any potential accusations of milking your players or making a “pay-2-win” system.

TL/DR:

  • Perks are less powerful than tier 1 feats in general

  • Each character can access 7 perks, 4 lower tier (common and rare) and 3 higher tier (heroic, epic, and legendary).

  • At most you can have 3 low tier; 2 low + 1 high; or 2 high tier perks per loadout

  • Each perk needs 600 points to activate

  • Each gear piece can have points for 2 perks, in 2 configurations:

  • Up to 260 towards a low tier + 120 towards a low or high tier

  • Up to 130 each towards two high tier

  • Equipped gear will have points towards the first 2 low tier perks.

  • Unequipped gear will be random

  • Refined gear is gone

  • It will be more difficult to get a specific perk + visual combination (much more time or much more steel)

  • Upgrading gear will likely make the difference between 2 perks and 3 perks

  • You are going to have to acquire and upgrade all new gear – any steel you’ve invested will most likely be wasted

  • Changing visuals is between 10-20% cheaper.

EDIT: To outfit my warden with my desired perk set up (Shields Up, Endurance, and Fresh Focus) with the visuals I had before cost me 4835 steel in upgrades, and required sifting through 8 saved up scavenger crates, 9 steel-purchased crates, and on top of an inventory of 55 items that I already had (of which most were randomised). For a single character, on one loadout. The new system is going to be extremely expensive or grindy to get your “maxed out” gear set up back.

For Honor Breach Mode Defense Guide By: Nycto

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Greetings ladies and gentledudes, it’s me, Nycto! The totally average FH player. I’m here today to give you my little guide on playing Breach! I hope you’ve packed your best feats, cause we’re going defending!

1. THE MATCH STARTS

You see the cutscene play out, watching your walls take a beating like your mom used to give you, and then it starts. This one is a bit obvious, but you should probably head to the first archer zone. It’s guaranteed that your enemy will go too, so you could scoop up some easy kills. Given the zone’s small size, it’ll be a hectic gank, but proper communication will be a great benefit.

If you lose the zone, don’t sweat it. They’re hard to defend, and it’s unlikely you’d hold it for long. Besides, the Cauldron is easier to defend. But before we get to that, lemme give you a tip! The offering spawns in at 27 min on the timer, and four minutes after that, at 23! Smart players (or people you choose to be your leader) should keep an eye on the time and make a good push for the offering once some enemies are dead. It may only give a small amount of shield, but hey, even surviving one extra hit is a godsend.

I’ve only had one match where the enemies lost on the first point, and that was due to a strong defence. The Cauldron is the most important zone, since it can do a heck of a lot of damage to their rammy boi. It’s also close to your spawn, making it significantly easier to hold. If you lose it, you’ll have to fight tooth and nail to keep your access to the spicy soup, or else you’re shit outta luck.

Little tip, you don’t have to prioritize kills on the first wall. Yeah, it’s important, but slowing down the enemy is way better. Keep those weiners off the zones and make em waste time!

2. WALL TWO GANKY BOOGALOO

So, you’ve just lost the first wall, and are ready to end your life to go to whichever god you worship. Not so fast you eager beaver! This second area is truly the core of the game, and it’s the prime “win or lose” time. Plenty of archer points, and they have to move their ram across one long boi.

If you didn’t die before door break, retreat to the first point. Usually only one enemy goes their immediately, so it’s an easy kill. And, don’t forgot to capture the healing zone! This part of the match is the longest, so you’re bound to feel like it just drags on (because it does). As well, you should have at least tier 3-4 feats by now. If not, you should send your team to the chiropractor cause of all the strain on their back from carrying you.

Speaking of carrying, let’s play a little scenario. You’re on Archer Zone 4, and Xx420BigKushxX has approached your for a fight. You see those little boyos in blue with pikes as big as their pps? Lead that man into them. They’re powerful, capable of ruining anything he can do, and should you die, that bitch ain’t getting an execution as long as they stand.

Now, for the most important part; the Guardian. He’s lean, he’s mean, and he’ll wipe your health clean. You should only approach him once at least the enemies have fallen, and make sure to bring your team. Sure, he’s easy to solo, but that buff only applies to his killers (or so I’ve been told). My recommendation is to have someone focus on parrying his attacks, and the rest should damage after each one. His health will leave faster than my will to live.

3. WOW THATS A BIG BOI

Now you’ve lost your wall, and it’s boss fight time. Here’s where your feats are the most important. My recommendation is that you bring AoE healing feats, such as Stalwart and JJ’s healing feat, as they can heal your big brother, aka Biggus Dickus the Lord.

The enemies have a straightforward plan of stabbing the big boi, so it’s up to you and your team to say “no u” and stab them back. Controlling the healing zone is vital, and it will force the enemy to play via hit and run, allowing you to crush the slower players without mercy. Holding the ballista is also a good idea, but not important, as they only get a shot on him once he moves.

After each failed attack, have someone heal your lord. He won’t say it because he’s a tsundere, but he does appreciate the sentiment. If you hold well enough, the enemy will grow desperate, throwing themselves and their feats at him. Like the good Seconds you are, if you see a weeb reeeeing at him with bleed, take one for the team and insult his waifu. He’ll break down and lose the will to fight.

Now, the lord’s AI isn’t that bad. Much like the guardian, he can drop bombs, but more important is the fact if someone say, throws a fire flask, he’ll walk out of its range, limiting the damage. The enemy will use this to put him on direct sight of the ballista, so stomp that camping nerd.

Exhaust their tickets or let ten minutes play out, and that’s it! You’ve won!

For Honor Breach Mode Attacking Guide By: Nycto

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Since you guys seemed to like it, ya boi Nycto is here with the sequel you’ve been waiting for: the offence guide!

1. FBI OPEN UP

As shit hits the fort, the match begins. First thing you’re gonna want to see is the really big rammy boi you brought along to politely knock on their door. You just wanted some sugar, but the boys in blue refused, so now you’re gonna huff and puff and fuck their shit up.

An important thing to do here is go take those archer points, because they’re practicing their FaZe montages on your men. Clear the point of all enemies and stand in it for a bit, and it’ll be yours. They’ll fire on the defenders minions, which’ll really help clearing them out. Speaking of clearing, be sure to have at least one person always on the Ram to clear those bad-touch pikemen out, so they won’t stop your ram.

Really, the attackers are the ones who control the flow of the game. The Ram moves and doesn’t move based on how well you can play the objective. That’s right, Breach isn’t Skirmish! Stick by the Ram to move it to the door, so it can open em up like an FBI raid.

2. I COULD’NT THINK OF A JOKE

The door breaks open and you realize “Awh fuck, we have to do it again!” Second verse same as the first, bring the Rammy Boi over to their door. Four minutes after breaking it down, the tribute will spawn. Go grab that bad boi and plug it into the back of your Ram. Just like adding one more toothpick to your sixth-grade diorama, it’ll make it stronger. Each addition adds one quarter of a shield, good enough for one splash of spicy soup.

The second phase is more likely where you’ll shit the bed, so you best play it smart. You shouldn’t go around looking to pad your KD. Attackers only have a set number of respawn tickets, and I’m sure your team would love to skin you alive for wasting them. My preference is usually splitting into groups of two, one for zone capping and the other for the Ram. Use this chance to get to know your ally, have some nice talks, maybe get married.

Once you get the downtime, go after the Guardian. Ya know, the big fuck who sits off to the side like the anti-social dood he is. I’d suggest bring you and two others, so the last guy can watch the Ram. His attacks are slow, but they are unblockable, so I hope you are at least competent at parrying. Sending that bitch to the shadow realm will earn you a shield, speed buff and damage buff. It’s really helpful in wiping the enemy team away.

3. BOSS FIGHT BOSS FIGHT

The Ram hits the door and it crumbles. As you walk in, you shout “DAUBENY! SHOW YOURSELF!” At the top of your lungs, eyes resting on the Biggus Dickus, the lord of the fort. Before you quell your bloodlust, you realize you have to go do more of the same first. While it isn’t necessary to go cap the archer zone, but it will help in dealing with those pike fuckers.

Another useful tip is using the ballista. That baby can fit so much damage. Well, not as much as the ones on Sentinel, but you get my drift. They deal a bar or so on the lord, however he is normally positioned behind a protective statue. Because fuck you. Smart coordination will allow you to get some hits on him, because you’re either a coward or not confident with your gankbusting. The ballista also 2-3 shots players, so be sure to make them into pincushions.

Much like the Guardian, Biggus Dickus can get revenge and throws enough bombs to make Lawbringers jealous. Due to his explosive personality, he’s immune to his own bombs (man LBs, you should learn a thing or two from him). His revenge doesn’t come often, and his attacks are usually too slow to benefit from knocking you on your ass, but you never know who’s lurking, waiting to Incredibilis the shit out of you. One tip I have for the Lord is to utilize your feats. Popping damage buffs on yourself and debuffs on him can allow for some good damage, with a good combo even letting you heavy for one bar of his health (and I managed to pull that off by myself). Kill him, and the castle is free for you to pillage, finally giving you that chest piece you opened thirty crates for and never got.

What Does And Doesn’t Work In Shadow Of The Tomb Raider | PC Review

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Welcome back to Rock Paper Shotgun. This is Matthew, but for the last few days I’ve been pretending to be Lara Croft in Shadow Of The Tomb Raider. And she’s quite a fun person to pretend to be. It means I get to climb around and almost break my neck a lot… Get to drop on people’s heads like an incredibly violent rain drop… And occasionally stare deep into a llamas eyes. I mean look at the chewing animation – it was someone’s job to animate that jawline.

Almost makes me feel bad when I later set his friend on fire so I can turn him into some new shoes. But enough about them – llamas are only a tiny bit of a big game. Steam tells me I’ve played for 25 hours, and my map is still covered with things to pick up. Having spent all this time in Lara’s shoes – both the llama variety and not – I thought I’d offer some thoughts on what did and didn’t work for me.

If you watched my earlier preview video you’ll know that I hoped this was a return to a more classic style of tomb raiding – one more interested in archaeological puzzles and getting Lara’s hands dirty in the mud. I am less interested in exploring the psychology of an adventurer in the making, so I’m not going to talk about the story. Of course, before we wade into the critical mud – pardon the visual metaphor – a few things to point out: I played the game on PC, but without the day one patch, so I can’t say for sure if any graphical kinks in this footage have been ironed out.

And secondly, if you find yourself enjoying this video as you go along, why not subscribe the channel for more like it. Because when you hit that sub button it makes me pull this face… And when you don’t, I pull this face… So let’s get on with it… I spent an unhealthy amount of my 25 hours doing what you can see right now: standing in front of ancient structures and panning the camera over their grand designs. Sometimes I did it hanging from a rope, because Lara can do that now and it affords you a pleasant 360 degree freedom. It might chafe a bit, though. For me, discovering vast historical buildings is what Tomb Raider is all about. I want to emerge from a dank cave to see a giant structure looming above me. I want to be filled with a sense of awe and wonder. I mean, that’s what these things were built for.

To fill us with the fear of whatever gods they were built to honour. And it’s something the series hasn’t totally delivered on since the reboot. The last two games featured a lot of military installations and boring concrete bunkers. And who wants to be exploring a bunker when they could be looking at something built out of fire and spikes and giant pendulums? Man, there is a lot of history out to kill you in Shadow Of The Tomb Raider. One minute you’re cracking codes inside a fiery chamber and minutes later you’re standing on this mad creation, trying to work out which one of its hundred pointy bits is going to impale you next. What was the ancient civilization trying to achieve by building this incredibly dangerous thing? Just to play the numbers game for a second, setting the adventure in the Peruvian jungle puts us deep in tomb country – there are probably more ancient buildings in this game than the first two combined.

I love how the story takes Lara through proper Indiana Jones-style Inca death traps before taking a detour into Dan Brown territory – but I won’t spoil that though. Then there are the challenge tombs, which are still as comically obvious as they always were. Nothing says ‘nothing to see here’ like a giant golden skull. But they’re great – covering a huge range of styles and puzzle types – and give you powerful character upgrades for beating them. They’re allegedly optional, but they’re the thing I make a b-line for when I rock up in a new area – if only to see what the art team have magicked into creation. Pleasingly, the optional crypts get some love, too – in Rise these were quite boring caves you scrabble about in to find treasure, but here they’re more like mini challenge tombs, each with an idea of its own.Er, even if that idea is: Lara gets killed by a giant stapler. I’m impressed at how often the simple path from A to B takes Lara through a new gauntlet.

Much has been said about the new trilogy being a origins story for Croft, how she became the Tomb Raider we know and love. Now, whether she has grown as a character over three games is up for debate, but there’s no doubt that the people who make these games have grown as Tomb Builders. I loved the worlds Crystal Dynamics made in Legend, Anniversary and Underworld; and Shadow is the closest the new trilogy has come to those. That’s intended as high praise. Of course, the level designers have a few more tools at their disposal – namely water, thanks to the reintroduction of proper swimming, and a burst of height from Lara’s climbing rope.

The grapple axe got a brief showcase in Rise, but gets a better outing here, weaving into Lara’s usual mix of rock climbing, wall scrambles and ledge shimmying. It also allows for preposterously dangerous bits like this, which is definitely where I would have turned around and let Trinity take over the world. It serves more of a role in the drama than anything else, allowing for these cinematic reveals where you lower Lara into evil looking pits to find horrors at the bottom. It’s solid, but I’d like to have seen more rappelling outside the obvious platforming – maybe used to find more hidden areas, which doesn’t happen that often. Failing that, more bits where Lara falls, because it reminds me of Alan Rickman at the end of Die Hard. I was more nervous about the reintroduction of swimming, as I really don’t like drowning in games. In fact, here’s a statue of me finding out that a game has a swimming bit. Shadow of The Tomb Raider’s diving is mainly about the stress of trying to reach that next pocket of air, but the game is gentle with its demands, and the skill tree lets you buy bigger lungs, or something equally dumb, to last even longer.

Without the threat of seeing Lara go blue in the face you’re free to appreciate what swimming does add – namely, scenes of staggering underwater beauty. Shadow of the Tomb raider is a great looking game as standard, but the sight of light slicing through the watery murk really makes me want to go oooh. Which is a terrible idea when you’re underwater. The game also has this magic bit of world design that means most journeys tend to end with a huge swan dive, which is probably the most iconic move Lara Croft ever had. It feels like a nod to the fans, as well as giving you an excuse to splash into lovely lagoons. I wasn’t as sold on underwater stealth sections, where you hide in weeds to avoid piranhas or moray eels.

Hilariously, if piranhas find you it’s game over, making them more deadly than any human enemy you meet in the game. At least you’ve got a button-mashing chance against the moray eels. If the price of enjoying the wet world is sharing it with fish bastards, I can live with that. If fish are the deadliest creature in the game, what of those that walk on two legs? Let’s talk about combat. One of the side effects of focusing so much on puzzles and platforming in the tombs is that you spend more time using grey matter instead of shooting it out. This is a weirdly combat-light game. Especially as so much of the lead-up focused on Lara as this supreme predator – I mean, look at all the explosions and exciting violence in the trailer… I appreciate that you’re not going to make a trailer where Lara very slowly turns a dial set to exciting music, but it still came as a surprise at how little fighting she actually does. Combat maybe accounts for 10 percent of the game – which is a big step down from the 2013 reboot and Rise.

Part of this is down to the story – you’re pushing into unoccupied territory, so it doesn’t make sense for loads of goons to be waiting. But even so, the fights that are here are often hours apart. For large portions of the game Lara doesn’t have weapons – she puts them away when she’s in the hub areas where most of the game takes place. When fights do happen they’re contained in fixed arenas. You know when you’re in one because suddenly there are boxes of shotgun ammo everywhere. Just don’t ask how they got into this untouched tomb. Having spent the last two games complaining about how much action there was, I’d actually like a bit more in this one, as the combat is fun in a very pulpy, cartoon-y way. Lara is ludicrously overpowered, letting her vanish into muddy walls and bushes and then wipe out people with a really generous instant-kill attack. Look at the reach on this thing… And there are so many ways to instantly kill someone. You can stroll up and stab them. You can pull them into water. You can jump from a rooftop.

You can hang them from a tree. You can stab them from a tree. You can kill one of them and then kill any friend standing near them – a move Eidos Montreal have clearly borrowed from their Deus Ex reboots. And that’s before you start factoring in the abilities to fire poison lure arrows or booby trap bodies with explosives or fire off fear arrows that make enemies turn on each other – by the final third of the game you have so many ways to kill people there isn’t any question about whether you can win, but whether you can make your mind up about what horrible thing to do next.

It’s probably the easiest stealth game I’ve ever played, but I don’t mean that as a criticism. I love running circles around these idiots – wiping out one guy here, vanishing up into the trees and grabbing his friends as they come to look for him. Lara feels like the apex predator, and after two games where she was beaten and bruised, it’s big empowering change.

Just don’t come to the game expecting your trigger finger to be tested. The downside to shifting away from regular combat is that it undermines the importance of the skill tree and character development. When I initially cast an eye over Lara’s upgrades I couldn’t see many differences from those in Rise – I know a lot of sequels repeat themselves like this, but it feels particularly bland as we’re once against asked to buy dodge counters, the ability to see animal hearts and loads of powers that give you more resources when looting or scavenging. Some of these abilities Lara has unlocked in both previous games – how does she keep forgetting this stuff? Too many bonks on the head, perhaps.

The bigger problem is that so much of the upgrade tree relates to combat, which is, as explained, a tiny portion of the game. You’re either unlocking new combat moves, or making it easier to upgrade weapons – weapons you might only be using once or twice in the whole campaign. And that’s before you start factoring buying more weapons from merchants in the hubs. By the end of the game I had ten weapons and had only used three – not out of choice, but because there’s no one to kill with them. Unless you just go around emptying an assault rifle at crows, which seems like a colossal waste of time. None of it breaks the game, but it feels baggy in a way the last two didn’t – like an RPG system grafted onto a more linear adventure, which Shadow arguably is. In fact, I’d say Shadow is generally at its worst when it’s repeating the tricks of the previous game. I felt a similar fatigue with the mountain of collectibles – as before you are collecting relics, documents, survival caches and generic pots that somehow contain xp.

Whatever XP is, you can store it in a pot, which is handy. There are collectibles that point out the location of other collectibles, and there are collectibles that let you use another collectible, which gives you a clue where to find… yep, a collectible. There is something satisfying about clearing a map of icons, but in the same way it’s nice to finally get that big pile of washing up out the way – and that doesn’t scream escapist entertainment.

Again, because all this stuff ties back into XP rewards and unlocking the skill tree, it can’t help but feel like excess baggage. If Lara does return again, this whole side of the game needs an overhaul – either have fewer things to find, but make the finding more memorable, or give us a better reason to get them, rather than ticking off a completion percentage on the world map. Just as Shadow is at its worst when it just recycles previous ideas, it’s at its best when it takes a hammer to them. The smartest idea in the whole thing is allowing us to set the difficulty of the combat, platforming and puzzling individually.

Right from the outset you can tune the game to your liking. The most boring of the three is tweaking the combat difficulty – as this is basically what all games offer. Raising it makes the baddies soak up more damage, and makes the goodie soak up less. And anyway, you spend so much time insta-killing people from inside a bush that it doesn’t make a big difference how weak or strong they are. Perhaps high difficulty should give them hedge trimmers to eliminate the amount of cover Lara can use? More interesting is puzzle difficulty. Set it low and Lara’s instinct mode lights up all the key parts of the puzzle like christmas lights – it’s a real shame to see all that ornate location work boiled down to two switches you can interact with. Turn it off and you really have to work with the game, reading each room to get a feel for what can or can’t be done.

It also stops Lara from butting in and shouting the answer out loud, which makes you feel like an idiot being told off by the teacher. I really recommend setting puzzles to hard as a result. Setting exploration to hard does two key things – it removes collectibles and mission markers from instinct mode, which means you can look for stuff without cheat-y x-ray vision. Even better it removes the streaks of white paint used to highlight platforming routes, which is easily my least favourite thing about the two previous games. It put platforming on autopilot, drawing your eye to every path. You can see the impact it has here just by toggling the mode in game – without the paint the world looks more natural and it encourages you to pause and to really look at the environmental detail to see what you are meant to do next. There are still loads of clever design tricks to lead your eye – lighter areas, or slight camera shifts to point you in the right direction – but it felt closer to the older platforming than the reboots have. I hope I’ve managed to shed some light on this shadiest of tomb raiders – I’ve really enjoyed playing through the game and it’s just nice having a proper single player action adventure you can lose a weekend in.

But it’s not a game without a few wonky bits. I’ve tried to keep this as spoiler free as possible, but if there’s anything you’d like to know about in more depth, let me know in the comments and I’ll do my best to answer your questions. I’d love it if you’d subscribe to rock paper shotgun – and hit the notification bell when you do – so that you can enjoy our future videos about all things PC gaming related. And why not check out some recent, videos such as our trip through Biomutant or a delightful look at Dragon Quest 11. Thanks for watching and hopefully see you soon. Bye for now. .

As found on Youtube

Complete Thirsty Gods Tomb Flood Basin Mission of San Juan Shadow of the Tomb Raider

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To complete the thirsty gods tomb in Mission of the San Juan in Shadow of the Tomb Raider cut the two rafts loose. Climb up to the raft near the ledge and make your way around to the upper area. Use the lever to turn the pillar so that the water flows into the weight on the right. Jump down and use a rope arrow to attach the rope wrapped beam to the pulley. Climb back up. Use the lever to turn the pillar so that the water flows onto the wheel until the gate is open.

Then turn the pillar back so that the water flows onto the weight again. Make your way over to the gate by swimming around the left side of the area to avoid any piranhas. Climb around to complete the thirsty gods tomb. .

As found on Youtube

Free Haken Stay of Execution The Hidden City Shadow of the Tomb Raider

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To free Haken in Stay of Execution in the Hidden City in Shadow of the Tomb Raider talk to the musician in the square to lure away the guards. Talk to the guy squatting to the left of the prison to get him to help you open the door. Then talk to the guy standing to the right of the prison to help the other guy. Walk up to the prison door and lead Haken out of his prison. .

As found on Youtube

Complete Temple of the Sun Challenge Tomb The Hidden City Shadow of the Tomb Raider

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To complete the Temple of the Sun challenge tomb in the Hidden City in Shadow of the Tomb Raider turn the first mirror to the left. Make your way across and turn the second mirror across to the opposite side of the chamber to turn the stand over there. Go back to the starting area and turn the first mirror to point straight ahead. Go all the way to the back of the tomb on the right side.

Turn the mirror to point the light beam back the way you have come. Go back to the starting area. Turn the first beam back so it points to the left. Make your way over to the second mirror and point it back the way you came. Go back to the starting area and point the beam across to the opposite side of the chamber so that it turns the stand over there. Go back over the the second beam and turn it to point at the next stand on the left side of the tomb.

Go all the way down the left side of the tomb and turn the fourth mirror so that it points at the last stand in front of the end of the tomb. Go back over to the second mirror, make your way to the center of the tomb and use the stands to get to the end of the tomb to complete the Temple of the Sun tomb. .

As found on Youtube

Shadow of the Tomb Raider – How to Reduce Lag and Boost & Improve Performance

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Tomb Raider is one of these games that gets a release every few years that you just have to play. It doesn’t even matter if you can play it all maxed out or on the lowest settings possible – there’s simply something special about it. This one is no different. While it would be nice to realize 60FPS in this video by the optimization of Low Specs Experience, I must disappoint you, because the hardware I was testing the game on was able to pull just around 30-40FPS in this one after the optimization took place. It’s a gorgeous game and it really does require additional hardware power to run properly. But, today I’m going to show you how to improve the performance of Shadow of the Tomb Raider on your system. Before we jump straight into the guide section of this video, the game must be played in windowed mode in order for the optimizations to take effect. One more thing I would like to say is that this will not miraculously make your game run better, but it will help – depending on the hardware configuration. Don’t expect to run Shadow of the Tomb Raider on outdated hardware, because it simply won’t work.

No one can and will never make it a reality. So, before you do anything else, simply head over to my website and download this little software which is called the Low Specs Experience. Download link is posted in the description of this video. Low Specs Experience is a free tool that I developed that will allow you to go above and beyond anything possible in-game video options. After you download it, simply install it and you will get these shortcuts on your Desktop. Start it and then go to the optimization catalog section. Once you find yourself on this page, simply select Shadow of the Tomb Raider from this drop-down menu and then press load the optimization package. Now select the destination folder where your game has been installed.

Simply select the destination folder of your game and then press OK and this window will pop-up. Here select the method of optimization and resolution you would like to run your game on. After you did that simply press the optimize button and then start your game. Feel free to experiment with resolutions and optimization methods to find what suits your system the best. That’s all I had to share with you fine folks for this video.

I’m leaving you now with the rest of this gameplay to enjoy. Please do like and subscribe if you found this video useful. Dislike it if you feel the complete opposite. I’ll see you guys next time with a whole new video. Till next time, take care and fly safely. .

As found on Youtube

Find Secret Crypt Via Veritas Mission of San Juan Shadow of the Tomb Raider

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To find the secret crypt in Via Veritas in Mission of San Juan in Shadow of the Tomb Raider go up the stairs and to the back left of the room and destroy the wall. Go back down stairs and up to the wall further down on the same side as the entrance. Go up the the large wall at the front of the room. To find the cross turn around and go to the back of the library.

The cross is in the wall ahead. .

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Shadow of the Tomb Raider – Welcome to Paititi: Walkthrough Video [PEGI]

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Hi, my name is Jason Dozois and I’m the Narrative Director on Shadow of the Tomb Raider. In Shadow of the Tomb Raider, Lara Croft races to defeat Trinity and stop a Maya apocalypse. Along the way, she’ll discover a hidden city. Welcome to Paititi, the largest hub ever found in a Tomb Raider game. It’s home to a civilization untouched by modern culture, and filled with challenge tombs and side missions. As Lara makes her way through Paititi, she’ll visit multiple districts, such as the fishing and residential areas. Lara can use her archeologist skills to decipher murals. Doing so increases her translation ability, and unlocks locations for hidden treasure and other secrets. The marketplace is a thriving economy, and introduces a new barter system that allows Lara to trade for a wide variety of items, including crafting materials, outfits, and weapons. By activating an option called ‘Voice-Over Immersion’, you can hear the inhabitants of Paititi speak in their native language, for an even more captivating experience.

If you don’t activate it, they will simply speak in your chosen voice-over language. Will you trade? Please, I have barely made enough to offer in tribute. Tribute to who? The Cult of Kukulkan, of course. The inhabitants of Paititi go about their business, though many have optional information or side quests for Lara to complete. Doing so will not only reward her with experience points, new weapons, and more, it can also yield new information within the narrative. I thought I told you to go! Cualli is safe, and I have the herbs your wife needs. Really? Thank you… for all you’ve done. The town square and religious district are both filled with people, and one of the inhabitants lets Lara know about a challenge tomb outside the city. Lara, I hate to ask you, but– But, would I go and get the Champion’s Bow? Thank you. You will find the entrance directly across from here, up from the shore of the river. Don’t worry… I’ll do my best to get the bow. You can play the way you want by adjusting difficulty independently for puzzles, exploration, and combat, to easy, normal or hard.

Here, exploration difficulty is set to hard, which removes the white paint that usually shows you where to climb. The Paititi hub includes a dense jungle that hides several Challenge tombs. It also has crypts tucked away, though reaching them will require some advanced traversal skills. The reward is great, however, as crypts are now as large as challenge tombs used to be, offering a trap-filled labyrinth to navigate, and rewards for those who can survive them. However, Lara is still looking for the challenge tomb she was told about, and it seems the entrance is hidden underwater. Luckily, one of Lara’s skills is an upgraded breath meter, so she can reach the tomb.

Tombs are brutal, and filled with even more traps and puzzles. They also require new traversal skills such as rappelling and swimming in order to unlock the secrets they hold. We won’t spoil this one, which is known as the Warrior’s Trial. In Shadow of the Tomb Raider, Lara must explore the city of Paititi, survive the deadly jungle that surrounds it, and overcome brutal tombs in order to become the Tomb Raider she’s destined to be. .

As found on Youtube

Complete Ancient Aqueduct Tomb Subterranean River The Hidden City Shadow of the Tomb Raider

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To complete the ancient aqueduct tomb in the Hidden City in Shadow of the Tomb Raider jump into the water and use the lever to lower the water level. Kick the raft until it is in front of the door and use a rope arrow to attach the door to the raft. Climb back up to the starting area and use the lever to raise the water level back up. Swim through the now open gate and follow the passage to the next area. Lower the water level using the lever on the wall. Use a rope arrow to clear the rubble. Go back to the first area and kick the raft to the new area. Go back to the start and use the lever to raise the water level and swim back to the new area.

Use the raft to climb up, make your way around to the upper area and use the lever to raise the water level. Wait for the raft to float around a bit then stand on it and use a rope arrow to attach the raft to the turning beam ahead. Sail with the raft to the platform with the turning beam and climb up to it. Use a rope arrow to attach the turning beam to the pulley and jump back down into the water. Swim over to the raft and use it to climb the middle pillar. Jump over to the weight and then to the upper area of the ancient aqueduct. Go around to complete the ancient aqueduct tomb. .

As found on Youtube

SoulCalibur 6 Guide Zasalamel Quick Breakdown Tutorial with Andyroo

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Hey, hello everyone! Welcome to this new Character Quick BreakDown of Soul Calibur VI. Today I’m gonna talk about a popular returning character in the SoulCalibur series : Zasalamel. In this video, I will be helped by a known English player who already played this new Zasalamel when Namco UK invited him to test the game. It’s Andyroo. Hello everyone. Just as all videos in this series, we will first see the changes we have noticed. In the second part, we will talk about the new attacks but also his new mechanics which concerns his curses and timestop mechanic. Finally, we will try to define his gamelan, his strengths & weaknesses. You will have a reminder on the top right corner of your screen, it’s the Soul Calibur notation. Feel free to pause if needed. But now, let’s get into the Abyss. For you, Andyroo, who played Zasalamel a lot, how would you usually define him? Here we have the bad ass scythe user.

Zasalamel was known as a mid range fighter that has the ability to pull the opponent towards him using his strings to apply mix ups. His attacks are on the slower and unsafe side, however Zasalamel is known for his good ability to ring the opponent out behind him. After testing all his moves, we can say that there isn’t much moves missing. His command list is the best version of his Soul Calibur 3 and 4 move list. However, the only good move which seems to be missing is his Soul Calibur 4 6B+K, which was a fast high Guard Break attack that can be followed by a an attack throw on Counter-Hit. Besides that, it’s also worth to mention that he has no more his unique draw mechanic in some moves, which allowed him to choose between a pushback or pull in version. Now all those moves will automatically pull in the opponent. Zasalamel’s frame data has been reworked to compare with the rest of the cast.

Some mention-worthy changes is that his AA and 2A are now i13 and is BB is finally safe on block. Two returning animation that are much better now is his 66A returning from the Abyss moveset and is now a very good range double mid horizontal string which is only -13 on block. His SC4 wrB move has returned but is repurposed to a good range i16 block punish in the form of 46:B. Finally returning from SC3 is Zasalamel’s old 4B+K which is now wrB+K, his old B+K which is now 2A+B. Zasalamel has also been rewarded with some brand new attack animations. First, he has a new 66B, which is a good downward mid attack, also safe on block and catches backdash. It can also lead to a full combo on CH or Lethal Hit.

So it’s definitely a good addition to his mid range offensive game. Then you have his new 1A, which is a very fast and short low. Surprisingly, it hits grounded and becomes a decent pressure option. Finally, he got a new B+K series, most notably his B+KB. This is the fastest release version from B+K. It’s a fast mid attack that is also +2 on block and applies a curse on block. The curse is a new mechanic that we will talk right now with Andyroo. Zasalamel gets his own unique mechanic which is to curse the opponent up to 3 times with moves such 6K, 3K and 6A+GK on hit or even B+KB, RE K and CE on block.

He can from there activate a timestop on hit or block from certain moves such as RE B, 1BB, 66A+BB and 46BB. Depending on the number curses on the opponent and if the timestop move hit or was blocked, It can make him safe, give hvim plus frames or even potentially allow guaranteed follow ups. Once set up this can make Zasalamel extra dangerous for the opponent since this can be used to increase his damage output and put himself into favorable 50/50 situations.

So how do you play Zasalamel in Soul Calibur VI ? Zasalamel is efficient at long to mid range for whiff punishing with 3B, 22B, 6B+KA. Also he can catch his opponent at this range with 6AB, 66A or 4A. Once you managed to pull in with those moves, try putting a curse by mixing 6K, 3K, or B+K B if they respect you and try to block. Stack the curse until you need to release them for combo purpose or safety. In the same time, you need to be constantly aware of you ring positioning and take every opportunity to reverse Ring Out the opponent with 3AB, 44A+B, 4B+K. In Soul Charge, Zasalamel gets enhanced in a lot of ways. First, his ability to pull his opponent becomes even better with his Soul Charge A+B move, which his an Abyss move, the final boss of Soul Calibur 3. The range is unbelievable and it leaves you at +8 frame advantage even on block to force a mixup! Also he gets his mixups improved with an enhanced version of his low attack : 1A, it becomes Soul Charge 1AB.

It’s a natural combo and leaves you at +3 frame advantage. Finally his post-GI game becomes scarier thanks to his Soul Charge 2A+B, which is a Break Attack move and also does an Attack Throw while putting a curse on the opponent. To conclude, Andyroo, what are the strengths and weaknesses of this Zasalamel? The Strengths include : + Excellent Reverse Out Capabilities and improved Front Ring Out tools. + When set up with curses or soul charge he has access to powerful 50/50s. + Can fight well in the mid range game with his spacing tools and new whiff punish option in the form of 46:B. His Weaknesses include : – Being a slower character does mean faster characters can pressure him more easier at close range. – His stronger mix ups may not always be available to you if you wasn’t able to get off curses that round or have meter. – A fair few of his main attacks are still considerably unsafe if blocked. Zasalamel is for patient and sly player who like to trap their opponent after cursing them and bringing them to the edge of the ring.

And that’s all for this Quick Review! I hope you’ve enjoyed discovering the changes and the new mechanics for Zasalamel. This seems to be the best version of the character so far. The time stop mechanic and the inclusion of Abyss move makes him unique and awesome! And for you, Andyroo? Zasalamel is definitely a viable character now. It will take abit of getting used to apply the curse strategy as its such a new concept in SoulCalibur but he doesn’t need to rely on them to win either. I’m confident fans of character will be happy with this new version of Zasalamel. Thank you again Andyroo for the help on that video. You can find him and other UK soulcalibur player in thoses channel that I linked in the description of my video.

if you’ve liked my Quick Breakdown Series and would like to see others, please leave me a thumbs up, share with your friends, especially who might be interested in Zasalamel, and of course subscribe to my channel to support me! Also use the comment section to suggest me the next characters you would like to see. Keep your Soul burning my friends and take care! See you next time! Ciao everyone! .

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SoulCalibur 6 Guide Maxi Quick Breakdown Tutorial with Saitoh

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Hello everyone! And welcome to this 4th Character Quick BreakDown of Soul Calibur VI. Today I’m going to talk about one of the most creative character ever : Maxi. I tested the character during my invitation to Bandai Namco. In this video, I will be helped by someone I have known for 17 years now also my team captain who has won several title in the SoulCalibur Competitive Scene : Saitoh. He has played Maxi a lot in SoulCalibur V and analyzed the character in SoulCalibur VI videos. Hello everyone. Just as all videos in this series, we will first see the changes we have noticed. In the second part, we will talk about the new attacks but also his new mechanics which concerns his stances shifting. Finally, we will try to define his gamelan, his strengths & weaknesses. You will have a reminder on the top right corner of your screen, it’s the Soul Calibur notation.

Feel free to pause if needed. But now, let’s get into the Dragon’s lair. For you, Saitoh, who played Maxi a lot, how would you usually define him? Maxi, the violent nunchunk of the East, is one of the most entertaining character to play in any fighting games, thanks to the endless and creative potential of his stances transitions It’s a very offensive character which can rely on his feints and transitions. It causes problems for both beginners, who will struggle to get rid of his unstoppable sequences that will cause counter-attacks, and experienced players, even if they are more patient and cautious. By analyzing all the attacks we have seen so far in this Soul Calibur VI, we can notice that as for the other characters, Maxi gets a better Command List than in previous Soulcalibur.

It is rich and a mix of old SoulCalibur games. However, our biggest regret will be the absence of Pure Soul Loop 3, which allowed Maxi to transition from Right Outer to Left Outer stances. Apart from that, there are some missing moves such as the low attack follow up after the Right Outer K, as well as other low attacks which are missing in some stances. But a lot of good attacks are back to compensate and Saitoh will make you a list. Indeed, many attacks were missing in SoulCalibur V, making Maxi more basic and much less fun to play Fortunately a lot of them are back this time.

First, the Wavering Lights stance, introduced in Soul Calibur IV, which allows Maxi to access an AutoGI against verticals from any of his other 5 stances. Moreover, he has an additional option since he can do his Critical Edge now! Then, we saw the return of several attacks to reinforce his approach gameplan, like the 44A B from SoulCalibur II, fast tracking move that let him go to his Right Outer stance, 236B which represents a good option to close the gap while jumping and especially the 33bA from SoulCalibur IV, which is the best option to attack from mid range and setup his stance game. Finally, we can also mention his low poke, the former 3B + K, the command is now 1B. More surprisingly, his old Soul Calibur 2 6A + B come back, and should be WS A + B now.’ But we’ve also seen some interesting new things, let’s check that in the next part. Like other characters, Maxi has been rewarded with some new attacks.

His universal Break Attack A + B allows him to make a direct punch with positive frame advantage on block and let him in the Right Outer stance. We also noticed two other promising attacks. His new AA in the Right Cross stance are two middle attacks that prevents sidestepping, plus a Break Attack in the second one, but it also allows Counter-Attack combo with a heavy punch. The other attack is his new 66A+B which helps to approach while preventing sidestepping and end in stance. In addition to the return of the Wavering Light that we mentioned in the previous part, the developers have offered him two new mechanics to improve his stance game and we will see that right away with Saitoh. One of Maxi’s biggest challenge in the previous games was that at a competitive level you often have to play without his Pure Soul Loop transitions because it was risky and easily punishable. So players were often forced to play a “solid” game, with few stances.

To help with that, two new mechanics appear in this Soul Calibur. Firstly, Maxi gets an AutoGI against horizontal attacks when he executes a Pure Soul Loop, completed with his Wavering Lights stance which AutoGI vertical attacks. He is now better armed to protect his transition game. Secondly, when Maxi succeeds in a Pure Soul Loop the next attack has improved properties, which gives a better reward for the the risk taken by using these feints. For example, after a Pure Soul Loop transition to Behind Lower, B option will acquire the Lethal Hit property and open on a combo.

So how do you play him? Maxi can still be played with his very solid poke game, mainly with his BA, A and 4B. At mid range you will have to close the gap with his tools like 33bA or 66A+B. Once in melee, Maxi has to condition the opponent to make him respect his strings. Then he can deploy his stance shifting game. This will allow you to harass your opponent while damaging his guard bar and eventually cause mistakes that will lead in Counter Hit or Lethal Hits thanks to its new Pure Soul Loop mechanics. In Soul Charge, Maxi also has boosted attacks that will initiate his stance game. For example the 6A + B, which is already a very good attack will have a better range in Soul Charge and allow to transition to the stance Behind Lower. He will still have the advantage for a mixup. The Soul Charge also allows Maxi to increase his damage conversions from stance. We have seen in the reveal trailer that Soul Charge unlocks a follow up punch after his Right Outer A.

But also in Behind Lower, his favorite stance to mixup low and middle attack, Soul Charge will unlock a followup to his low kick with a Dragon Kick. To conclude, Saitoh, what are the strengths and weaknesses of this Maxi? Maxi keeps a good range and safe moves to close the gap with good pokes. He still has significant damages combos in Counter Hits. Finally thanks to his new mechanics, his Pure Soul Loop seems even more unpredictable.

On the side of the weaknesses : He has an average punishment game, but his Soul Charge 6A+B can help him. He remains a character with very few tools to zone or create space. It makes him very dependent on his offense. Even if it’s safer than before, each feints and stance shiftings keep some risks. It will also be necessary to see if there are no universal answers to it and if the Critical Edge will not be too efficient against his stances. In conclusion, Maxi is a character made for you if you like to harass the opponent in close range with your creativity. I hope you’ve enjoyed discovering the changes and new mechanics for Maxi.

The character seems to be very rewarding for creative players. It really makes me want to play it! And for you, Saitoh? The battle Director of the game is a big Maxi player. That explains how he found the mechanics to overcome his weaknesses while encouraging players to use more his Stance Shifting mechanic, Maxi’s particularity. If you’ve liked my Quick Breakdown and would like to see others, please leave me a blue thumbs, share with your friends who might be interested in this character, and subscribe to my channel to support me. Also do not hesitate to use the comment section to tell me how I can improve the content for you, and suggest me the characters you would like to see next. I also have other type of video for Soul Calibur VI, but it will comes next days! Take care of you my friends and see you next time! Ciao everyone!

As found on Youtube

SoulCalibur 6 Guide Kilik Quick Breakdown Tutorial

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Hello everyone! How are you doing? It’s been a while since I did my last video. I had a lot of personal business to do. I decided to release this quick video of my favorite character since Soul Calibur 2 : Kilik. In this one, I will use some gameplay video, exhibition match and exclusive footage that Kayane did record and give to me with the agreement of Namco. In the first part, we will see the changes compared to previous Soulcalibur. Then in the next part, his new moves and mechanics. And for the last part, I will give my thoughts about his new play style in Soulcalibur VI. I will use classic notation, you will have a reminder in the top right corner of the screen. For beginner, don’t worry, I plan to do some video to explain all of the Soulcalibur Mechanics and Notations. Kilik has always been a polyvalent character. With his decent range, speed, and evasive moves, his only weakness was his punishment and moderate mixups.

However in Soul Calibur VI, he seems to change significantly without losing his strong tools for mid a range warrior. Unfortunately, Kilik lose some of his SCIV best moves : Asura Dance and the special throw Festival of the Damned. These two moves has made him one of the best character in this game. Asura Dance is still in SCVI but has no more his mid auto-gi window. It has to be done for combo or follow-up purpose. Festival of the Damned is no more available without going in Soul Charge mode, and it can’t Ring Out like before. Only the B version of the throw has kept the Ring Out, while the A version now send the opponent at the back. In exchange, Kilik has become more solid, especially in his close range defense. He now have a standard AAA, BBB, and 2A, fast enough to better deal in close range. Some moves are now also easier to do like his 4B (was 46B before) and a very good move 6A (was aA before). He also has recovered some mixups tools with his moves 236A B K from SC3 and also his powerful Legend Rush Unblockable from SC2.

He can also switch to Back Parry stance from Monument stance, opening some new possibility in his stance mixups. Talking to stance and Auto-GI in his defensive ability, these stances have been buffed somehow : the success of his Monument A Auto-GI and Backparry A will cause a Lethal Hit. And he also get a new auto-Gi from his BT K, which launch on hit. But the most interesting part comes with his new moves and mechanics, so let’s jump to the second part of this video. The most important tool Kilik was lacking in previous Soulcalibur games was a fast mid launcher. In Soulcalibur VI, he got gifted with a fresh new 3B which have a decent range and speed, also launching and causing lethal hit. This will buff a lot his offense and mixup potential, also being a very good ranged tool and in some case even a good punisher. You can see here that this launcher can be followed by a good combo. So this new move will be a major improvement for Kilik.

But what changes Kilik the most is his new evil form in SoulCharge. In this state, Kilik’s lose his life quickly but becomes an extremely aggressive character. The most dangerous tool he earn is his free CriticalEdge attempt which his a fast unblockable. You might be able to crouch it on reaction but the range is so good he will be able to whiff or even blockpunish for a heavy amount of damage. The CE is also the only way for Kilik to get out of his Evil form. So it will make him predictable but he also get a lots of good tool if people try to keep him away. In this form, his FOTD can be done only by pressing A+G or 4A+G. If people step, duck or stay on the ground, he will have an heavy and damaging string with Guard Crush property. With all these changes, Kilik seems to be stronger in defense. And with SoulCharge mode he becomes one of the most dangerous character in offense. So let’s try to summarize his new playstyle. Besides the loss of the Auto-GuardImpact Asura Dance and the ring out potential of FOTD.

He still will able to deal at close range with easier and quick command. In addition, his 3B gives him a good mixup and damaging tool which he was lacking previously. However, I don’t think his block punishment has improved, since he still don’t have any heavy and very fast punisher. So in normal mode, his playstyle will not change that much : he will still be able to be very good at close and midrange. His offense and defense still rely a lot on faking and evading moves. It seems that Namco wanted to make him more easier to control, so people may find him stronger at first, but in reality only his 3B is his real improvement. The big change comes with the Malfested form. You will be able to switch his playstyle and strategy. In that form, his playstyle becomes way more predictable because he lose his life very quickly, so you can’t afford wasting your time but your options will also be very rewarding.

That why he might have hard time in that form, dealing with character that are good to keep him away. In other match-ups, he will make his opponent sweat a lot because he will be polyvalent enough in normal mode and becomes a bull if needed in this SoulCharge mode. So in conclusion, Kilik seems very interesting and fun to play in this new Soul Calibur game. He is still a solid mid range character, but now have the ability to becomes a high risk / high reward rushdown character. Using his Soulcharge is not that obvious than other character because it’s not only a buff for him but also radical switch in playstyle and risks. Also you will have to check your life left and round left before going or not in SoulCharge mode. Because you are basically killing yourself at the same time. It is a very interesting mechanic that Namco dared to introduce here. I hope you enjoyed this quick overview. Kilik will be probably my main character and I plan to do a lot of detailed video about him, from beginner to expert level.

In a game like Soul If you like this video please hit the like button or subscribe to my channel. My first motivation has always been to play flashy and create content to entertain. See you guyz in few days for my next video ! And tell me in the comment what character do you want for tutorial & guide before the game release. Keep your soul burning ! .

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