u/snipez
snipez
snipez
I’ll play with you but only as Archer
🤣🤣🤣🤣
snipez
Fierce Ryoma dojo will still do those combos but you may have to wait awhile, while the open world Fierce Ryoma basically won’t hold back. I’d suggest just fighting the open world version but this fight can be rage inducing in my experience at which point I’d try to do Fierce Ryoma dojo for practice.
There’s at least one sequence you have to get the timing down or you’ll basically get one shotted. He leans back and fires like 6 bullets then rushes toward you to start a chain melee sequence. In the middle there’s a slide into red aura slash attack that is tricky to time, which can one shot you. If you can figure this sequence out you’re in good shape.
snipez
Dojo fights I think are bit more scripted and predictable. There’s still RNG involved but there are very regular patterns. For example Tokugawa dojo iirc always opens with the same move. Open world public order boss fights may have patterns, but are generally less predictable.
You mentioned Ryoma in another post. The Yokohama public order Ryoma is “Fierce Ryoma”, which is a separate harder version of Ryoma, and one of the hardest public order fights. Fierce Ryoma is also selectable from the dojo, and again follows regular patterns. Normally for example in dojo he won’t do his really tough “bullet hell” red attacks until you land a critical hit on him.
snipez
Base game is easier than Nioh 1 and 2. Nioh 3 base designed to be accessible. You get access to skills quickly and skills can be reassigned freely. Ninja style is also more accessible, as you can bypass ki pulse mechanics altogether. Nioh 1 and 2 also featured several “walls” as tough bosses early on. In Nioh 3 the first real boss is somewhat challenging, but you’re eased into it due to the open field.
I enjoyed Nioh 3. I think it excels as a TN game that gives most of the tools and foundational skills in the base game. I’d expect DLCs to be more difficult, but NG+ tuning seems fine though I admittedly got bored.
snipez
Great! Yeah that’s pretty much going to be the default until you get to maybe Act 3 or the post game. In Twilight for better or worse you won’t have the tech that allows for endless supply of Stamina, nor will you unlock all the weapon skills.
But over time if you experiment with various martial skills, you’ll find that some of them don’t quite fit neatly within the core combat loop of countersparking > enemy panic > apply martial skills aggressively. The ones that are less obviously useful offensively can offer a lot of repositioning based gameplay but constrained by stamina.
snipez
Nice I’ll have to give it a try. Assuming you mean Jumping Monkey my memory is it consumes decent ki, so even in the context of constant Flash cancel with Ferocious full can drain quickly on repeated use. It does have I-frames during afterimage part. Hollowstep seems to have I-frames but it’s hard to tell with the tight hitboxes.
Yes this approach started with trying to make Tennin slide work and plan to try Mugai. There’s a lot of really good “push pull” martials, but Gikei shuriken to reposition is just really tough to beat so I feel it works with everything. Yamagata is usually a pain to fight this way but this mostly just worked. I’ll try the quad but my ability to do VG on the fly is so bad haha.
snipez
Pretty much. Bit of a stretch to even consider this as falling under an asynchronous interaction. My understanding is for PS5 there’s a process that generates player character usernames, some/all(?) of which are actual PSN handles. But at best this merely creates the impression you’re interacting with another ROTR player. All else equal I’d probably rather not have my PSN handle broadcast to another PSN player in the form of basically a name tag on randomly generated player character…
snipez
Some fair points. Would contend the “meta” doesn’t really crystallize until you’ve attempted Midnight as the two set bonuses that significantly enhance combat are (unfortunately) exclusive to Midnight. Yeah build craft in the sense you’re describing isn’t really a core feature of the game. The “meta” arguably is that your “build” at its core is largely the swath of martial skills you can utilize and switch freely to at one time.
Interesting point about the visual comparison. If anything I had the very same gripe about Nioh 3. There were some cool environments, but much of it looked the same. Case in point, take Kyoto, which they clearly modeled assets after Kyoto in Ronin. There’s some neat verticality and well designed arenas (Takasugi fight), but the actual color palette is quite an ugly purple abomination.
Story-wise that’s a common complaint. However I would contend at least Act 1 is narratively better than other TN games. In Act 1 there’s less of a question about what your allegiance is for the most part and while you make some choices there’s clearly an anti-Shogunate bias.
TN in general is pretty bad with stories as the trope is that the MC is basically a henchman doing the bidding of the actual main characters and events which are rooted steeply in Japanese history. Nioh 3 had a chance to change that with an actual fleshed out protagonist but the story was so farfetched imho it’s hard for me to take seriously.
snipez
That’s probably factor as well. Generally speaking when some enemies/bosses in the open world move out of some pre-defined range you sometimes to see they kinda just stop fighting then run around aimlessly to find their way back in range.
One of the sequences I’m referring to with Shinpachi is shown at 0:40 mark here. When you dodge thru in a situation like that he kind of just keeps on attacking. Clearly the game was not designed around you dodging in the middle of such chains which is sensible.
snipez
The first and last case I see a lot when trying to fight bosses relying mostly on dodge, especially enhanced forward dodge. Some enemy attacks are long martial chains that largely continue in a straight line uninterrupted with the presumption that the player is in front, locked on, and expected to counterspark the chain. So with Shinpachi I often see that behavior as I dodge out of frame and he kind of attacks off into that area below then just runs in circles.
snipez
Yup, also the fact that OP nailed most CS with Nioh-Ryu goes a long way as Shinsaku is no slouch. I never had the patience with this guy but OP reasonably close to no damaging this fight.
snipez
Yeah I would say top 3 in Yokohama easily, it’s the ‘Fierce Ryoma’ fight in the dojo. Bullet sequences in general are tough but he does that attack where he fires like 10 bullets then rushes for a chain attack with red martials in between.
snipez
There are variations but this is the one I run most consistently and the one I consider meta. Occasionally I’ll run smoke (usually non Survival) and that’s the only tweak.
Another variant involves basically pairing a legendary bow (SSB or WS) or the gun with an Archer’s supply charm and empowered hunt.
snipez
Your skills are likely transferable across products and certain teams on sell side. Some of the machinery behind rates derivatives pricing is also used in FX for example. From there a healthy knowledge of cross asset products for example could open the doors to structuring/“solutions” which depending on bank/desk may be closer to the $.
Buy side firms certainly trade FI products and do hire quants. An alumni of mine for example was a quant at a BB for a brief stint and is now the #3 at a large fixed income relative value fund. But that strategy generally speaking is pretty old school and vanilla. They have access to several bank and 3rd party software/models and may price a swaption now and then. They may hire someone as a quant in name but it’s often a hybrid quant/execution/sub PM type role in practice.
snipez
Undoubtedly if we’re talking all ranged weapons. But for all the whinging about the gun I think people forget that it’s relatively easy to miss. Indeed the gun is clearly best when it’s used to clear a wave well before it reaches the point and so stages 1-3 is chill.
But stage 4 isn’t trivial because when you inevitably reach a circle w/ empowered on cooldown or you have it but miss with the gun… you’re more or less a sitting duck.
And in those moments, the SSB is really your best option, and why empowered is a reasonably well designed mechanic. You are faced occasionally with the decision to trade off using EP with the gun for a higher clearing rate with SSB + EP.
Contrast that with Tsushima where the Hunter basically had no weaknesses cooldowns were never an issue, smoke was infinite, and/or had 2 IEDs in addition to the SSB.
snipez
I don’t see Legends as any signal at all for the future of the base game franchise. Legends is a niche mode within a larger much more successful base game franchise.
If anything, Sony and SP probably got together and agreed on a budget for Yotei Legends that’s commensurately lower vs base game. Legends for the most part doesn’t make them any money unless someone bought the base game just for Legends, likely a very small minority.
So yeah it’s fairly likely today’s news may spell the end of Legends, but Ghost is a hugely successful franchise/IP so Sony execs will probably push for another one but I doubt they care about Legends tbh.
snipez
Most of the ppl dunking on him are probably doing so for reasons not related to his investment process, but due to his personality and political beliefs which were reasonably well known on fintwit. So it’s easy tell a story that these were related and contributed to his downfall.
I like Benn and I think he was at his best when elucidating vol or market microstructure stuff. And he was mostly right in calling out the “thetagang” idiots. But that was arguably a small fraction of his larger public persona which understandably rubbed some folks the wrong way (it is X after all).
Somewhat ironically I suspect his public persona will ultimately probably help him at the margin in his future endeavors.
snipez
Depends really on what you’re doing. In my fairly limited experience E tends to be a well oiled machine with well-defined franchise value, which describes really many sell-side trading seats. E folks generally speaking have a relatively comfortable seat and rarely take prop risk due to incentive misalignment problems. That also means generally speaking value over replacement is pretty low, but banks also don’t usually think about this too hard.
Savvy voice traders that can play both sides of the fence so to speak can get paid pretty well anecdotally. Some voice traders are directly involved in E as well and purposefully blur the lines between the two functions to take full advantage of and credit for monetizing lucrative flow. If they can generate a bit of PNL trading prop (hard in spot FX), all the better. Like many sell side seats, optimizing for PNL is cool, but optimizing for your bonus is the goal.
snipez
Theoretically yes.
The degree to which it would factor into the run depends more on how and where it spawns.
In practice there are numerous situations where it’s less problematic. First pass at an optimal rotation you probably have 2 players at the keep, 1 player solos BG right, leaving 1 player to assist on the unique enemy before switching onto foundry right, which doesn’t need to be a solo depending on how resources are managed between 2 archers at keep left.
snipez
Nice, I’m right with you at 6:16 with randoms yesterday. It’s a fun one to speedrun.
snipez
Storm is pretty good in the circle. I can see pairing SSB with it and empowered hunt to be pretty reasonable. Snow lady is annoying, but I find that the blue prime lord dude with the shield and the attack that tracks from 10m away to be a bigger problem.
snipez
You can try changing a few stacks to spirit move and see how it adds up.
I’ve yet to give your build a try but I optimize for spirit move dmg when using lightning bite. However I use onibi bombs to soften the wave so I rely less on raging flame.
snipez
Assuming the legendary gun in slot, there’s a small tradeoff but I do also prefer the SSB over resupply charm. The re-supply build optimizes for ability cooldown and presumes basically you’ll never pull the bow out. I don’t run scavenger in either build usually as imho foul arrows is too strong to give up.
If you’re not running the legendary gun, re-supply charm shines. For example pairing that with the SSB and empowered hunt will clear light and medium waves easily. Blue enemies are a bit tougher but with foul arrows they go down anyway.
snipez
Pretty much, the gun is mostly still king. It’s also clearly designed for clearing waves before they get to the point, which is why it’s the optimal speedrunning tool.
Archers who actually go to and defend multiple points on stage 4 though know the gun does have limits. That’s where I think SSB or Weightless w/ empowered and resupply charm actually does relatively well as it trades off damage for the reduced penalty of missing.

Tbh most katana styles are pretty strong. But mid-game I personally would rank Tatsumi-Ryu and Aisu-Kage very highly. Tatsumi has the widest CS window by a margin, and both styles offer strong martials. There’s another Shinobi style you’ll get likely later (it is a small spoiler) that’s also strong but more re-positioning focused.