Why was it so strong?
Zhang Yi looked at the Samurai General before him and felt utterly miserable.
This was a little too unreasonable!
It was different from the enemies in Dark Souls and Bloodborne.
The bosses and regular enemies in Sekiro: Shadows Die Twice could basically all block.
And they blocked incredibly often.
Although the sound of clashing blades was very pleasant, like metal being hammered in a forge.
The key was that sometimes, while they were blocking, the boss on the other side would suddenly attack.
Unlike regular enemies, who lost their balance and could be executed when struck during an attack.
Some larger regular enemies, lightly armored enemies, and leader bosses had what seemed like hyper armor buffs. Attacking them would not interrupt their attacks.
By the time he wanted to parry or dodge, it was already too late.
Of course, that was not even the most crucial point.
The most crucial point was what Zhang Yi realized after thinking it over carefully.
Sekiro: Shadows Die Twice looked especially appealing with its two lives and lack of a Stamina Bar.
But the key was that having no Stamina Bar practically forced players into Greedy Attacks!
What was the biggest taboo in Souls-like games?
Wasn't it Greedy Attacks?
Back when Bloodborne felt more difficult for many players than Dark Souls when they first picked it up, why was that?
Wasn't it because of the rally mechanic and the lack of shields?
They made many players unable to stop themselves from getting in a few more hits.
But in Sekiro: Shadows Die Twice, this had gone a step further!
With no Stamina Bar, it was practically telling you outright: why aren't you going for Greedy Attacks?
There was no Stamina Bar, so run all you wanted and slash all