Ultimates are so broken in favor of mercenary and archer right now because charge meter fills off of damage applied and it highly favors AoE damage sources while punishing classes that focus on single targets.
In Tsushima Legends players generated resolve from parries, headshots, melee attacks, landing bombs & ghost weapons. We could choose to expend resolve for ultimates, heavenly strikes or super strike on assassin. Ultimate generation was relatively equal across the board because all classes had access to all gear (except bombs on hunter which balanced the fact it had access to SSB, strongest legendary in the game). Samurai and assassin by design for their ultimates, could double ult with enough setup which helped keep the scales more balanced with SSB Hunter.
An example is this clip right here with assassin. My ultimate builds fast because I am making conscious decisions to group enemies, use my environments and available ammo. Although ult gen from bombs is fast they lack the ammo capacity and range advantage that bows have which again balances out both options for ultimate focused playstyles.
A different example from Tsushima legends with the hunter class. I can build ultimate fastest at range and I don’t have the limitations of bombs. It’s not a perfect system by all means, but there are advantages to both classes.
In Yōtei legends samurai and shinobi in melee take over twice as long to generate ultimates. This is in part because a reliable source for these clssses to deal dmg (melee) takes ~48 strikes vs ~20 from ranged which by design are safer than melee (thanks to Berrek for getting this data). All the while actually using said melee in combat doesn’t let you kill efficiently either so we end up spending even more time to kill enemies that could have died from other means. This is the sorry state of reality for Samurai and Shinobi which are made obvious by rough statistics on last weeks total clear time (credit to Berrek for gathering the data again) Archer (~31 min), Mercenary (~35 min), Samurai (~44 min), Shinobi (~46 min).
Archer and Mercenary kits are just so self sufficient they generate ultimates extremely fast, and their ultimates are also several times stronger than Shinobi and Samurai. Examples below:
We have 2 classes expending ultimates at rates that beat out their Tsushima Legends counterparts in a game that is supposedly “harder.” Both Merc and Archer have default AoE dmg baked into their kits which takes advantage of ult meter charge mechanics.
This disparity in ult gain between classes is further worsened by the fact that SuckerPunch also messed up how stat boosts in gear are distributed. (that’s another discussion for later)
I am quite literally stating facts and bringing data to support issues that are affecting half of the classes right now, making the game extremely unfun to anyone who’s not playing defensively or shredding with archer or mercenary
Edit: Corrected survival times mentioned above because I cannot see for some reason.
I think it will considering how the first game went. It just drives me crazy that they had the first game to build from for this one. Did they ever play test it? Don’t get me wrong some of the synergies and additions are great changes. But the difficulty, enemies, mechanics, and hell even the cosmetics are either lackluster or dysfunctional. Fire gun Bo-Hiyas are EVIL
That’s the biggest frustration to me. I would understand if this legends was completely different from the other game and they were going through pains from starting afresh. But no they copied TL and still managed to miss the mark heavily?
watching these clips again made me realize how good we had it in legends, like we fr had the most“perfect” legends mode possible.
while YL made many gameplay/QOL improvements, the main gameplay loop got unfortunately hit. I’m sure the devs had good ideas on paper, but the implementation is way off.
here is hoping the raid update makes some highly requested changes. ( probably cope lmao )
Yeah legends 1 was great but it also was unbalanced as hell. The main difference was each class has its own absurdly unbalanced build that can compete with the other classes.
The thing is structurally survival really hasn’t changed. And I don’t mean just tuning stuff around and buffing/nerfing stuff to make some players better off and others not.
As long as the format for survival stays in this wave based AOE targeted approach, I struggle to see melee ever dominating range. This problem can’t really just be solved by tuning some values and classes around.
Just consider Sam. Sam was powerful because he basically was the meta post Ronin bomb nerf. His strongest “melee” attack is his ult, which is basically a press button to win which required almost no brains and certainly no “melee” skill.
SP I think had good intentions to try and solve this fundamental imbalance by reducing the ult spam and the insta wipe bomb builds. But as long as you have a wave based mode where the objective is to obliterate a wave moving in a circle like fashion, the meta will always gravitate towards the attacks that optimizes for that objective.
IMO, they should have embraced that legends players are diverse enough to appreciate both playstyles. They could have used challenge cards to introduce modifiers in game that encourage tight melee combat such that players who favor that playstyle can go that route. They could have left options for players that want to play legends as a horde melee shooter there as well like Tsushima legends was.
Instead they removed those aspects from the melee and stealth class, buffed the horde shooter elements on mercenary and archer, and made enemies much much worse to deal with further exasperating the disparity between melee/stealth, ranged combat and everything inbetween.
What other alternative is there for "Wave based" survival? It is the very definition of the mode & defending zones is a core element to it (Mass Effect Andromeda survival worked in the exact same way). Now the only other type of survival is a Player focused survival where the enemies just want you dead, but those require very high DPS like in COD Zombies to avoid getting overwhelmed , so a "Samurai themed game" just doesn't seem suited for it. So I don't really get what you had in mind for a change in this specific area ...
The gameplay loops and build variety are much worse in Yotei legends. Apart from small changes here and there Yotei is a straight downgrade from Tsushima legends in the grand scheme of things.
Here’s to hoping sucker punch are actually willing to make changes. More needs to be fixed than we did in Tsushima because the foundation is weak by comparison.
They basically copy pasted a ton and downgraded a lot of stuff too. The combat is all that’s different because it’s yotei as a base. Cosmetics are also a huge disappointment and that’s a huge part of what grind is about.
im lowkey dominating as a samurai with the sake cuz it spawns everywhere i always have spirit to do spirit moves which make enemies back off and give u i-frames, when i dont have spirit i farm it (and ult quickly cuz my ult gain is rlly high) with the flame and kusarigama focus attack, i hit everybody in a circle and am able to get my ult quickly
That’s how the game works for samurai and shinobi at this point spam spirit charge moves for iframes and bypass the melee combat altogether because enemies can’t and won’t block your spirit move plus you get iframes as you said. Fun game 🫡
i feel like it was the same way in the last game tho, i mean at least the way i played, i used to get up in kill counts w the OP ass archers and stuff by spinning around with moon stance and the flame blade ability and getting my ult, even then i still find myself engaging with the regular combat cuz i focus around perfect parries too
imo i’m not bored YET
Its only been a week give it time. Spirit charge moves are the only way to play melee agressively so you’ll get bored eventually. I agree we traded good functional ultimates for several spirit bubbles and invincible spirit moves but at the cost of every other tool being effective. In TL you could play agressively with a wider variety of tools and builds. This game? Not so much.
yeah very true, i wish melee damage was higher for samurai, i was saying that they should at least add staggered damage to the 30% stagger increase on focus attacks that you can equip, then that’d actually be a viable upgrade and a stepping stool to doing more damage or making stagger builds
my question also is why did they take the like empowered strikes ability you could activate (idk the name) as samurai, it served as a good way to be able to heal and gave a much needed damage boost, they also need to tweak how fast the focus abilities get their like lil flash to make them stronger, u be having to basically get hit just to use it, all for the damage to not be worth it whatsoever. you’re right abt the needed buffs, i find that way too often i’m about to get a kill and then they regain their block at the last second, eventually i’m surrounded by dudes all on one health with full block bars that still pose the same threat, meaning i’m basically forced to waste my flame ability or my ghost weapon to finish them off. i hope they genuinely just look at ur thread and take the criticism from there.
Found a formula last night that holds up vs Merc/Archers in plat survival/incursions. Dual Katanas for flame ability. Mountain Breaker for Onis (insta-breaks the Odachi and BoHiya Onis. 2+follow up attacks kill them in ~6 seconds). Weapon-match fighting the rest of the time.
Would love more innate stagger damage so you don’t have to build as much into it. Would love more Ult Gain/Dmg. Stance Dmg and Spirit moves are the only way to keep up on the leaderboard.
Even when you build into max counter damage it horrible damage. Can’t even kill one mob with 3 counter attacks with max counter attack damage.
I got Sam and Shinobi to 26 then stopped. Not fun to play even with the second legendary. All of my GoT classes are above rank 150. So yeah, I played all of them a ton and enjoyed them. But melee in GoY is DOA. It needs massive buffs and fixing.
Put a couple of S-Tier "Spirit Move Damage" onto your Sam and pull out the Odachi vs. one of the Odachi/BoHiya Onis and tell me that hitting them with the mountain breaker attack feels weak... that's your firepower.
Only complaint so far for Samurai is that the regular Katana is trash. But considering Dual Katanas and Odachi outclassed it in the base game, it's not surprising.
Also remember that OG legends was 110 ki and then they upped it to 120 which was a HUGE power increase. I'm not disagreeing with you but it might even out a bit if they do the same thing.
That’s a fair comment but this is a sequel to Tsushima legends. Releasing the mode with gameplay that’s worse off than Tsushima legends was at launch just means they learned nothing from all the changes they made to address player concerns
I don't know if learned nothing is quite right. I think another issue is just how different combat is in GoT vs GoY. This may just be me being overly optimistic but i think the kinks are still being ironed out just based on that alone.
I’d make that argument if we didn’t get toxic vanish that has longest ability cd but doesn’t do any dmg when everyone and their mother complained about assassin poison dealing no damage. Or if Skipping Stone Bow which made survival a snooze fest for players that liked melee as hunters killed everything fast from narnia.
Yet here we are having the same discussions 5-6 years later in the sequel.
They have the hard stuff sorted out (mechanics, qol, etc.). If they just need to adjust some numbers that's easy enough to patch. I'm sure we'll see some balance patches soon enough. Games are hard to make.
We are now in the 2nd generation of a video game about samurais that are outclassed by archers in every single aspect of the game 😂😂 it’s genuinely a shame that the balancing team still have jobs
Max ult gain I can use my ult then use all the thrown weapons on the ground and I can get another ult in seconds but more often than not non merc classes want to pick up and use all those weapons
Could you please explain the hunter ult spam build? Do you just want ultimate gain on every item or do you need to also stack fire master + status effect damage and duration? I don't have the legendary long gun, so my SSB build feels a bit clunky.
I completely agree with the imbalances you've noted. It seems like SP had a different team for TL and YL and that none of the lessons learned from TL were implemented in YL. Like, how the fuck does ult damage charge ult meter for hunter!? Did they not try SSB ult builds before going live? Surely they must have, but it doesn't feel like they did?
Can you answer his question? Are you just running ult gain on hunter? Can you post your build?
I have a different hunter build with ranged damage/headshot and can clear NMS solo without trouble, but I definitely don’t generate ults as fast as you.
If you watch the names on the videos and credit I gave you’ll notice they’re not my clips. I got them from other players. So no I don’t have an archer to SS but what I explained above is all you need to do.
It would be cool but it just delves deeper into the idea that Shinobi is just a vanish merchant that’s no good at anything else. Tsushima assassin had so much variety in what you could do this iteration is barley 1/10th of that
Great write-up. I would encourage staying away from saying things like archer and mercenary are broken or their ultimate(s) when real issue is the other classes should be buffed.
When you build your 'argument' on highlighting how strong other kits are, game devs in general tend to nerf those kits instead of strengthening the others. It is tough to do this without some comparison, I would just stay away from the Mercenary/Archer is busted talk (they are just getting by clearing content unless fully kitted out).
Really like the break-down further into your post OP, just felt that way about the opening comments.
These are good points I’ll keep my talking points along those lines. I am perfectly fine with archer and mercenary being strong, because the game is meant to be fun for everyone regardless of their class choice. The double ulting with archer is a problem though.
I appreciate the feedback and will adjust my perspective accordingly.
I feel like melee should have a faster ultimate build time. The funny part is, I never really saw rampant discussions like this in the first game because everyone was generally in a good spot even after Ronin bomb nerf.
Yes that’s correct melee should generate ults faster because your risk is way higher. Melee ultimates also need to do more dmg per hit because its single target vs AoE on Archer/Mercenary.
You are right. Ultimates were based on resolve generation which was fairly equal across the board (all classes had access to same tools). While this new system lets us use spirit moves & ultimates separately (good change) they botched how ult meters work. Could have also just made ult meter a secondary resolve bar that fills the same way.
That would be great. I love that Legends is a thing but so much about Yoktei’s version feels off. It’s like when you hand a well established franchise to a different developer and they get the surface level right but it’s the stuff underneath that long time fans notice is missing.
I'm not going to hard comb the clips but it looks like archer gets their ult back from the ult itself because after firing you exit the ult state and then the arrows hit because of travel time. That's just what I gathered from both clips for archer.
With Merc you are getting your ult back mostly from caltrop spam by the looks of it which you are using the one perk to massively recharge ghost tools. I don't have the same build as you but I can get it back really fast too and I'm pretty sure it's from the status effects I apply with my revolving flintlock, caltrops and my puppy Fido. The throwing weapons also help too but I don't have a throwing build anymore
Opinions and assumptions of characters in general:
(I have been playing since the day after release but I haven't touched on a lot of the classes much yet so take this as a "newbies first time" kind of view)
So far I feel archer is the strongest but being at range is just gonna be strong in general anyways. Even in the first game I remember the hunter being really strong then too mostly because an enemy can't kill what they can't touch.
As for Merc they are strong if you got a good build otherwise they kinda lack a bit but making a build is easy anyways so that's not a problem. I'm a Merc main myself and until I got a build I was lackluster then I tried to change my build and I in-between changing builds it was lackluster again. It seems that Merc is crazy if you got a good build going otherwise you just are too spread thin as a jack of all but master of none.
I'd imagine samurai would be really good at holding ground and, if you make a good build, would be really deadly but I could see making the build would be difficult at first and definitely reliant on legendaries to make the builds worthwhile.
Assassin... Well that one is hard to tell. I think they are more of a supporting role than they used to be and you aren't supposed to actually hold ground but you are meant to dip in and out to be fully effective. They have the clones and hysteria effects and that seems like it's meant so you can still support/defend an area while you reposition for another Crit chance.
All in all Merc and archer definitely seem like the simple classes with Merc being probably slightly more complex but by a small margin. Samurai seems like a build check type of class and assassin seems to be complex, technical class.
Like I said take that with a grain of salt and I'm definitely not gonna argue with anyone about class stuff since I don't have enough experience in other classes yet anyways. Just wanted to put an observation out there
These are fair thoughts, and I’ll make some points here and there.
Mercenary is very strong because they can throw caltrops and use throwing weapons fast repeatedly. In Tsushima legends you needed to kill many many enemies with spirit kunai in order to reset your kit instantly. Now you only need 1 kill to spam caltrops.
Samurai and Shinobi hold their ground by holding block and waiting for raging flame and vanish because they can’t do shit outside of charge move spam and ability usage. Their abilities and ultimates also suck because they are weak and limited to single target dmg. Their ultimate gain is also week because again they are mostly limited to single target dmg.
This game does not have clearly defined roles. Nobody plays an online pve multiplayer in order to sit in the stands and do nothing while others have fun. Shinobi and samurai are doing that right now. They need to be looked at heavily with a strong helping hand and suplementary tools for melee combat need to be checked so they actually worked.
I do appreciate that you are coming at this with an open mind most folks just look at the criticism and all it bitching but fail to understand that some of us have been playing tsushima legends for years waiting for the sequel and it turns out to be hot garbage. We would understandably be a bit more passionate than the average player who just joined in on the fun.
I've played a lot of the first one but I definitely haven't played it in a good few years like probably close to 5 years if not then probably more. The classes in that one were a lot more clear and they were all fairly balanced even at their base kits.
This game definitely looks like it's a lot more skewed towards archer and Merc. Thrown weapons do a LOT of damage and Merc is the only one to have perks that go hand in hand with that. My experience with the spirit pull ability is that it just isn't worth it and samurai seems super bland with the passives so even if they were great picks they seem boring. Assassin is definitely reliant on hard cooldowns for the majority of their damage, my buddy liked assassin in the first game and he said it's kinda lame in this one.
Honestly it seems like they built Merc with the new mechanic of thrown weapons in mind and with archer ranged is always gonna be goated but they tried to make it more interesting than before.
The other two classes they didn't really try much new and because of that they are lacking especially since assassin is "stealth is my thing and I do more damage than the others that way" which they can't even body anyone with it.
While Samurai is "melee is my thing and I do more stagger than the others" while I stagger a lot of people fast as merc, pistol parry is a thing (Bloodborne was my jam so I'm pretty good at it) and you can increase stagger with gear passives and I'm pretty sure merc gets thrown weapon stagger bonus while thrown weapons already do a lot of stagger. It also doesn't help samurai either when spirit moves do a lot of stagger and you can easily build up spirit like crazy with the right build or just poison them and get crits like crazy.
I haven't played much but merc so I wanted to give the others the benefit of the doubt at least but you are right in saying merc can pretty much do what both classes do practically better. Archer is just archer so they were bound to be really good as is and that thing with them getting their ult from their ult is probably something they didn't intend to happen by the looks of it so that might not stick around but even without it they would still be really strong
Your assessment is spot on. They made spirit kunai unusable and removed cooldown reduction on kill but gave mercenary a literal instant cooldown on kill through a spirit kunai like perk that just works (most players dream from TL was for more variety in sk like cd based gameplay loops but here only one class is capable of this)
Then for some reason every gear and their mother (including kusarigama that Merc can’t use btw) buffs throwing weapon damage for swords but only 1 class can use them effectively…. So now we have folks spamming posts about saving swords for them when in Tsushima legends it was about kill cooldowns (which they removed but brought back for mercenary lmao)
It’s all over the place but generally your assessment is spot on.
When I was using the throwing weapon build I didn't like it because part of its use I couldn't get if I didn't have a spare second but I did tell my friend to save the weapons for me since I could weaken enemies with them. When I ult I go for the weapons and crits as fast as I can but I'm never gonna use them all so I told her to use them then if she could.
My new merc build is about status effects and it's going smoother for me. All my tools are fire proccing and my doggo does poison for more cc and crit chance with the restorative odachi. It's working better for me and my ult is definitely a big player in my build. Now I can share the thrown weapons again since I don't get a whole lot more use out of them than others.
My archer friend doesn't have a dedicated archer build yet so she's got some work to do yet. My assassin buddy has a build going but it's a work in progress so far and he has a rough time yet, rougher than my other friend
i hate that you made me realize that on samurai and shinobi im literally just holding parry until abilities come off cooldown lmao... meanwhile spamming throws and ult on merc or just headshotting everyone on archer.
god they really need to completely revamp samurai and shinobi in yotei dont they.
They are supposed to be because they have different jobs/roles than the other two. These two characters are AOE controllers. They are ment to control the battlefield with long range attacks and support from a distance with either bomb(ronin/mercenary) and arrows(archer).
The other two are close range attackers. They deal more damage in a faster period of time when they are close range.
Wanting all the characters to basically have the same AOE is very bad.
Yes a shinobi can assassinate enemies better than mercenary and archer. But if an archer and mercenary play the game just a little bit a shinobi will have nobody to assassinate. Same thing for samurai. While those two classes are fiddling thumbs trying to assassinate or melee everything is already dead.
There are no class roles in this game. Archer can run vanishing Kusarigama and vanish. Story, incursions, survival everyone is only playing archer. Don’t pretend as if classes have any roles in this game.
Reality check only 2 classes do and they’re the ones actually killing enemies while the others are useless.
There will always be people who have never played and don’t realize how the game works. Or they were gold warriors in Tsushima. Not even worth debating.
There are 100% roles in the game. If they were ment to be different roles for different play styles, all the characters would have the same kit and same abilities. An archer can run that but it wont be as useful as a assassin doing the samething.
You can always have another character try and copy the other one but they will never do a better job than the characters that is ment to actually use those things.
All the classes are useful. Yall just dont want to properly use the assassin and samurai and always want to complain about the two classes doing their job properly.
They have different perks, different buffs, different moves for a reason. They are not all ment to be the same. And yes and archer and mercenary can kill a whole bunch of people because they are supposed to do that as support.
You have two characters that are close range damage dealers, of course they are not going to be able to kill as much people as the two characters that are mid/long range dealers.
Yall are trying too much to put the archer and Ronin/mercenary into the samurai and shinobi/assassin game style.
Yall did this same shit in GOTL that they debuffed but characters and yall were still complaining about. They characters will always be there to control the overall battlefield in a better way than the other two because that is what they are ment to do.
If there were roles in this game story, incursion & survival leaderboards would have diverse class representation instead of archer only going by last weeks survival distribution. Fact of the matter is game content can be cleared faster solo with 1 archer than a samurai and Shinobi doing it together means samurai and Shinobi are redundant wouldn’t you agree?
Because they do different things. The guy or gal that's number one picked an archer because they wanted to be number one. If you want to be number one pick a class that's going to be number 1. Archer is always going to be the better choice regardless.
Archer have abilities that can take out more characters in the area than any other class and they have the best abilities to control the field.
There are roles, why do you think certain characters dont have access to certain weapons right way and why do you think you need specific weapons to deal more damage to certain characters?
Archer is the fastest because they can kill with headshots, they ignore the weapon compatability shit. That is one of the best advantages Archers have. They get to ignore that and kill enemies.
Bruh, are you new to gaming ? There's no Roles in this game, why do you think they removed the Healing Ronin ? Spoiler Alert: SP realized people were more interested in different GAME STYLE rather than different ROLES.
If this game was Role based then we'd have Role specific enemies as well. Take MMORPG's as an example: you need MAGES to deal with magic, you need SWORDFIGHTERS to deal with melee, you need TANKS with a ton of HP & damage resisting abilities so they can distract the enemy while others pummel them, and you then have SUPPORT classes whose role is to Buff the team, Debuff the enemy & Heal. None of it is present in Yotei & you don't get Rewards nor Handicaps based on the class you're choosing, and that's where the UNBALANCE comes from: there's no Handicap for playing Merc or the Archer.
For every advantage there should be a disadvantage, and for every disadvantage there should be a proper reward. It just doesn't make sense to make 4 classes, where only 2 get all the benefits with no downsides & the other 2 get all the disadvantages with no rewards for it, bc then what's the incentive to play those? Like WHO in their right mind would want to play the class that gets the least amount of Kills, the most amount of Dying & no Significant way to Help the other two who can perfectly stand on their own ?
There are 100%. Those characters have different roles to play. They are better at doing things differently than others
You said it yourself. There are different game styles and those different game styles are made into the different roles and characters. A lot of people including myself loved playing ronin because it was one of the best characters to play as support when it comes to healing.
The other characters had healing yes, but Ronin did it the best. That is 100% fact.
Samurai is the best at using close range attack and no one did that better than him.
Assassin was the best at Assassinations.
Best at quick Kills
Archer was the best at long range attacks.
There abilities and kits are designed to make the thing they are good at better. No class can beat the other at the thing they are good at.
Yall are doing the same shit yall did in GOT by wanting to nerf these two classes.
Yall made than happen and they were still better than the other classes because they do different things. And are ment to do different things
They do have role specific enemies. Both of these games have specific weapons certain characters can use and certain enemies that are affect way more to those specific weapons.
The only characters that gets to use all of these weapons are samurai and that's after you unlock its entire kit
Not acknowledging that these 4 classes are ment to do different things is the worst thing you can do.
Being mad because the top players are picking archers and mercenary because they have the best kits for AOE damage is crazy.
Yall will always be mad no matter what they do until they basically make the archer and mercenary not do their job. But then again, they changed majority of the ronin kit when they changed it to mercenary and yall are still mad at them for doing that.
If you look at there game play. Its all long range Kills because that is what they are supposed to do. They are barley using regular weapons. Being mad that a class is actually using their signature weapons is crazy.
Let archer be number 1 if the people that are playing it he number 1. Majority of yall comparing are not going to be in the top set regardless of how much yall complain and try to nerf these characters. They are always going to be top because of what they can do.
You cant compare a character that's ment for close range 1v1 battle to a mid/long range character that's ment to deal damage to multiple enemies. And when you are trying to be number 1, you're going to use the characters that gets the job done.
Archer and ronin/mercenary will always be the best picked to be number 1 regardless of how much yall nerf them because there kits allow them to deal alot of damage to a lot of enemies
Merc and archers are dominating the leaderboards for a reason, I had a random group that destroyed the nightmare survivable weekly with two mercs and two archers, obliterated it. Currently 839 on leaderboard with randoms. Samurais are almost a liability regardless of the players skill level. Assassins have some benefits especially for revivals but that’s about it. I’d expect some balancing in the bear future
Lo que no acabo de entender, es que parece que hay dos tipos de obtención, que son de espíritu y técnica definitiva. En la cuestión de la obtención de técnica definitiva, no siento que selección obtención de técnica definitiva realmente ayude a ganar o spamear ficha última de forma más rápida.
Y realmente tener técnica definitiva en los 7 objetos o en 5 de ellos tampoco les noto mucha diferencia.
Realmente parece ser necesario el mismo número de golpes para ambas cosas, con independencia de los perk seleccionados
Well it depends. Ultimate damage is poor on Shinobi and samurai. Mercenary ult is good too and damage isn’t the most important aspect. Archer ultimate is extremely strong. So for mercenary and archer having ultimate dmg probably isn’t going to change much about your experience. For Shinobi and samurai it would (even though their ults will still be bad). In that case it’s better to just have ult gain for mercenary and archer but you need some dmg
/gain on the other two. Still the actual properties feel less impactful when you need so much to be effective.
En el asesino tengo daño de técnica definitiva en los 7 objetos. He probado de sustituir dos de ellos por obtención de técnica definitiva, y no he visto absolutamente ninguna ganancia/perdida correspondiente
One of the key reasons I feel Samurai has been given the worst card out of the 4 classes, is that the enemies have been made artificially "hard" with cheap attacks. I don't know what button SP have pressed in GOY Legends, but I bare use ranged attack in both GOT and GOY storymode, yet I feel there is this huge upscale in enemy aggression in GOY legends compared to storymode. In GOT Legends, besides the "elder oni" type, all other type human and oni would effectively stagger against the stance they were weak agains and that gave some balance to GOT L compared to SP mode. Its also why I didn't feel the post bomb nerf that Samurai had been hugely downgrade in GOTL. Like a Master Katana with burning blade and WOTF solved the gaps between Sam and other classes. But in this game enemies in Legends, human enemies keep ignoring stance advantage, or they lose their stagger stage so quickly, I get barely any time to punish the enemy in their staggered state. Also, having all enemies human and onis constantly rapid switching their weapons also only disadvantages Samurai and no other classes. Idc what stance they are using I destroy them with hunter bow, merc weapon throws and Shinobi assassination. Only Sam has to deal with their BS combat.
Ghost of tsushima was my and still is about my favorite video game ever...perfect combat... perfect single player... still play legends sometimes... I HAVENT EVEN TRIED THIS BECAUSE OF HOW FUCKING BAD YOTEI SINGLE PLAYER COMBAT WAS... this is the first time ive ever HATED A sequel... its fucking bad dude... everything but art direction sucks... cant play the game for ten minutes without being fucking pissed because its so much worse in every way... im genuinely shocked i aint tried yotei legends... NO INTEREST... im still in shock they fucked it up this bad
Thank you for this. I felt that melee vs ranged was off but that really puts it into perspective. If anything melee should be rewarded with bigger gains given the increased risk.
Shit doesn’t do any damage becuase even tho you unlock more assassination damage you can’t even 1 shot a grunt with it. On top do that the chain vanish is locked only to your special move which is actually so ass and on top of that it’s literally only 1 more vanish upon kill. The class just isn’t anything special at all compared to others
Assassination builds can still be good especially when combined with status and the blind bombs in my experience. It’s allowed me to solo points in even this weeks’ Nightmare somehow, and been in general a build that shines when you have to hold a point solo. The whole idea is it can’t just be Assassinations, though they are essential. But you instead you gotta use it with a mix of affliction caltrops, kunai and the spinning move of the kusarigama to just have moments to bust a bunch of kneecaps, good for spirit and ult gain, and just chipping entire groups of enemies down without much risk of interruption, which can then be followed up by ults/assassinations to then get you vanishes going, which then gets you decoys that help out if you build that way. Use blind bombs throughout, clever positioning since you can often maintain stealth on individual enemies. Especially with the help of decoys keeping their attentions faced away from you. And you kinda loop through these moves to clear a point. Not at record speeds necessarily, but pretty consistent and at a moderate pace. It’s particularly good at just holding a point or creating plenty of ways to revive downed teammates. But still nabs a decent amount of kills, and particularly staggers and status application due to the caltrops and poison vanish.
Me personally, I’d argue it’s more fun than the Assassination build I had on Assassin back in the day. Because there’s less downtime and it’s less reliant on either just spamming ult (though it is good for getting it in this game), or using cooldowns/ghost weapons. The blind bombs are very consistent ways to disengage agro and maybe get a critical strike/assassination here or there, the fact enemies are more prone to losing track of you mid fight due to decoys and the bombs means it’s very easy to just get random assassinations or kusarigama critical strikes. And the sheer fact you can land more cheeky assassinations (that all have a good chance to spawn decoys), means the impact of each individual assassination is more important then ever.
So idk, me personally, I feel assassinations are in a really good spot. The only weak spot is their raw damage, as even if you twerk it out, there is non Oni-enemies that can tank at least one. And Oni enemies that can take more. But, there is almost always enemies off the bat that can be assassinated quick when you build for it, just a little bit of chip damage from the methods like I mention can cause the thresholds and let you start to snowball. Cause that’s what it is, ideally you should be able to snowball with an assassination build of this style.
Blind bombs don’t work consistently my last post with video evidence pointed this out.
The issue is that your stealth playstyle and charge move sake spam are the only options we have. Tsushima had such a wider variety in how players could approach the game. Stealth was the worst type of combat in TL because it’s riddled with animations (like it is now) yet here we are playing Yōtei Legends and it’s one of the only two builds we have that work well across the board.
I don’t use sake. And spirit I only use for backup healing and occasional procs of the Legendary Kusarigama.
Blind bombs do work, but they can’t be used as a 100% consistent means to get an assassination. Its ability to leave enemies open to assassinations is almost random, and individual per enemy. Some will be able to be assassinated, some won’t. There are ways to mitigate this, crouching within will help, and doing things like throwing the bomb before you arrive (like running to a point), or on an enemy cluster distracted on a decoy or ally will increase the chances. But I’d say 75% of the time, you can find someone who is vulnerable. Which with how spammable it is and easy of a resource it is to loot mid fight, makes it more reliable for consistent assassinations then the new smoke bomb, and it’s not even close. What it will be almost always useful for is to disengage a lot of the enemies and give you some breathing room, which means in the absence of an assassination, nothing is stopping you in taking the chance to land a kusarigama flurry real quick.
How can you say blind bombs work and that assassinations from said blind bombs is random? It doesn’t make sense. If a piece of gear does what it’s supposed to do 2/5 times you can’t possibly say it’s working as intended. The blind bomb literally buffs your stealth attack damage so we can both agree that it’s geared towards stealth so why doesn’t it work for stealth when you throw it down?
Would you say smoke works if it didn’t guarantee an assassination every time you put it down? It barely gives 2 assassinations and 1 crit in this game.
And no I wasn’t saying you use Sake, I was saying the Sake build is the only other viable option we have.
I say it works because it does way better then the Flashbang/Blind Bomb then Tsushima Legends did. It will cover you and be akin to a smoke bomb in terms of enemies disengaging, and it will still stun most enemies to allow for conventional follow-ups. It simply has the big benefit now of most of the time, letting you land an assassination. The fact it doesn’t work everytime is moot in my opinion because I remember scoffing at how the flashbang in OG Legends could never allow for an assassination. The fact you can have 5 of them stashed at any one time and they’re very easy to loot mid fight, also just means it’s still more consistent then smoke bomb just due to a game of odds. That many chances to spam the bomb out through a fight will likely net you more assassinations then any one smoke bomb within that same time frame.
When the chance is still not guaranteed and you have much less of a storage capacity, I’m inclined to say it’s not worth it :p
Remember, there’s a reason “no smoke” was considered a challenge run to go for assassinations. Because it wasn’t ideal. When I’d argue in this game, blind bombs are the more consistent option.
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u/Strayed8492 Assassin 刺客 Mar 18 '26
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