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Musou attacks should be longer lasting?
Topic Started: Jan 1 2008, 03:58 PM (561 Views)
Xanxus
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not in dw6, the true mousu was EXACTLY THE SAME there was no difference,
mabey it was stronger, i couldn't tell because it seemed EXACTLY THE SAME!!!!!
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Danate
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Well, after getting DW6 recently, I realized that it should stay the same. It makes it more difficult but fun, and if you are lvl 50 and have all skills, it shouldn't matter, because you could regain your musou super fast xD!
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Toshiie Asakura
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Well in Dynasty Warriors Five, They had an Item that did that I forget the name of it though.
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LittleDragonZ
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Manji
Mar 16 2009, 04:08 AM
Mmm... I agree. The Musou attacks in DW6 were a bit dull. Basically just the Third Renbu chain.... Musou attacks should be entirely unique attacks, completely different from other attacks in the character's move set. I mean, something flashy, 'cause being able to execute a Musou attack on low health is almost like reward/treat of sorts when things are looking bad.
Sounds about right. The only difference is really the end of the musou in DW6. True Musou should no doubt be unique from the standard, it only has the added fire effect.

Lol I remember when my brother got a musou token in our first battle in 5, his jaw dropped when using Ma Chao's. He loves show-off moves and broken attacks...

The strength and duration is very close to perfection in DW6/E. They really do feel like your ultimate attacks, which is really what they're for.
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Xanxus
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LittleDragonZ
Jul 19 2009, 07:12 PM
Manji
Mar 16 2009, 04:08 AM
Mmm... I agree. The Musou attacks in DW6 were a bit dull. Basically just the Third Renbu chain.... Musou attacks should be entirely unique attacks, completely different from other attacks in the character's move set. I mean, something flashy, 'cause being able to execute a Musou attack on low health is almost like reward/treat of sorts when things are looking bad.
Sounds about right. The only difference is really the end of the musou in DW6. True Musou should no doubt be unique from the standard, it only has the added fire effect.

Lol I remember when my brother got a musou token in our first battle in 5, his jaw dropped when using Ma Chao's. He loves show-off moves and broken attacks...

The strength and duration is very close to perfection in DW6/E. They really do feel like your ultimate attacks, which is really what they're for.
DW6 musou and DW6:E musou felt exactly the same to me. It was still just third renbu, with a flashy end. It was also just as long.

i think musou should be infinite renbu (just the last bit that repeats in eveyones move set, you know, the last section you get from infinite renbu) thats what it should be with the flashy end.
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Ganheim
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Vermillion Sky
 
WO suffers from not being able to gain musou through attacks
I partially agree, the "Absorb" element was woefully insufficient, though increasing the speed of Musou regeneration for reserve characters would fix this pretty easily.

Daosiying
 
I rather have an increase in options rather than lengthening a previously established attack for more damage. Maybe add in the option for a different musou attack altogether so you'd have a choice in what would serve as your ultimate attack.
Sounds pretty good to me. I wouldn't say that a whole new musou attack would be needed - I personally say that DW6's 'souped-up Renbu with some extra elements' was fine, or would've been if it wasn't so easy for the enemy to block the whole string. I'd rather have a musou attack do different things than merely be a longer string of what winds up as a basic attack. Adding block-breaking to something other than the end would be great too, because I can't tell you how many times I had a generic officer block a long string of quick and charge attacks, then I break into musou to try to break through, then he blocks all of that as well. Very frustrating.

Jiahe
 
Some of the musou's you can't move too far or at all to accomplish the task of killing enemies especially with characters like Da Qiao, Zhou Tai, Mitsunari, and Ieyasu. They all stand one one position with theirs and most of the time enemies block their musous which gives them the disadvantage.
A good point, but I think that extending many of the effects would be a fair way to solve that - for example, if Tokugawa's cannon shots went clear across the map (until hitting an obstacle) then him not moving wouldn't be a problem; or if Zhou Tai had a sort of 'gravity' effect that pulled in peons and officers like Xion's "Gravity Slash" from Shining Tears then we wouldn't be aggravated by our target commander or that horde of enemies standing just barely outside reach, blocking.

GoW
 
but theirs could fill faster. Kinda like a tit for tat thing.
I've been arguing for this for a long time, each character's gameplay has a different cant and having this reflected in the "ease" and "use" of their respective musou attacks would do a lot to help differentiate them further.

Warriors_Fan
 
Musou to me is not to damage opponents but more to counterattack.
This is like how I play - I fill up my Musou bar, then wait until a critical time to either use it on a huge crowd, a collection of officers, or as a sort of escape mechanism if by some unlucky chance my health has been knocked down to critical.

Fayt
 
DW style where you can cease holding a Musou as you please rather then been forced to drain the gauge on each usage.
I'd forgotten about this, though if everybody could do that then wouldn't musous be considered 'broken' because you'd use just barely enough to snuff out an officer before rushing on to the next?
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