![]() ![]() Obviously that's important, but going into missions with optimised builds, not even 'guide/YouTube content creator number 1 OP builds', can usually guarantee success before you even begin to sortie. With AC6, it's the idea of spending time in the garage and test room that needs to click to make the game click, versus any real mechanical execution as such. ![]() Sekiro will usually click if the combat flow clicks, and depending on the player, that could be any time up to the final boss. I spent longer on Anor Londo archers and O&S than I did on a good chunk of DS3 lol.įor the bolded though, that's the reason you can't compare the two. Like if you wear heavy armour and use a str weapon on a dex build in a Souls, there's an immediate tell of things not being right, whereas on this you can go through the game with a long range laser rifle build while using a low energy damage generator and a close range FCS, and it'll still work relatively fine, and there'll definitely be people who will only see OVERBURDENED as a sign that something is wrong with their build, when in fact that can be perfectly viable and optimal compared to a "correct" build.Ĭlick to shrink.With DS3 NG I broke and finally boss summoned for the first time for Nameless King because that first phase was honestly one of the most frustratingly not fun things in a game I've ever played, but everything else was certainly easier than Dark Souls NG as a whole for me. ![]() The problem is that AC6 also lets you play sub-optimally or even incorrectly without it being noticeable, due to how obtuse building an AC can be if someone isn't used to it. AC6 certainly gives you the tools to make the game easier on a first playthrough compared to Sekiro: which is more rigid in playstyle, and a lot of the items you can use there to add variety are finite. Like I said though, it's kind of impossible to compare the 2 solely because of how builds work, and the fact that the garage is basically the heart of the game here. ![]()
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