Edited By
Tanya Melton
A wave of feedback from players has emerged, asserting that a key skill in Nioh 3 should be a standard feature. Many are frustrated that this ability, which enhances the gameplay experience significantly, is not readily available without unlocking it first.
The conversation began after some players highlighted that the skill transforms the game's pace, allowing for a more enjoyable and fluid gameplay experience. One passionate player noted, "This skill made Nioh 3 much more fun for me and allowed me to basically stay Ninja the whole time." It raises questions about game design choices and user expectation.
Combat Mechanics: Many players feel that essential skills should be included by default. One commenter summarized, "Many of the basics should just be there from the start."
Gameplay Frustration: The challenges of holding a button during combat have been a sticking point. A player remarked, "I don't like having to hold the R2 to change, especially when itโs in the middle of combat."
Locking Progress: Feedback suggests players should not need to unlock basic stances. As one user pointed out, "Combat felt extremely ass before that."
Players are vocal about their dissatisfaction, with intense discussions on forums and user boards. Concerns include how skill limitations detract from overall gameplay satisfaction. Many feel a sense of urgency to address these issues. One comment states, "Stances should definitely not be locked behind skill points lmao," echoing frustrations about the game's design.
"Just use your guardian spirit skill if ur that desperate to only play one stance," counters another player's suggestion, indicating varying opinions within the community.
As discussions continue, developers may need to reconsider how skills are integrated into Nioh 3. The ongoing debate highlights a significant divide among players regarding accessibility and balance in gameplay.
โ๏ธ Most players advocate for default integration of key skills.
โ ๏ธ Unlocking basic skills is seen as a barrier to enjoyment.
๐ฌ "Combat feels ass until you unlock them," remains a common sentiment.
As the gaming community rallies around this issue, will developers listen to their concerns? It seems players are not backing down anytime soon.
Lessons from the Past: Wrestling with Choices \nLooking back, the situation mirrors the early days of professional wrestling, where fans clamored for more authenticity in match narratives. Wrestling promotions faced pressure to shift storylines and character developments based on audience reaction. Just as players are now advocating for immediate access to critical gameplay features, wrestling fans once engaged in heated debates over the validity of scripted rivalries and outcomes. Both scenarios reflect how consumer demand can significantly influence creative decisions, often steering companies to adapt swiftly or risk losing a loyal following.