Using a Blank Account, no cheesy ranged tactics, fighting the Tree Sentinel—I'd gone insane.
What was I thinking? I wasn't Asuna or Kiriko, Orz.
When the System Suddenly Gave You Revival Armor
[Holy crap, this was such a malicious design right from the start.]
[This is encouraging people to throw their lives away.]
[So this is how they're playing it, huh?]
[I suspect half the players will have to die before this game can be cleared.]
The viewers had truly wronged Mr. Miyazaki.
This design approach from the development team was actually meant to encourage players to take risks.
The greater the risk, the greater the reward. Melee combat was a relatively dangerous fighting style.
"Parry Counter skills have levels too. Although the Tree Sentinel is a BOSS, it also has skill settings. Its skill proficiency is probably extremely high, so even normal deflections will cause damage." Kiriko pondered. "At the beginning of the game, it'll probably be impossible to avoid damage through deflection or dodging. They're encouraging us to trade health for health!"
Simply put, all Tree Sentinels shared one trait: their skill proficiency was maxed out.
High-level skills had a certain suppressive effect on low-level skills.
So although Asuna could perform a "perfect parry," the gap in their levels was too great. She could only reduce the damage rather than block it completely. The development team's original intention had been good.
Asuna naturally understood the actual reasoning behind the design—this method could help players better adapt to the current game environment.
As far as the Tree Sentinel's design was concerned, this approach let viewers experience the thrill of "every strike drawing blood" while adapting to this kind of combat process. It could be said that without the "death game" aspect, this really would have made the game easier