Why Nioh 2 does the "posture" system better than Sekiro

Why Nioh 2 does the "posture" system better than Sekiro.
Both of these games have a similar system where below the health bar of enemies there is a secondary bar which will go down (or up depending on the game) based on various moves performed by the player. When this bar is at it's limit and breaks, the opponent is put into a vulnerable position. In sekiro, this system is called "posture". In Nioh, it's called "ki" (stamina)
So how do each of these games allow the player to lower an opponents posture/ki?
In Sekiro, attacking opponents will cause a small sliver of posture damage whether the attack hits or is blocked and the higher damage an attack the more posture damage it does. By performing a parry, by tapping guard before an attack hits, you deal a good amount more compared to actual attacks. There are also special "Perilous Attacks" which require a RPS style method to dealing with, if you deal with it correctly you deal a lot of ki damage. Yhe strategy is simple, if you want to take their posture down then you should parry every attack possible and use the proper counter against perilous attacks.
In Nioh, it works similarly, outside of parries, but the significant difference here is that attacks in Nioh can cause wildly different amounts of ki damage, with attacks that deal more ki damage generally being less damaging than other attacks. There are a lot of attacks in Nioh and they all have a lot of factors that play into what type of move you would want to use in each situation and there are various ways to deal with attacks that allow you to get hits in, it all depends on your skill level, weapons equipped, the enemy, and just general strategies you know or prefer. There is no set way on how to lower enemies ki bar.

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What happens when you break an opponents posture ki?
In Sekiro, this allows you to kill the opponent or remove a health bar.
In Nioh, things become more complicated.
Against human opponents, they are stunned for several seconds where the player can perform a damaging grab or hitting them with other attacks will knock them down, they will regen their stamina passively and you can either use an execution attack or hit them up to 3 times, where the 3rd hit will cause them to stand up immediately. The player can experiment with their weapons movesets to figure out how to get the most amount of damage in the least amount of hits
Against Yokai opponents, they are not stunned. Instead, every hit will put them in hitstun. Essentially, this allows the player to mash as much as they want for a few seconds. While this sounds braindead at a surface level it gets much deeper when you learn about the secondary mechanic specific to yokai's ki "red ki". Attacks will take out red ki from the yokai, which essentially lowers the max amount of normal ki the yokai can have. When their entire ki bar is red, they will be put into a stunned state similar to that of humans where the player can perform a damaging grab, though they still have the chance to get a few hits in before their grab opportunity goes away. What makes red ki such a genius addition is it's interaction with normal ki and the players own specific "yokai" attacks. When a Yokai is "exhausted" (ki bar runs out) all RED KI damage is doubled. This means against stronger foes, instead of just mashing buttons you want to maximize the amount of red ki you can do in this state in order to stun them even longer and get a giant damaging grab attack out and this is typically done by using your yokai abilities, which generally are abilities that do very little health damage by themselves but do a good chunk of red ki damage vs yokai.

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Tldr and didn't ask. Nioh is forgettable and shitty and Sekino was goty

Hopefully, my explanations gives you a better understanding of these systems.
The reason I find Niohs system to be so much better than Sekiros isn't because of how much more complex it is but more how it engages the player and ties into the rest of the games mechanics. Taking ki out is all based on your attacks and defense and attacks are all tied together by your own ki system and mechanics such as ki pulse and ki flux add a complex layer of ki management, opening up a lot of freedom, a high skill ceiling, and various strategies for the player. Breaking ki gives the players a satisfying opportunity to combo enemies.
In Sekiro, the posture bar is essentially an alternate health bar. Whether you deplete their posture or health, the deathblow animation still plays out the same. This means it's all about what depletes faster. For most enemies, depleting posture is faster when you parry as many of their attacks possible. This means, if you learned their attack patterns and have the skill then you should parry it. Your offense only serves as a way to keep the posture bar from going down and to reduce the amount of actions the enemy will perform.
The nature of Sekiros posture bar, your limited amount of attacks, and how it handles defense robs freedom and strategy from the player as the only thing you need to do is learn opponents attack patterns and react accordingly with a parry or mikiri counter and when they're finished, continue attacking. When they're posture is broken, enjoy the cutscene. Technically, there is a bit more to it. You do have various prosthetics available to you but using these optimally versus simply using parries and your basic attack barely shave off the amount of time it takes to kill a boss because of just how little damage and posture these prosthetics attacks and weapon arts do

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>In Nioh, it works similarly, outside of parries, but the significant difference here is that attacks in Nioh can cause wildly different amounts of ki damage, with attacks that deal more ki damage generally being less damaging than other attacks. There are a lot of attacks in Nioh and they all have a lot of factors that play into what type of move you would want to use in each situation and there are various ways to deal with attacks that allow you to get hits in, it all depends on your skill level, weapons equipped, the enemy, and just general strategies you know or prefer.

So basically what you are asking is why did balance all the different weapon types in Nioh while in Sekiro, you only have one weapon type you use, so they didn't have to balance it?
No idea, man. Its a very surprising decision they made.

I realize that Sekiro is a different game and trying to do something different but I simply find it's mechanics and systems too simplistic and combat feels more like a rhythm game than an action game. Other action games are much more engaging. It's posture system is something you could argue is unique but I my argument is that Nioh has a similar situation that is just done way better and it was even done 2 years before Sekiro released. It certainly deserves respect for that but most people who praise Sekiro have never played Nioh for more than 3 levels

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That's not exactly what i'm saying but I guess you could say that by only having one weapon, balance wasn't a big issue.
But even with one weapon, you can do a lot with that if you have a good moveset. Sekiro doesn't and weapon arts are just a fucking joke outside of 3 (double ichimonji, senpou kicks, mortal draw).

From could've done a lot with Sekiro but for whatever reason they didn't.

Sekiro and Nioh are nothing alike.
Nioh is also a shovelware series not worth being mentioned on the same sentence as Sekiro.

That's the best you got?

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>Says Sekiro robs the player of freedom and strategy
>Immediately then says that the player needs to learn boss attack patterns and react
This is what happens when a Any Forums brainlet thinks he knows how to analyze games. Neither game does stamina "better" than the other since they're two wildly different games to begin with. You're rewarded for being aggressive in either case, but while Sekiro's game design is focused around it, Nioh is not.

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>Says Sekiro robs the player of freedom and strategy
>Immediately then says that the player needs to learn boss attack patterns and react
Yes, those two posts aren't contradictory to each other.
>while Sekiro's game design is focused around it, Nioh is not.
You must not have played Nioh then. Sekiro being focused on aggression is only skin deep. You attack specifically because it reduces the amount of options an enemy does, but outside of the rare beast enemy, you will take down posture damage much faster via parrying than any of the attacks that connect to your opponent.
This is the flaw, as defense is very basic yet it's what does the most DAMAGE to your opponent. Posture damage for all intents and purposes. against majority of the enemies, is the same as dealing health damage. Actual rhythm games are more complex than Sekiro is.

>Yes, those two posts aren't contradictory to each other.

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I have almost 950 hours in Nioh 2, shut the fuck up

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Forgetable grindfest of a game, with forgetable characters, areas, bosses and mooks. Even spearman_mooks_91 from Sekiro is more memorable than the shitload plethora of bosses from nioh

Friendly reminder that this is another KT shill thread aimed at getting Nioh 2 as many new players as possible before Elden Ring deletes that game out of existence forever.
Do not listen to the marketers, anons.

>implying I didn't enjoy Nioh 2
>implying I won't also enjoy Elden Ring

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Yep, Fromsoft literally stole the system from Nioh 1 and then shat it up with insta kill mechanics and lowered the skillcap to it. Not only are there no builds in Sekiro, but also no moveset variety or depth at all. While Nioh has movesets approaching character action games, all with different properties that have trade offs in damage/ki damage/range/mobility/speed.

Another game with a similar system is Monster Hunter, which has stuns and tiring monsters to incentive aggression or reward high skill play (hitzones). It also has a much higher depth to its moveset, and again has real property differences between each move as well as a host of different weapons to play around with.

Sekiro is an inferior and limited version of Souls and Nioh, lacking the depth of Nioh and the level design/exploration of souls. Boring levels, pointless exploration, repeating settings, small minded Bop-it combat, and a lack of any variety to the gameplay leave Sekiro as an underwhelming waste of time.

Didn't read
Sifu BTFOs both of them

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True Souls / From fans wouldn't waste their time with Nioh.
You're either a casual or a marketer. Probably both.

Nice PS2 beat 'em up, lmao

Not him but I love Nioh and its a better game than any Souls ever made.

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Sekiro is an incredibly average game which would have been slammed if it were made by any other company.

The perfect game would be Nioh 2's combat and From's world design. Both companies cant make stories to save their lives, but who cares about stories.

>While Nioh has movesets approaching character action games, all with different properties that have trade offs in damage/ki damage/range/mobility/speed.
Why does that matter if the singularity of all Nioh builds is a critical health kusarigama build with 100 different buffs applied before the boss