Forums
›
God of War: Ascension Forum
›
God of War: Ascension PlayStation 3 Forum
›
For those of you who say no changes...
For those of you who say no changes...
This topic is now read-only on GameSpot.
To post new messages, please visit GameFAQs and log in using the same email and password that you use on GameSpot.
- Jun 20, 2012 8:45 am GMTGiven the fact that the mp seems to be the focus for sony. I'd put money on a beta for mp, and no sp demo. I could be wrong, but it wouldn't suprise me at all.
---
A 22 year late abortion policy would be much better then what we have now. So we could see just what kind of person you become. - Jun 20, 2012 10:19 am GMTPending doesn't always mean they stopped and haven't return,
It’s okay. If they’re moved to the Quitter’s board, it’s more motivation for them to finish the run quicker and get moved out. Bunch of slackers…
Tether a Harpy variant from the wall?
Yes, but this would imply harpies attack you while clung to a wall…this would suck unless they’re stupid nerfed versions that just fly around slowly (like the other “cling-to” versions which barely attacked). But then again, those are more platforming than battling.
They should Harpy Bomb above us and try to knock us down to force rapid evasion.
I guess, but it’s no different than the usual case of rocks falling down on us causing dashes left and right.
Small chance of them recovering from the straight toss
Yet, if smashing is an option, you’d never toss them unless there was a pile to toss them into.
Hades Hands
Used as an obstacle more than anything. Attack away, then rush by while they’re retracted. Been done before.
leaping off to nothing and using Icarus Lift (double jump) to get back on the wall might avoid some hits
Now that’s clever. Maybe have a lava flow pour down the wall, covering everything, requiring some hovering…but only for a short time.
secret areas
I was thinking the same to fly on one into the foreground for a chest or two.
or foes *tossing them at us as in GoWII
Indeed. Tossing fellow sentries that also attack could be fun.
I won't ask for the ability to mount and ride it along the wall like out of DI
Could be useful as a way to advance after the fight’s over…jump over a longer gap or something.
and use the mini-game to make Calliope?
Perhaps control the sperm in a Galaga-esque minigame afterward. Get to blast through membranes, rival sperm and various herpes demons and gonorrhea creatures on the way to insemination…complete with Kratos grunts and yells.
One foe is just an obvious variant on another
Quite true. No matter the design, there’s always the grunt, the bigger grunt type, the huge monster type, winged type, projectile type, the skilled-fighter type, beastmaster/summoner type, the four-legged animal type, etc. Doesn’t matter what the game is. Though Bayonetta did well with the variety more than most but most of those archetypes are the same. Whether it’s elephant man or a minotaur, it’s not too different.
and no sp demo
Eh, who needs it? We know what we’re getting. You’re either already in or out by now. - Jun 20, 2012 3:02 pm GMTMadrox: >focus
Clearly.
>no SP demo
I'd more expect it to be late and worth little. They might wait as long as their damn beta phase to release it (foolish).
Hotel: >motivation
True enough. So a grace period for a run would be what regarding a lack of progress? One week?
>Harpies
Indeed the Cliffs of Atlas case barely attack and don't have their full arsenal. You could give them a bit more and let more aggression factor with higher level harpies encountered. Harpy Queens (GoWIII) in general don't do much more than fly around in any circumstance (it is pathetic).
>no different
Except it would be a living foe worth experience and it can track us to a limited extent (aside from multiple chances at doing this). It would give the boulder hazard where there are no boulders.
>never toss unless
And the unless case is reason enough for higher level runs. Well, if collision damage was up to the standards of GoW1/GoWII anyway. Less motivation with the 10/5 set-up (nevermind the pathetic 3 damage case). Of course, you can toss them down (at instant death). So long as the death trigger is within toss range (before they can recover), you should be golden.
Regarding wall programming, they would certainly be less aggressive, but they needn't be nearly as passive as before on VH. Harpy Queens should be able to make use of their stupid feather toss, but more so from behind us rather than to the side, above or below. Otherwise fly close and eventually try a light melee attack. Regular Harpies flying along the wall and (from flanks) going for ranged dashing melee or (above) tracking for the bomber case. Pretty obvious cues so they can be mixed with more of their own and even some other foe types.
Friendly fire cases would be glorious (Harpy Bomb hitting a line of Legionnaires under us and sending them off the wall). Casual would be pissed if didn't give us the EXP though. Let them be mad. I'd love it. They could stand to have more gaps, wall hazards, obstacles (rock formations to break *falling on those below them*), grapples, etc. It just isn't worked well. Indeed they just use it as a slow platforming case with very simple encounters as they load the next area. Filler.
Hades Nymphs were mostly non-aggressive while we were on walls. Regular Nymphs never turned up. Archers lost their damn minds when you got on a wall in one case (GoWII). *hyper mode was activated*
NOTE: In the mind of the combat guys, using a LAUNCH is 'hardcore' as most don't know you can even hold heavy inputs to do it. So all of air combat is some hot s***. What does that make OH? Hardcore+? And alt.OH? Hardcore++? It's a rather silly thing. So using alt.OH for collisions and i-frames must really be something to the standards they are setting for the 'average' player.
>Hades Hand
Attack tactics are only suitable to lower settings (or rather, high Power). Grabs and collision for higher settings (crossing gaps impacts when we land and seems to count as a collision thus it is mighty damage to those on walls where we land).
>been done
Your point? Having the breadth of variety offered throughout the series used would legitimize wall encounters more beyond mere navigation and filler (hidden loading).
>lava flow
I have the distinct feeling casuals would HATE this 'leaping off the wall into a temporary glide' business. I used this for the TM3 encounter while trying to glitch Stage 2 and it isn't hard to get used to, but they would no doubt forget to hold the button down among other gaffes. *to note it, if you pull the AI switch in S2 of TM3, he gains S1 HP atop of his S3 HP to make the final phase something like 730HP to chip away at* - Jun 20, 2012 3:26 pm GMT>foreground chests
I can't remember them doing this outside of GoW1. *things* GoWII hid some off-screen, but not quite in the foreground. GoWIII did have one notable case of foreground exploiting (Daedalus Schematic Room). Nothing comes to mind in GoS or CoO. Leaps of faith to things behind us...too rare along with hidden levers (GoWII), breakable walls (GoW1 and GoWII), optional areas (GoW1), etc.
GoW1 really had some nicely hidden chests (GoWIII relied too much on Onyx and 'gold dust' *though amusing antics just the same*). GoWII even had that option backtracking case with the Fleece through the bog to get a bunch of hidden chests (including a possession *urn* for petrification stacking on melee hits). You don't see 'going the wrong way on purpose' rewards as often as we used to.
>Cyclops grabbing allies and toss them
Too bad they limited that to just Tyrants (of the three Cyclops types) and only against Wild Boars (rare foe type). It was interesting to see an enemy making us of another. Friendly Fire is neat along with Beasts on NPC violence (they have a hard-on for killing Civilians like us *not so different afterall*). Don't tell Sypho.
It seemed like a missed opportunity to not let them grab other small foes as such (if not to toss them, then to heal by eating *maybe briefly distracting that foe type into attacking it*). It is probably better they don't try to go that far with it as I could easily see them making it so that we stand around and let the in-fighting clear rooms for us.
>mounted beast for larger gap
As with the Harpies (flight), Cyclops/Mongrel for the big gaps? It would be an excuse to face them on walls. I'd overlooked this.
>control the sperm
Hmmm, yes. Mash to penetrate the egg. R1/L1 side dashes to damage rivals, X dash to get ahead with tempoarary i-frames (Pegasus segment talk). Regarding creatures, I'm sure various horrors could be conjured up.
>foe types
Pest - Very low HP, Very low damage, very limited attacks (usually annoying abilities), general grab kills, very low resistance, low EXP, etc.
Fodder - Lowish HP, Low damage, very limited attacks (another annoying ability or two), might have a defensive option, general grab kills, very low resistance, low EXP, etc.
(Minor) Grunt - Low to Moderate HP, Low to Moderate damage, limited attack options, usually have defensive options, general grab conditions (often enough option select) or Dizzy (rarely wander), low to moderate resistance, low to moderate EXP, etc.
Sometimes foes more of the 'Major' variety get classified here (Keres Wraiths, Satyrs, etc.) when they clearly do not belong. Often has the 'elite' versions of lesser foes. Lots of variants of the same 'Undead' mold (shields, archers, armored/unarmored, etc.).
Major Grunt - Moderate to High HP, Moderate damage, good array of attack/abilities, often have good defensive options, usually wander grab condition, moderate to high resistance, moderate EXP, etc.
Mini-Boss - High to Very High HP, Moderate to High damage, attack options vary, tanking, usually wander types, moderate to high resistance, moderate to high EXP, etc.
Sub-boss - Mini-game fights often enough. Boss 'light' otherwise (limited in all regards)
Boss - High to Very High HP, Moderate to High Damage, good array of attacks/abilities, often have good defensive options, usually multiple dizzy cases (forced), some mini-games or special conditions, immune, High EXP, etc. Changes things up with each stage/phase regarding attacks, defense, behavior, settings, etc. - Jun 20, 2012 3:44 pm GMTAmong these you do get those like you note.
>grunt
Captains order them into special commands (shockwave, grab, phalanx, etc.), can grab/dogpile, etc. Simple foes. The elite version of them is mostly differentiated via some better melee attack, higher HP and not being open to ground OS in a general condition (wear down first).
>Archer
Giving a grunt range at the cost of mobility, defense, melee, etc. Not too often the ranged types are mobile. Hybrid case being the Fiends (who also suicide bomb). Satyr Grenadiers had an interesting thrown tool. Shieldmen vary things up further (forcing special measures to be rid of the shield). Armor too. Don't really see either of those things on the projectile types.
>winged types
We tend to only get these for Fodder. No higher level versions. Of course, you can argue a sub-boss case and there is a boss case or two. Nothing among Minor/Major Grunts or mini-bosses (unless you count the Pegasus Segment). Griffins could easily be a fit for this case by having a ground state not too unlike how Mongrels behave only to also have a flying state they can switch between freely. Dragon's Dogma is a good place to look for a foe type like this being done outside of an on-rails bit like when we mostly shoulder rammed them with Pegasus.
>mounter
Beast Lords basically were the only ones doing this. Olympus Fiends 'could', but it was clearly not finished (try it in the Arena with one of them and a Cyclops Berserker). The 'mountable' would be another regard (Berserkers, Mongrels and Harpy Queens),
>summoner
Beast Lords and High Priests. Another foe type just found in GoWII. 'Birthing' is related though. Breeders bring this to the table with Seeds allowing for the 'growing' case. Group AI cases (Captains/Commanders/Generals) are another aspect to consider.
>skilled fighter
The only elite among the Minor Grunts I can think of would be Hades Legionnaire/Legionnaire Captain (hasn't returned since GoWII and was never given 'captain' abilities). Among Major Grunts, Satyr Champions *meh* and Satyrs *more watered down with each entry*. Even in GoW1, these cases were only a threat up until you learned the ropes, but I suppose that's no fault of their design. They grief the newcomer something awful.
>etc.
The list goes on.
>Bayonetta
A fine job with this to be sure.
>not too different
Not in possible combat options, but the wrapping is part of the deal when it is to be a Greek Mythology game. Greek Myth having a wide array of monsters. Don't exactly get much petrification in other dead religions.
>who needs it
We don't need it (want it for testing, sure), but they would greatly benefit from the free testing/feedback and that benefits us IF they react properly to it (which they did a rather poor job with in GoWIII). - Jun 21, 2012 10:46 am GMTOne week?
Two days. We should require people to take time off work for this stuff.
Harpy Queens (GoWIII)
Probably had to do that to get the mechanic work right…coding them differently and whatnot.
Except it would be a living foe worth experience
Perhaps they could be attacked after the dive attack misses if the enemy stops next to Kratos after the drop…if they keep dropping through it’s just another obstacle. Would need a more responsive “side-jump” move since there would be less warning with a divebomb than a boulder which you can usually see far ahead.
Of course, you can toss them down (at instant death).
Not when mashing them into a wall for i-frames is another option. Though the downward throw is quicker it’s certainly not as satisfying and may give less orbs.
but more so from behind us
Sounds good.
(from flanks) going for ranged dashing melee
Wonder if it’s possible to grab them in the middle of this…or perhaps too risky?
Casual would be pissed if didn't give us the EXP though.
I’d be annoyed but that would cause me to slide down and do grabs to reap the extra exp and have i-frames for the bomb attack.
>been done
Your point?
No real point in that it’s just a different way to create a familiar obstacle. Sounds like an idea to me.
And alt.OH?
Which OH would this be? Overall, I found OH good but flawed in that you can get stuck in the animation and other times you stupidly try to go for the kill before another enemy approaches from behind.
casuals would HATE this 'leaping off the wall
The overall move is a little shaky…obviously only used when I would jump off, thinking there was a platform and saved myself. You tend to fall a little too quickly which is why lava flow would need to be VERY short so as to not fall halfway down the wall while waiting for it to pass. Perhaps a rolling log or something as a replacement. Maybe just a quick double-jump off the wall would be good.
foreground exploiting (Daedalus Schematic Room).
Too true, plus it worked with having a rope leading to it. They’d have to stick a clue in there when climbing a wall or you’d never think to jump there.
backtracking case with the Fleece
I missed that one if only because I didn’t think the statues could be reflected back on but it was nice nonetheless. It’d be weird if you discovered everything the first time. Relevant backtrack isn’t so bad, especially if it resulted in some optional fights, ala Bayonetta.
. R1/L1 side dashes to damage rivals, X dash to get ahead with tempoarary i-frames
I was thinking old school side-scrolling type. The womb shouldn’t be too complicated.
(Minor) Grunt -
Lump those axe-wielding guys with the dive attack in here where you have wear them down to get a grab available.
Often has the 'elite' versions of lesser foes.
What about elite versions of the Wraiths with the thrown blades in God of War 2. Those guys were the worst.
>winged types
We tend to only get these for Fodder. No higher level versions.
I’m thinking a winged version of a moderate enemy. Like those winged demons in DI which were a brutal pain.
Among Major Grunts, Satyr Champions *meh* and Satyrs *more watered down with each entry*.
I was thinking Satyrs and that may be it. Would prefer an enemy that dodged more but that would put them in mini-boss territory.
but they would greatly benefit from the free testing/feedback and that benefits us IF they react properly to it
Eh, most don’t bother with checking reaction on the demos. No surprise there. - Jun 21, 2012 8:20 pm GMT>time off work
Jest, noted.
>Harpy Queens
The foe that just wanted you to kill them and be done with it.
>less warning
Dive bombs have those stupid fire circles aside from the body glowing in obvious fashion as goes into i-frames.
>mashing into wall for i-frames
if they added i-frames, yes. Because in GoW1, there were no i-frames for that grab.
>grab during it
No reason we wouldn't be able to as we can already hit them during it (they tank the hit). Grabs though...would interrupt it entirely.
>OH
GoW1's OH was one type "Slam" which has no i-frames. In that entry, you could redirect it (hasn't been an option since). GoWII added a number of different OH types. Slam returned (minus redirect and still without i-frames). Sometimes bouncing, sometimes not. A simple variant of it existed with i-frames (also able to cause collisions). Another sort slaps foes far away (can wall lock foes), but it would cause knockback (half value) collisions. A variant of that existed that simply sent them straight ahead (not too great for locks) for a full collision.
Alt.OH was when you held the input on certain foes (Nymphs, Harpies, Undead, etc.) for an alternative OH case. It might have been the case that all with the 'Slam' type had alt.OH. I never thought about it. Just the same, the types of options depend on the foe. Nymphs are pulled into their grab kill, Harpies are 360 tosses (slaps foes away, grants i-frames, full collision with good range, etc.) and against the likes of Fate Guardians and Undead Legionnaires it pulls into the grab select just as OS does.
You could say it was for showing off *mostly* with cases other than the Harpies where it gives you the 360 toss on a foe you cannot otherwise use it for. Aside from maybe only being for "Slam" cases, it was also for just general grab conditions (foes you can OS at any time). That includes Cerberus Seeds (another 360 toss case). Later HC would grant a means to 360 toss *in GoS* against some pests/fodder while mounting Minor Grunts and doing jack against higher level foes.
http://www.youtube.com/watch?v=Bw1EGcH1QPA
CoO, GoS and GoWIII tended to have a bunch of OH variants that more toss foes around without causing collisions or opening them to locks/infinities.
>backtrack for secret fights
That would be nice if only for the challenge (and EXP bait for those that care).
>side-scrolling
That's a different story. Can it fire mini-sperm and get scatter shots, laser, rapid fire, satellite, shield, etc.? Collision damage should be suffered if we impact targets, overheating our weapons, etc. Basically like Jets N' Guns.
>minor grunt
Axe wielding? Ah, the cosmetic concern. Yes, the Olympus Legionnaire is just the old Cursed Legionnaire. Both are just the 'Dizzy' grab condition case for a general grab condition (less HP too) foe with some inferior melee option *more easily staggered/interrupted*.
>elite version
Wraith of Asphodel. They didn't gain any immunity to general grab condition, though they did gain higher HP and better attacks. They are still minor grunts, but they can wreck you in a hurry if in a group.
You should see the Keres Wraith. "Dizzy" grab condition (with light life regen), burrow cannot be hosed *unlike the Olympic version*, cannot be bounced/launched/knockedback (special hit conditions), annoying grab, off-screen ranged move with strong stun, etc. That's a major grunt. If the Asphodel type could at least have "Dizzy" state, they would be much more troubling.
>wings
Winged Minor Grunts and Major Grunts? The Griffin would be a mini-boss. The foes that fly don't necessarily need to have 'wings', I suppose. Siren Seductress for instance. Indeed, the DI foe was a trouble maker. A non-boss version of Erinys, Lahkesis and others would be desirable for mob variety. - Jun 21, 2012 8:31 pm GMT>dodge more
Mini-bosses are almost exclusively damage sponges with tanking (super armor in fighting terms). They just shrug damage other than certain hit properties when they aren't attack (rarer to interrupt them) so as to stun them rather than send them flying *neat as that would be for a super state like what Bayonetta does to Beloved when she gets it near death*.
The only exception that springs to mind is the High Priest of the Fates who would block/counter or block/teleport away. Otherwise, block/counter and block/evade is more the territory of Minor/Major Grunts (obviously favoring the latter). Satyrs are sort of the best case for blocking, countering and evades (with a fake out and other tricks). Gorgons are tops for evade and counter antics other than their special ability (petrification)
GoS had Geryon which had a proximity based attack for the front, but the real defenses were 'tanking' (typical of mini-bosses), another attack that defends while on the offensive (teleport slam) and an instant shock if too near and attacking them. They were a highly annoying foe, but at least they couldn't block/counter nor did they whore teleporting during downtime just to create distance (making us chase them).
Chimera was a mini-boss that sometimes did exhibit major grunt behavior (block/counter *snake*, tanking *lion* and evade/counter *goat*). Usually it is just a lot of thick hide having types who take the punishment. Even Major Grunts can do this though (Talos, Juggernauts, Automaton, etc.). Not sure how they classify an Automaton as something other than a mini-boss though given how the special means to kill it, the immunity, tanking antics, etc. Screams mini-boss to me. Meh.
>don't bother
At their own peril. They do tend to listen less about thoughts on gameplay from vets and fret about casual concerns (issues with this and that *looks, controls, etc.*) while the glitcher finds seem to really catch their eye. The latter two meet in the middle with regards to lock-ups/crashes and other game breaking problems.
With glitchers they would simply note certain findings and remove them. Findlestick won't be showing his hand this time (should they have a demo) to prevent the feeling that they will have removed the good stuff (with the bad) through observing him. - Jun 21, 2012 9:10 pm GMTin my thread new information about the things included in the collectors edition and image of kratos statue
http://www.gamespot.com/god-of-war-ascension/forum/god-of-war-ascension-collectors-edition-63178813/ - Jun 22, 2012 9:41 am GMT>less warning
Dive bombs have those stupid fire circles
True but compared to the boulders, you can usually see the boulders FAR ahead of you as you climb giving you plenty of time to gameplan. You see a harpy above and they’re not that far from your head…even with the warning, it’s still tougher than the boulder.
Because in GoW1, there were no i-frames for that grab.
I never noticed…probably because the enemies seemed to patiently wait for the grab move to be over before attacking. AI-Frames, if you will.
Grabs though...would interrupt it entirely.
Could be hard to grab during a dive move since it’s quite fast…unless they made it slower. Or was really generous with when the grab can hit.
A variant of that existed that simply sent them straight ahead
Yeah, these annoyed me as I’d trigger them accidentally when I wanted the standard bouncing version.
Alt.OH was when you held the input on certain foes
I don’t think I’ve ever tried these…at least to pull them in for grabs…interesting. I believe I did it for harpies and such since you can’t juggle them anyway.
>backtrack for secret fights
That would be nice if only for the challenge
Maybe give us an unlocked chest or something for the trouble.
Can it fire mini-sperm and get scatter shots, laser, rapid fire, satellite, shield, etc.? Collision damage should be suffered if we impact targets,
Sure, gotta have weapon upgrades…maybe even have fellow mini-sperm as mini-ships (who you betray at the end). And of course there’s collision damage…that’s tradition.
They are still minor grunts, but they can wreck you in a hurry if in a group.
Yeah, group attacks were brutal and grabs weren’t as good since flying blades would interrupt both grab moves and certainly any OH attempts. Hate those jerks.
Let’s see….I suppose gorgons and satyrs are best for evading and such but a more high-speed fight like those against Jeane would be best…but again, that’s likely reserved for a boss. The high priests were less problem with fighting than with summoning. Plus they could be grabbed to death. - Jun 22, 2012 7:45 pm GMT>still tougher
Not by much. If the Harpy is glowing and/or above you, you should expect it. They also take a long time to actually drop when they are over you.
>AI frames
Cute.
>dash move interruption via grab
Indeed it is fast when coming your way, but they tend to give a visual and audio cue before going for it.
>that annoyed you
Different OHs for different monsters started with GoWII. They became the new standard OH for that foe type. Only the "Slam" type (with general grab cases) allowed for alt.OH cases. The Sirens were such a case as the straight punch without much room for a lock (good for full collisions). I forget if Wraiths were given it in GoWII. I think so. GoWIII changed it to the i-frame having version of 'Slam', but left too great of a recovery period without i-frames for a safe infinite.
This video has the 'punch' and 'knockback' variants (two sides of the same coin as with 'Slam' and the i-frame version of it *as seen against Fates Guardians*): http://www.youtube.com/watch?v=Tz6XYI-DAHI
An OH case I forgot to mention is the swinging slam with i-frames. That one is much better at causing collisons (Fiends, Beast Lords, etc.): http://www.youtube.com/watch?v=96vviE0LfKg
There is the special case for Priests/Captains too (impale/kick with i-frames, no lock and poor chance for a collision). I believe the previous video might show this kind as well. You can force a lock with this one though.
>alt.OH
For Harpies it just pulled in for the 360 toss (same for Seeds). Otherwise you had grab kills and grab select. GoWIII downsized the feature to JUST Harpies (360 case) *no Queens*. It is a favored means to make use of our foes as seen here: http://www.youtube.com/watch?v=7xcKB4twiIw
You can infinite them, but they don't exactly live long enough to justify it.
>unlocked chest
Maybe. Perhaps their death exposes some hidden chest (with a possession or something). Maybe pieces to some 'key' for some major extension area (as with GoW1 *but with hidden fights*). Another use would be joke fights with high orb giving foes (MP, RP, HP, etc.). Challenge for EXP and such as well.
Not all of it need be backtracking. Some could be alternate routes (Cursed Legionnaires in Challenge of Hades, Captains in Challenge of Poseidon, Cursed Archers in Cliffs of Madness, Undead Archers in Rooftops of Athens, etc.). GoW1 even had a special backtracking case (mess of Wraiths of Athens).
They really need to look back at GoW1 and GoWII carefully regarding design choices. GoS and GoWIII had merits, but suffered some terrible design issues (Ex: off-screen attacks in a game without camera control). CoO clearly had a lot of problems, but it was the first entry on another platform *a handheld missing (R), L2, R2, L3 and R3*.
>tradition
CoO didn't get the memo. GoWIII gimped it and GoS butchered and nerfed it. I wouldn't be surprised if GoW:A suffers this trend.
>interrupt
Rather, they would catch you as you came out of i-frames. One of the "Challenge of the Fates" (Challenges styled after the real ones, but made in the Arena of the Fates) is to fight "Wraiths of Asphodel x9". Bonus to do it without magic and rage as I recall. We had lots of fun challenges. Not many bested the whole of them. It discouraged me from making more with so few taking them on:
http://www.youtube.com/watch?v=Zv2hTvYJQvQ
http://www.youtube.com/watch?v=UiHB-euRQy8 *second fight has Wraiths*
Obviously some fights are themed rather than simply a matter of winning (with other conditions).
>high speed
Jeanne is designed to be like the player. Kratos is not high speed. Our foil would need to be like Deimos, but more capable as a fighter. Fear Kratos, but less cheesy/cheap (unblockable cases we don't have, made up moves, etc.). As for a quick foe, that would be troubling giving the slow nature of GoW combat. - Jun 25, 2012 9:23 am GMTThey also take a long time to actually drop when they are over you.
I suppose. Would be easy on their own but tougher if others are attacking from the side and such.
An OH case I forgot to mention is the swinging slam with i-frames. That one is much better at causing collisons (Fiends, Beast Lords, etc.): http://www.youtube.com/watch?v=96vviE0LfKg
I’m more interested in that weird blasting move with the spear that shoots out the blue flames or something. I’m familiar with all the OHs on the Sirens…just not as much with the harpies.
There is the special case for Priests/Captains too (impale/kick with i-frames, no lock and poor chance for a collision).
You could do a sort of juggle by grabbing right as they fell for close to i-frames through the whole thing though you’re not invincible while he’s falling. Doesn't work on the translator fight either as it takes too long
It is a favored means to make use of our foes as seen here: http://www.youtube.com/watch?v=7xcKB4twiIw
Wow, quick work. Will have to make use of that. It is nice to give advice on how to do the double jumps at the start. Thank goodness for that.
http://www.youtube.com/watch?v=Zv2hTvYJQvQ
Push it to the Limit! Phenomenal. It’s, of course, impossible to take any of the video seriously with that playing since I always think of this: http://www.youtube.com/watch?v=Z8g__x6ExM8 . What’s that targeting thing you’re doing with the hammer?...switching to the arrows real quick?
http://www.youtube.com/watch?v=UiHB-euRQy8 *second fight has Wraiths*
It’s almost too easy since you can stand and get easy counters on the constant projectiles and always hit three or four. More annoying when they stay back and the counters won’t hit…the arena’s small than most in the actual game.
.>high speed
Jeanne is designed to be like the player.
A shame. She’s like the perfect boss fight. I can’t remember many that were that fun. - Jun 25, 2012 5:22 pm GMT>tough with others
That's the idea. A tiny bit of Undead pressure from one side (if not both). Maybe another Harpy. Perhaps attacking from the side if not another dive bomb to keep you moving along.
>blasting move
That's Piercing Shards and it is amazing. The purple crystal blast is a short range, quick fire, quick recover (near instant) knockback special done from the ground or air with light vertical tracking (this counts when compared to what the BoO offers as an alternative *still good though*).
The hit is great for stun locks along walls, ring-out, knockback collisions, damage when your Power % is low, etc. Why is it great when Power is low? It isn't changed by that at all. At base it is 10 damage and each upgrade increases it by 5 (MAX at 20). 20 damage happens to cover all statues save for one (50HP).
It is quite spammable and Cycle Cancels make it even more so (rapid fire). There are other facets to it, but I forget the details beyond all the tactics I made surrounding the use of it and t1 for that weapon (the best it has). Other moves can work too, but they are second and third stringers and it is not even close.
>quick work
It was a good run. Note that this is GENERAL KRATOS on VH. Thus these are 100 damage collisions rather than 50 damage (default Kratos on VH). In exchange for taking more damage, I deal more in collisions where my actual Power is also low. I'm just working the system accordingly. IF you can manage multiple air OS near the TM(2), you would make even quicker work of him (good luck with that being done on the first try). There are much safer, but slightly slower tactics I can suggest for this bit.
>thank goodness
That was a long jump. Not a double jump. I used an exploit to cross the gap without using the ledge (as it is faster and I am impatient with regards to non-combat cases).
>reminded of
I'm sure worse things could be conjured up. I'll take what I can get.
>targeting
Such a trick as what you note would only be used for Divine Retribution (L1+t with BoO) targeting really. Helps with aiming. I'm simply using the i-frames of the bow's draw animation and also canceling the attack animation of the Hammer.
>almost too easy
So long as you carefully land the counters, don't come out of i-frames with your guard down at bad times, pick your attack openings well, etc. With this many attacking at once, some of their attacks will NOT have the green glow (hard to see without it) and you can get caught all at once for insane damage.
>small arena
Can't help it. Just as you cannot help having no more than three WoA at once in the main game.
>perfect boss fight
She has a great mix of abilities and builds with each encounter. Vergil 2.0 for the most part. Pity Deimos wasn't scripted in a way that would allow him to face us and build like that. He never quite became our equal. Not really anyway.
NOTE: How goes Climax? - Jun 29, 2012 2:11 pm GMTPerhaps attacking from the side if not another dive bomb to keep you moving along.
Would also need a wider climbing area for room for dodging…most are fairly thin.
>blasting move
That's Piercing Shards and it is amazing.
Shows how often I used the Spear. Heck, in many cases you don’t even have enough points to upgrade it.
cover all statues save for one (50HP).
Cyclops?
Note that this is GENERAL KRATOS on VH.
Oh. I didn’t notice. Way to ruin it.
That was a long jump
I can barely remember that area to know about the normal method of crossing. Looks like lots of rolling.
>reminded of
I'm sure worse things could be conjured up
And the Scarface clip reminds me of this. http://www.youtube.com/watch?v=JU9Uwhjlog8
I'm simply using the i-frames of the bow's draw animation and also canceling the attack animation of the Hammer.
I figured. Only casuals need such wimpy tricks. Try dodging like MEN. :-)
Vergil 2.0 for the most part.
Eh, not as a good due to Dante’s limited movement abilities. Also gets cheap when he goes into demon mode. More of an endurance run than the all-out brawl of Jeane.
Forums
›
God of War: Ascension Forum
›
God of War: Ascension PlayStation 3 Forum
›
For those of you who say no changes...
God of War: Ascension (Steelbook Edition)
Not Following
- Publisher(s): SCEA
- Developer(s): SCE Santa Monica
- Genre: Action
- Release:
- MDA:
Game Stats
- Player Reviews: 35
- Player Ratings: 587
- Users Now Playing: 112
- Game Universe:
- God of War HD (PS2, PS3),
- God of War: Chains of Olympus HD (PSP, PS3),
- God of War: Ghost of Sparta HD (PSP, PS3),
- God of War Origins Collection (PS3),
- God of War III (PS3),
- God of War Collection (PS3, VITA),
- God of War II (PS2),
- God of War II HD (PS3),
- God of War: Ascension (PS3),
- God of War Saga (PS3)
God of War: Ascension (Steelbook Edition) Navigation
Games You May Like

BioShock Infinite (PS3)
DmC (PS3)
God of War Trilogy (PS3)
Uncharted 3 (PS3)
Tomb Raider (PS3)
Rise of Immortals (PC)
Users who looked at content for this game also looked at these games.





