- Oct 25, 2017
2. The old charge shot was unwieldy and needed remapped controls but was so damn good compared to the one here in this. I get that it was kinda OP in DMC4 though.
That opens up a lot of shit in Nero's demo kit right now. Stuff like being able to Charge Shot->Split through airborne enemies, leaving them up in the sky while you setting stuff up on the ground, or Charge Shot->Gerbera Dash to allow you to use the dash as a cross-up tool, instead of carrying them with you as you burst forward. Makes Overture jump cancels really easy because the enemy doesn't actually go anywhere, and if you need to get an enemy on their stomach (Say to do a Overture ground shock), a Charge Shot->Streak will drop them on their stomach way faster than launching and waiting.
Also, unpopular opinion I guess, but I thought the removal of the lock on the mechanic in DmC was a welcome addition. A lot of the combat in Devil May Cry has always been group based, so having a lock on mechanic always felt clumsy to me.
The issue with DmC's original version of lock-on is that it didn't fix anything. Besides it meaning that controller dead zone issues would occasionally made Dante stinger inputs take him in random directions, there was no way to verify where Dante's focus was without committing an action first. Whenever I had flying enemies (Which LOVE to stack over grounded ones), I'd have to stand still and shoot E&I while tapping L3 to cycle through everyone and confirm Dante's target before I could get to work. It's the same exact problem with an added step to work around.