• Breaking News

    Saturday, December 28, 2019

    Devil May Cry Pizza man jumps off demon tower

    Devil May Cry Pizza man jumps off demon tower


    Pizza man jumps off demon tower

    Posted: 28 Dec 2019 04:50 PM PST

    Congrats Devil Hunters

    Posted: 27 Dec 2019 11:55 PM PST

    When people ask for a dedicated dodge button

    Posted: 28 Dec 2019 11:38 AM PST

    Trust Nobody, Not Even Yourself

    Posted: 28 Dec 2019 10:31 AM PST

    Danta Claus (Art by DanteWontDie)

    Posted: 28 Dec 2019 06:31 AM PST

    Open up, Gerbera!

    Posted: 28 Dec 2019 08:12 AM PST

    The steelbook is beautiful <3

    Posted: 28 Dec 2019 08:52 AM PST

    Got the Dante background from crafting this winter, added Nico and Lady. [I know the smoke might look weird, I'm not an expert either :D ]

    Posted: 28 Dec 2019 06:45 PM PST

    Sin Devil Trigger

    Posted: 28 Dec 2019 03:45 AM PST

    REMEMBER TO VOTE DEVIL MAY CRY 5 AS GOTY ON STEAM AND DESTRUCTOID

    Posted: 28 Dec 2019 10:58 AM PST

    if you dont have a steam account make one, or make 5, or make 10, or make 100 for Sparda's sake and vote DMC5 for goty

    submitted by /u/chessybasta
    [link] [comments]

    Some Fun on the M1 Bridge

    Posted: 28 Dec 2019 11:14 AM PST

    From the makers of Mario and the green Mario...

    Posted: 28 Dec 2019 04:31 PM PST

    V Combo scraps for Combo MAD Passion

    Posted: 28 Dec 2019 10:20 AM PST

    Spotted Dante

    Posted: 28 Dec 2019 01:39 PM PST

    Devil May Cry Mobile release will be in 2020

    Posted: 28 Dec 2019 11:47 AM PST

    Qlipoth Tree

    Posted: 28 Dec 2019 05:33 AM PST

    Why can nightmare kill demons?

    Posted: 28 Dec 2019 12:07 PM PST

    Its stated by Griffon in the game that V's familiars can't kill demons, and this is elaborated on in the V manga as being because they're just echoes of Vergils nightmares. But Nightmare itself doesn't have this restriction. Is it because it seems to draw directly from Vs life force?(in the manga v collapses after commanding him for the first time. In game Nightmare is tied to V's DT)

    submitted by /u/pastalegion
    [link] [comments]

    Overture

    Posted: 28 Dec 2019 05:11 AM PST

    New weaponry based on Vergil's repertoire

    Posted: 28 Dec 2019 12:39 PM PST

    Since Vergil's Yamato plus he used to have Beowulf during 3, Vergil will need new weaponry. If you look at Dante's arsenal what weapons can suit Vergil's repertoire? That includes the elements infused in those weapons.

    Dante:

    • Rebellion/Yamato (darkness)
    • Ifrit (fire), Gilgamesh (metal) & Balrog (fire)/Beowulf (light), ?
    • Cavaliere (lightning)/?
    • King Cerberus (ice, lightning & fire)/?
    • Doctor Faust (darkness)/?
    • Agni & Rudra (fire & wind)/?
    • Nevan (lightning)/?
    • Lucifer (darkness)/?
    • Pandora/?

    Would Geryon be Vergil's own Cavaliere? A violin since Dante wielded Nevan?

    submitted by /u/henshinslayer
    [link] [comments]

    Improving V for the Special Edition

    Posted: 28 Dec 2019 12:03 PM PST

    Once and when the SE ever comes out. Outside new playable characters (Vergil, etc), new modes, missions/campaigns, and features but I feel old characters (the 3 main ones) should have some gameplay improvements ala player feedback. The one of the 3 who needs it the most is V. Since Capcom is more confident in this franchise they should put in more effort into this SE than past SEs but that is a rant for another time. This isn't a massive gameplay improvement or evolution since this is a Special Edition and not a full blown sequel....buuuttt if V does ever appear in a sequel as a bonus, DLC, or SE character these improvements can also apply there too. So if some of these additions and improvements are a bit too much for an "improvement" to a Special Edition that could be why. Basically this is just improving V's playstyle without being a sequel grade upgrade.

    So V has 4 core issues. Lack of options, lack of control over his familiars, underutilized mechanics, and not fully using all of the buttons on the controllers.

    So to fix that I impose to push a few of his unique mechanics further starting with his DT and by his DT I mean the feature to buff each of his familiars. We can use the unused d-pad (well I use it sort of) to give the DT feature modes that the player can change between for the DT button like Dante's Styles. These 3 modes are Automatic (just as it is in the game), retreat (a feature to return your familiar to V and costs no DT bar), and a real DT buff. The DT buff functions the same as a regular DT as it drains DT until you deactivate it (or we can just make it temporary like Automatic I don't think it will matter). Since I can't think of a 4th option for now the 4th d-pad will be unused or its just 1 button where we cycle between the 3 modes/options (I honestly like this feature more ergonomic but for now either or is fine). Another alternative would be mapping Retreat as a separate button (left for Griffon and right for Shadow). This makes that feature a lot more quicker than just selecting it on the d-pad, holding the DT/Buff button and pressing the button that corresponds to the familiar. Just quick and to the point...for the time being. And press down(or up) on the d-pad to change between Automatic mode or DT mode for the DT button. Yeah that makes sense since those actions would cost DT.

    Now as for the new DT buff ability it would function like a traditional DT, an attack increase, speed increase (I find the rate at which the familiars attack a bit too slow and there is delay between their attacks that could be cut down a bit), defense increase, health regen, decreased charge attack times, overall it just makes the familiar betters and with the added the caviar of DT enhanced moves (like DT Stinger, DT Kick 13, etc) so Griffon's Flank Attack has more range and can launch more enemies while packing more of a punch or instead it leaves a lightning streak like Trish's Inazuma, Griffon's Double Check has 5 cycles instead of 3, Shadow's Combo B gain's an 1 or 2 extra Venus Fly Trap bite at the end of it, Shadow's Combo C is faster and more ferocious, Shadow's Breakthrough has more range and a drag effect like DT Stinger, and DT Skewer impales the enemy(s) locking them up in place until Next up is DT exclusive moves. Since V doesn't have combination inputs like Sword + Style this where these can come in. Like Vergil and Judgement Cut End and Nero with Maximum Bet and Showdown moves that are only available in DT. Now I want to introduce the concept of Suicide Attacks (can't think of another name...maybe Kamikaze attacks). Really powerful moves high damaging moves that basically either kill the familiar putting them in a Stalemated stated or depletes a lot of their health (which you find balanced enough). Shadow's being Sword + Cane is the instant kill it does in DMC1 where he captures Dante in a Venus Try Trap trashes him around and explodes (still works on large enemies but it doesn't swallow them up it just play out that animation and explodes regardless if something is inside or not but probably does the most damage to things caught inside). Griffon's Gun + Cane is either a super electrified bird dive bomb (seen Brave Bird from Pokemon) that explodes in a burst of lightning and thunder or a massive AOE attack where he rain downs lightning, thunder, and a powerful lighting charged gust.

    A neat trick is that you can stack DTs like in the game already but you can stack between the regular DTs so you can stack Automatic on DT buff to have your familiars have the benefits of the DT buff and be in Automatic (they won't perform Suicide/Kamikaze attacks without your command though). That sounds hella broken (not like Nero and Dante isn't already) but it would make V more viable on DMD. Another thing you can use DT buff for is for the Cane. The Cane functions normally as it does but by holding the DT button and pressing the Cane button V enchants the Cane with demonic energy like he does in his BP taunt (minus the long winded swinging animation) and the Cane now has combos and a few new tricks, Royal Fork consumes less DT, and performing Touch and Move becomes easier and quicker to perform. Automatic or DT mode either don't matter but function the same.

    One might think won't this make Nightmare less viable as a DT resource. Well my solution is to make Nightmare better. I find Nightmare way too slow for my liking. Arbiter (the axe from DmC) is slow, Cavaliere is slow, Balrog Kick Mode is kinda slow. Controlling Nightmare is like walking on ground made of peanut butter. Its awful, its slow, clunky, and boring. He can still be slow but maybe up his movement and attack speed a bit. I would say while you ride Nightmare you can buff him the same way you can buff your cane to improve his speed and damage and when buffed you drain far less DT when Nightmare takes damage and Demolition laser consumes less DT. I'd also give Nightmare one more Combo, a back + Style input, and for Illegal Move double tapping left or right twice while locked on will teleport Nightmare left or right as well as increase its teleport speed. Just decrease the delay between its moves. I don't need it to be Sonic the freaking Hedgehog but it doesn't have to move at the pace of a constipated poop (I'm exaggerating for humor sake). A big issue the familiars suffer from are the delays between the moves. Don't know the genius who thought putting a ton of delays in a fast paced action game is a good idea. Honestly I would give Nightmare a massive overhaul but that is a story for another time. Also I would move the camera back to see more of the arena when riding Nightmare. I feel the camera is a bit too close and Nightmare take up most of the screen and I don't need to be starring at Nightmare's finely sculpted ass.

    Another improvement to Nightmare would be making his special summoning conditions more in player hands. Nightmare when not exposed to special environments has 4 types of summonings: regular, body slam, rising fist, and meteor. These summons seemingly happen at random (I don't know which conditions trigger them) but each summon should have some unique condition or command. If anyone knows if they do let me know but as far as I know they don't and they happen at random. For the regular summon where he appears out of a wormhole just tap the Summon Button, the rising fist hold it, the body slam press it while locked on, and the meteor hold it while locked on (and it will fall where the locked on target is but this only works in outdoor environments). Something like that.

    Another big addition would be to give him Phantom too. Yeah story reasons aside they cite the reason why Phantom wasn't there was due to having a hardtime with having him move in the level and went with Nightmare instead (although Nightmare honestly isn't much better). There is nothing in the code or anything dataminers have found to prove that Capcom at one point was working on Phantom. Honestly that claim is probably BS and they probably only had enough time and resources for 3 familiars and not 4 and decided to scrap Phantom in favor for Nightmare because it makes more sense since these familiars are Vergil's NIGHTMARES and trauma in physical form. Phantom moved perfectly fine in a 3D plane in DMC1 and DMC2 and those are decades old games on inferior hardware. They can easily have Phantom show up in the SE as an optional boss hidden in one of V's missions (like Jester in DMC3) and beating him unlock Phantom. I will make a thread later on how to make Phantom playable but he can be a second DT Summon like Nightmare and you either use the unused d-pad to cycle between which one you want or just use it as a second summoning button so now you can have both Nightmare and Phantom on the field and swap between riding them both.

    Now some last minor suggestions that will go a big way.

    First I would allow Quickplay (when V rides Shadow) in battle. Its stupid that isn't and if possible allow us to ride on walls...KNOW HOW FUCKING SICK THAT WOULD BE.

    Second I would remove the delay between Forced Move (the Shadow Dodge) and when Shadow can attack after it. It takes too long and Shadow jumps away from you meaning it must reposition itself to continue attack. Ludicrous! It should reappear right next to you and/or immediately be able to follow up with another attack when the dodge ends.

    Third Griffon should be able to still shoot while performing Hanging (the double jump where V flies with Griffon) and SwitchBack (the Griffon dodge) and even charge while doing so. In fact.....

    Lastly and most importantly Griffon and Shadow SHOULD ABSOLUTELY NOT lose their charges when performing a dodge. You know how freaking ANNOYING it is to lose my charges because I need to dodge something or get out of harm's way by double jumping. ITS FRUSTRATING. WHY DID THEY DO IT LIKE THAT?! That doesn't apply to other characters. Do you know how annoying it would be everytime Nero lost a blue rose charge because you had to dodge or double jump. A LOT. Not only that it opens up more options like charging Shadow and performing Forced Move to get closer and unleashing Hedgehog. I can understanding cancelling moves like Round Robin, Double Check, and Skewer.

    I think that is all I have to say on V. I can't think of anything for now that I want to elaborate in another thread (namely Nightmare and Phantom). I guess an ability where V can possess an enemy in a white state instead of killing them would be cool.

    Man with all of these improvements V would be a monster......DO IT CAPCOM. I think this should be enough for 5SE (a bit too excessive some might say). Any thoughts and any more improvements you would add on for V's (or his playstyle's) next appearance?

    submitted by /u/KingDanteV
    [link] [comments]

    Deadweight vs. Artemis

    Posted: 28 Dec 2019 03:48 AM PST

    Patty Conceptual Mechanics - Summoner Mechanical Improvements

    Posted: 28 Dec 2019 10:37 AM PST

    Well , many of us , including me , thinks that Patty is perfect to inherent the summoner mechanics from V , as she comes down from a family of summoners and alchemists , so why not discuss some improvements to said mechanics?

    Personally , I think it should go like this:

    triangle and square remains as the melee familiar and the ranged familiar.

    up and down d-pad -> it will work as positionings and commands for the familiars , by tapping , double tapping or holding it will give a different order for the familiars , either to come forth or come back , hold tight or disperse and so on. That way , it can somehow fix the problem of the familiar teleporting or chasing when it should that was presented in DMC5 in some cases.

    left and right d-pad -> it will grant DT for ranged and melee familiars , which may unlock extra attacks in some cases , with double tapping to bring the auto from DMC5 and holding it gives a DT Special Move from one of the familiars.

    Circle -> neutral would give a whole cane moveset , which would be an umbrella in Patty's case as it fits her more as a character , while front would give Gambit as the standard execution technique. Back will give a guard , which would work akin to a royal guard , but gives a counter if you use at the right time , given something akin to "Holy" from FFXV. Clockwork and Reverse Clockwork would give more powerful execution techniques that spends a bunch of DT , while holding circle , at the cost of 2 DT Runes , makes the umbrella been infused with power akin to the lightsaber taunt for V.

    R1 -> lock-on

    L1 -> activates her third familiar

    L2 -> cycle between familiars ,either just a set of melee/ranged , or melee/ranged/DT familiars depending of how much missions Patty would be given and how much bosses she would fought.

    R2 -> Read The Book*

    *By pressing R2+ X , R2+O , R2+/\ or R2+[ ] at the same time , it would swap which book , and poem , Patty would read. Each Book would buff or debuff in different ways , with some enabling mobility and others would had her reading still until the end. An example would be R2+O would select the "DT Regen" , which afterwards , you can hold R2 to make such regeneration just like with V , however , R2+/\ would be a book which Patty reads without moving and , at the end , grants an aura that enables for your familiar to kill without you using gambit or the clockwork's executions.

    Alchemic Items -> it would be in the stages , akin to Devil Breakers for Patty to acquire , she will use them with right+O or left+O , with a breakage by holding O + right or holding O + left.

    What you all think?

    submitted by /u/PhantasosX
    [link] [comments]

    No comments:

    Post a Comment