Wolfwood wrote:
Kik, I may have been thinking about DW6. I haven't played any of them in a life-time. I guess I should do a lot more research before I make a summary of a game. D:
And Lander. What's the Scribery?
Dynasty Warriors 4 -> 5...
Most characters average five missions in a personalized storyline. Four if they're somewhat insignificant, six if they've got a private historical session (i.e. Dian Wei rescuing Cao Cao from a fiery death) or particularly long role in history.
Instead of 4 having the option to perform clustered missions related to a particular event (i.e. Si Sui and Hu Lou gate as a chapter), characters involved in one or the other have personalized events in their respective missions and in story mode will default to said mission. Don't worry, you won't miss out on Lu Bu.
Weapons don't level up. You can have up to four, with bonuses to your weapons allowing for damn good strength. Weapon weights are a potential weapon killer or maker, depending on your character's striking style. Light weapons have a fraction of the damage, but the attack speed is increased. Heavy weapons, respectively, are stronger but with slower movements. Weapons of third and final tier may come with an "Evolution Orb", allowing your SSSSSS combo to get upgraded to 9S, ending in a charge-like attack.
True Musou don't suck anymore. Your attack strength isn't utterly reduced and replaced with fire, but instead remains powerful. The endings are personalized instead of a repeat-animation (Gan Ning's spin attack repeating) or addition of their normal combo (Zhou Yun's SSS-combo before the finisher). Air charges may still be a slam-the-ground attack, but are less common and more personalized in movement. Some characters shoot fire, shockwaves, juggle, etc. Grabs have been removed and replaced with either a shockwave-slam that drops nearby foes, or an otherwise personalized attack.
Musou Rage tokens offer you (and quite a few enemy officers) a short burst of increased attack speed, strength, and defense to the point of being near invincible. Very rarely will your combo be broken unless some attack has a 100% success rate.
Rather than eight bodyguards, you now have one. They are ranked by potential strength and growth style, with three styles of attack and weapons divided by gender. Male to Female respectively, Melee is Spear/Sword, Ranged is Crossbow/Bow, and Magical is Staff/Fan. As your bodyguard levels, (s)he gets up to three abilities that either serve as combat boosters for them (attack up boosts, heals, etc) or a boon to you (morale rises easier for your unit). Your bodyguard can be used to execute Teamwork-Musou in the same way you can with two players.
All characters have the same item slot potential, no more low slots for brutes and high slots for strategists.
Rather than render large amounts of area and enemies at once, lag is reduced by shorting the distance you can see (but not you can hit) to what's out in front of you, and directly around you.