Deeb: >easier wins
GK wins. Mostly. I've made that position clear.
>enemy grabs deal little and rarely happen
Aside from these, GK and default are the same when only comparing PAIN+ to GKPAIN+ (as you wish to focus on). With these (no matter how small, they are still a factor), GK gets the advantage. Again, there is no situation where he truly takes more on the front of Armor %. Recovery has to be considered carefully to better understand the matter of 'damage we take' when comparing the two. Death exploit aside along with disallowed Uber chets, BoO drain will still refill life. Boss QTEs will still end in our total refill aswell. Most vets will find that to be more than enough for them. It's just that long patch that would prove capable of wearing down the runner a bit (if they're taking damage moving forward).
>Armor is tied
Aside from the consideration of grabs (no matter how small, they are a factor that favors GK).
>damage on foes
Grabs, spells (not PAIN+ concern), hazards and some specials (not PAIN+ concern) won't be affected. This would be a tie. Default does deal more damage, but another consideration for damage to foes is collisions (which are doubled). Though tied to Armor % (inversely), collisions are a damage dealer, so they are a concern of this category. In a PAIN+, one doesn't tend to go around looking to chip every fight with direct damage. Things like ring-out and grabs will be used to go around that. That takes away the advantage. Collisions will favor GK (aside from turning on him potentially in the Tranny fight). Much of the game allows for the 'equal ground' and even the aspect that favors GK. It's just that we have bits where there aren't work arounds and direct damage becomes the only option. That's where GK would be at a disadvantage. Would you gents say there are more of those than cases that are equal or even favorable to GK? I'd say such places where GK is slighted are far fewer. Thus I give him the edge again. Not as one-sided as in other areas, but GK mostly has it easier. Where it gets to be 'worse', isn't exactly far harder, just a matter which will take twice as much time to chip away.
>collision damage
As a seperate condition, eh? Obviously GK is favored here (aside from potential backlash with the Tranny). As far as I'm concerned, it's just another extension of 'damage to foes'.
>shit
GS sure is curious with what terms it allows.
>orb effect
Indeed EXP can be ignored for the purposes of this discussion. As noted, GK does indeed suffer recovery issues. I'd detailed why I feel they are mostly a moot issue save for one long stretch (maybe Theseus). I'd only just barely consider giving PAIN+ the edge for being 'easier' in this regard. Just that it matters less.
>PAIN+ wins
You noted two 'wins' for each. How did you decide what's most imporatnt for the overall result? Obviously I do not agree with the assessment.
>fights that depend on collisons are short and easy
Because of collisions. Most fights work with collisions. Those that don't allow the neutral territory of ring-out (and other hazards) besides grabs (magic and sub-weapon specials for lesser runs). The bits where you have to resort to just direct damage aren't all that common, so most of the game will favor GK in a run focused on tactics that are suited to it.
>chipping cases are long
Few and far between. Often easy, just tedious. TM3 and Lahkesis are the ones I'd most often cite.
>don't have an alternative
Neither does the default Kratos in the case of the runs you're most concerned with. Instead you has the refill from the BoO drain due to NG+ (something the NG run will not have at all). Most of the time it won't be an issue I would contend.
>can use t3 chip through barriers
Taking less time for default Kratos, true. It's a matter of whether the player can pull off the non-direct damage options that are noted as 'faster'. Most vets can and find it often easy. Something like W3 or W5 can prove troublesome in PAIN+ to do without chip for some. Then it would be 'harder' (for them *as they aren't able to use the 'better' method).
>what caves
Pre-Icarus. The Lowlands.
>TM2 is a tie
As with TM1, GK can use the sleep spot just the same as the default Kratos. The higher collisions are a pure advantage for GK with TM2. The chip of TM1 just takes longer, but is not at all a risk (due to sleep spot and the flank during rage pound making damage dealing a joke in terms of danger to the player or demand on skill). I'd made such tactics while using GK (for GK).
>no safe pattern with Lahkesis or Kraken
Kraken is broken by the semi-sweet spot for the tentacle sore chip (where that applies). The head takes longer and the 'knobs' too, but they don't become harder. His recovery would become the issue should one be too slow with the latter two points of attack. I don't see the knob being an issue when you know what you can do. The head sore is only dangerous due to needing to be careful as you come in with glides (either favoring a safe side when you spot an attack or air tricking to deal with otherwise unavoidable damage). RNG (randon number generator) is a small factor.
Lahkesis can be traded with at length for S1P1 and S1P2 (avoiding the dive) if not baiting her melee string and punishing with t3 time and again. She's very predictable (easy to control). S2 is where she can pull nonsense like her staff toss. Due to being stuck with just the blades and their inability to lock her, that becomes harder for both runs. Because GK takes longer, it suffers the issue more than the normal run. That would make it harder (prolonged exposure to nonsense).
NOTE: If boss drops were 'orb' based post-fight rather than full refills, that would be a big difference maker in favor of the regular run (making GKPAIN+ quite a bit harder on the Recovery front where it already drags its feet a bit).
>fights allowing the working around of Power %
Most of them. Many of which allow collisions (which favor GK).
>those that don't
Most of those are easy/simple. Just made longer. Many vets don't fatigue quickly enough for it to be an issue. Were the fights more challenging to keep up the level of play for them, then it would be a serious concern. Lahkesis doesn't really mix us up or have lightning fast attacks. She's no Alma, Elizabeth, etc. Of course, that's NG with its sense of how a technical fight should be. Fast and furious. The bosses having a good moveset with plenty of options to use on the player, good defenses against your options, often quite fast and Sigma giving them stupid powerful grabs you can barely tell apart from their other attacks (and they're fast too). Having to pull off a fight for twice the amount of time while it actually is demanding on the player's focus...that would be draining. GoW fights don't tend to be like that with any one single target. Just how it is. So GoW tosses many foes at you at times to compensate for this.
>suicide
How's that?
>why use it
Limit his options and react via punishment (not mindless aggression like a berserker). No stress until the gliding bit (if any at all).
>another suicide
One need only trick or evade the dive. It's easy to spot. GoW doesn't give it hyper speed like NG or God Hand (maybe DMC would pull something like this...maybe).
>could be harder
That's a matter of player execution.
>if they aren't going your way
Why wait for that to be the case? Just go to the sleep spot, get on the rope, leap off, air OS them into each other (both dead), get in and chip TM2 from its flank (favors Default). For GK, put it to sleep, wake it up (rage pounds) and get in the collisions (often with alt.OH rather than the less safe OH or air OS).
>much faster
Certainly less demanding of skill. I don't know about faster. Perhaps if you often get both primary hits of t3 to land.
>wasting time
You can work up towards t3 with impunity while outside the range of his breath or slam/pound. After he uses the latter (during the breath as well), you can attack completely freely. During S2, the only concern is the possibility of a glitch stab from an invisibile tentacle.
>not really required of the run
True. That just makes GKPAIN+ all the easier for not forcing it.
NOTE: Chipping fights tend to be simple one-on-one cases. Fights that allow non-direct damage means (favoring GK if not nuetral) are the majority. More of the game is in the favor of GK. More of the 'hard' fights are made easier by collisions. Tranny has the small matter of a double edged sword. That's about the extent of one's concern with backlash.
SBK: >pretty weak
Base damage on VH (default or with GK) are pathetic compared to their collision options for either attire. Grab damage is pretty hefty too (aside from working around this with petrification, other hazards, magic, etc.).
>aren't many where non-direct damage options aren't an option
Too right.
>they apply for most harder fights
This meaning that the 'harder fights' are not really the 'boss' fights (though some of those do have collisions too).
>different
I'd say that GKPAIN+ is easier for being a win/lose fast case. Without the checkpoint exploit, it would possibly prove more troublesome by virtue of having to waste time to get back there if one stray full collision touches the Tranny.
>ER is noticably easier
Though we lack ring-outs, the other non-direct damage sources do awesome work even if we can't take advantage of petrification as well as in other, lesser runs. At least, not as easily. That's another thing. If it were somehow much harder to get these non-direct damage approaches to work, then that would be a serious concern to consider. Often, it just isn't that hard to perform the tactics we use to speed fights along without just wailing on foes directly.
>very safe pattern
With one target for the most part. Sometimes even areas where the boss has trouble attacking you much if at all.
>Lahkesis
The primary example I'd be citing. TM3 as a secondary (minus the skip of S1 to save time).
>Zeus w/ BH
Indeed. Granted, that is not recquired for the run at all. Not even an 'asterisk'. Just 'bonus credit' with one's peers. High fives all-around.
>both rely on collisions
ER certainly goes faster with them, but I wouldn't say they're so much of a crux. True about Tranny though. Destiny's Atrium can go quite a bit faster with good use of the Boars, but that can be troublesome with the Tyrants doing what they do. Handling the Tyrants via chip with GK will take longer (depending on the how much HP you shaved with the collisions *disregarding magic and sub-weapons*), but is simple process of abusing sweet spots or evading their charges for taunts to punish safely (rarely do you see a direct damage approach with a high skill level on display *using tricking in their face even through grabs*).
>W5
GK is more strongly encouraged to make good use of OH for collisions, but runs the risk of the Satyr freezing. Both GK and Default are equally likely to run into this. Both can use s6 instead. If one can manage the Valor approach, GK benefits more. If not, chipping favors Default.
>hate long fights that take any degree of skill
Luckily, GoW doesn't often mix those two camps. Hell, it rarely has the second consideration at all. Most of the times it would have them, it is due to bad design. Their luck with 'protection' proved bad enough (when does that go well in vidya anyway?) to warrant making the GoWIII case a sham (Pandora can't take damage at all). The 'chain' on one of the boxes is sort of like a protection mission though. Just a lot easier than Clones or Tranny.
>when she goes into the air
I believe he refers to S1P2 where she can start using dives and evade leaving 'time bombs'. That's when you have to be more careful if keeping in her face (versus the t3 chip approach). S2 is troublesome mostly due to staff toss. The 'floor is hot lava' move isn't a big deal nor are her bolts.
Adel: >not getting too much into values
You know you love it.
>PAIN+ harder than GKPAIN+ overall
Agreed. It's mostly as such. Mostly.
>being crazy
That it is. It's also not the way the run has to be done. It's just an optional extra.
>compliment each other very nicely
Which is why I argued in favor of the GK runs to get the disctinction of being a NG+ non-default costume run that is recognized on our lists. It's worthwhile to have as an alternative take. Much of my SoD work was done with GK. Most of the SoD stuff revolves around t1 for set-ups that go around Power % and PS which deals direct damage (not concerned with Power %) while also allowing for collisions, ring-out, locks, etc. It was a run type that highlighted the SoD (in a time where BH was the one getting praises sung about it). Such were the times.
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