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So you give up like that?
The playing part seems to require some practice, but the attack actions are relatively usual and easy to approach.
You can hit harder than I expected.
It’s not difficult just to match the timing, but as soon as I try to align the melodies, it suddenly turns into garbage…
I want the range of the sound sphere to be doubled.
>>5
I want the effect duration to be 90 seconds.
Even if I can’t score exactly five times.
If they can align the notes, that would be perfect.
If it’s within the range of the Echo Sphere, it seems like follow-up hits apply even during normal attacks. This feels like the essence of this weapon, but I wonder how it actually is.
>>9
It feels like I need to stack at least two Albedos to keep up with damage-dealing weapons.
I thought it would be better to install it vigorously.
>>8
No problem at all!
Instead, let’s just place the ball right next to the vine trap from the very beginning.
I think it’s okay to hit them with guided missiles.
At least let the Resonance Orbs be overwriteable once the limit is exceeded!
Don’t fail to activate the motion!
But I can only see a future where guided missiles are nerfed in the final version…
>>14
Uh…
This time, the monster is being cautious of traps and it’s exhausting.
It seems like there is a skill to extend the effect duration of the Resonance Orb.
In Flute Master 1, it’s only about 10 seconds at most, so it’s already hopeless.
1.5 times the speed of the legs
Double the range and duration of Echo Gem.
Volume up to 4 times.
Make it so.
>>19
Shut up!
I hope it lasts at least until the sound sphere’s main body cuts off in 30 seconds.
It seems that in the new demo version, it has been extended to 10 seconds.
I want the sound of the performance to be loud.
It feels strong, but the operation is difficult.
I have adjusted the performance in the field so that it reaches the camp.
So far, only flutes with red notes have come up.
Attack UP aside, I need all the flutes for the resonance waves.
The display of the melody buffs needs to be made bigger.
That’s annoying because it would fix the tactics.
It would be more interesting if there were stronger whistles or variations that you could continue to hit.
At the point where it can be stocked, it’s already halfway broken, so what more is there to do?
>>28
I guess it’s about speed.
>>29
I don’t understand why my speed is always being slowed down.
>>68
The long reach weapons already have the advantage of being immune to flinching, and since their firepower is quite significant in this game, if they also had fast movement speed, they would become quite overpowered.
I want the sound to come out from the speaker on the controller when playing multiplayer.
There aren’t many people using the flute, so even if you mess up, you won’t get looked at like, “Look at that guy failing!” It’s fine.
>>31
In the first place, there’s no way to check other people’s melody stocks…
There might be flutes without cancellation, and there are no guards or evasion techniques.
I want the charm of achieving avoidance just with the footwork.
I mean, when I’m using the PS5 controller, the environmental sounds are so loud and gritty, so I want the monster roars and flute sounds instead.
It’s really confusing to suddenly be told to go in and clash using a counterattack with a weapon I’ve managed to handle through my movements until now.
I understand it’s strong and I want to use it, but my feet keep slipping.
Pressure from the manufacturer to go wilder.
I wonder what the layer’s flute in the PV is doing.
Recovery?
It seems that besides the melody of offset, sound impact and that recovery-like effect are prepared as special melodies.
>>39
In other words, there are also flutes that cannot use offset, right?
It’s fine as long as it’s something cool like being able to offset.
If you can defeat them, it doesn’t matter whether it’s countering, positioning, or frame dodging, anything is fine.
Alright! I’ll use Gunner and Heavy in the final version!
It seems that the fixed-point firepower has finally surpassed the hammer.
>>43
I mean, the hammer…
I inadvertently dodge with the pre-cancel motion and think, “No, that’s not it.”
To begin with, countering raises your resistance, so it’s not really something worth aiming for that much.
>>45
In that sense, having two flutes might be effective.
When the four flutes resonate to the maximum, the concert venue will be complete.
In the end, I never got to try the demo.
I wonder if the buff disappears when switching from one flute to another.
I want rhythm games to give timing cues through vibrations.
>>51
The image feels like it’s trembling at the charge stage of other weapons, right?
There are flutes without cancellation, and there are probably flutes that lack the resonance charm’s evasion performance and movement speed boost too!
Binnbinnbinnbinnbinn!
Kiiiin
This noisy and ugly weapon is garbage.
Pii~
Pii~
>>55
It seems like there’s something this time too, huh…
Offset is not strong at all except for great swords.
You’re too vulnerable to risks.
Before I knew it, it had become a really interesting weapon.
Offset might be strong against those unrelated to the accumulation of Doshaguma.
Both Redau-kun and Albedo-kun make gliding feel so good when they combine it with offset that it’s become a habit since beta.
(It’s not making a sound…)
I envy the nice changes that the flute received.
I learned in the previous thread that it’s possible to input five sounds in a ensemble, there’s a just input feature, and that you can input three sounds with Hibikidama.
If I had known, I could have defeated Albedo…
>>62
It’s fun and convenient, but I couldn’t manage to press 〇 + △ simultaneously well, so I couldn’t utilize it effectively.
I missed the downward attack from the secret and it seems like simultaneous input is strict this time.
Hi hi toe♪ Hi hi toe♪
It seems fun, but it’s so difficult that I’m about to break.
This time, it probably won’t be the lowest usage rate, for sure.
>>66
The difficulty of operation has jumped up, so I wonder how that will go…
I thought they might change the basic movements again, but it turns out to be illegal construction.
>>67
I want this to settle down based on this for now, but it will probably change again…
I want you to make sure that I can attack properly with sound.
>>67
The basic movements have become properly flute-like, so this is how it should be!! Now I need to remember the addition part when the main content comes…
I used to think it was the simplest among all weapons, but this time I have to admit it’s complicated.
Sunbreak has simplified the performance part so much that something like Wilds is just fine!
Sorry, it might be a little difficult after all.
The reason why nobody uses it is… simply because it looks uncool.
>>76
Even if it becomes stronger and easier to use, the usage rate doesn’t really change much…
>>78
That’s a bug that will be there for a long time, so don’t touch it.
>>81
This is my first time responding, but… it’s you, right?
Would it be more popular if it had a rockier feel?
This time, since there is the Resonance Wave Slash, I can cut off the tail without having to hit it with the handle, right? The dragons in IB had a lower stun value compared to blunt attacks, but I wonder if it will also apply to slicing.
I’m sad that the ease of use, like speed and reach, is increasingly being neglected.
The flute is easy to use only since Rise, and the fast legs are more from past titles, so it’s kind of inconsistent what you’re saying.
>>84
That’s not a flute in the first place.
Well, even if I’m told I look uncool, I don’t really care… I’ve never thought I looked cool either.