
With weak weapons and e-cans, streamers of any level can go to ed, which is why streaming is popular, right…?
Since it’s finally popular, I would like them to start streaming Rokuroku and Irehane soon.
I don’t think there is a Rockman that surpasses Oilman in difficulty, especially Rockman 6.
The BGM is too good.
Even if we say “weakness,” there are booby traps and wily aliens that can only be affected by weaknesses, so that doesn’t necessarily mean it’s lowering the difficulty as an action game, right?
Is 12 still not here?
What is required for a live broadcast is not a sense of spectacle as action ≒ glamorous techniques.
It’s that my favorite streamer gives the reaction I expect…
Shall we do the Wily fight at 7 with 4 E-tanks and an extra S-tank?
I think it’s moderately difficult.
You want to see a stream where they are stuck with the e-can and shibari restrictions.
Since there are no E cans for 1 and 8, that means half of it is satisfactory at that point.
The content power as a streaming hit, the quality as a game, and the adjustment of action difficulty are all separate things, you know?
I want you to get stuck without using Heat Man’s stage or Item 2.
I think having weak point weapons increases the options for strategies, but I won’t use them if they can instantly defeat bosses like a tap spin.
If you fail with the booby trap, it’s really hard to reduce your lives by suicide and to recover your weapons, and it’s just unreasonable.
The collection originally comes with a rapid-fire feature by default, so the difficulty is lower than the actual machines, right?
If you’re looking for something impressive, I think it’s good to watch TAS’s complete no-damage videos.
The highlight is watching them get stuck in the snowboarding swamp.
Patra easily clears both the Wily Capsule and the snowboarding, huh?
Everyone diligently starts from the first generation, but I wonder if the first generation isn’t the toughest?
I don’t feel like I can defeat Elecman with the Buster.
Few people will do it up to 11…
I feel that many people hesitate to buy it because the price of 11 is higher compared to the collection since it is sold as a single item.
The collection is just cheap.
When I see someone using Zero in X6, I think, “Use the Circle Water Slash… use the Circle Water Slash…”
The first generation is tougher in the journey than the boss.
I still feel the difficulty of working in places with poor footing.
In the Bubbleman stage, it’s like “whoa!” but everyone seems to handle it just fine.
You can’t get through the journey with Guts and Ice without using the magnet beam.
It’s disappointing that many people play Mega Man using only the buster and not utilizing the special weapons, making it not very enjoyable to watch.
Even if I’m restricted by a Buster, it doesn’t really make it a difficulty increase constraint.
Rockman is difficult for me…
You can’t clear it unless you do it multiple times…
Do you want to see a streamer methodically clear a stage over several hours?
Well, whether you want to see it or not varies from person to person… I don’t really think it’s that engaging.
Probably few people will go as far as doing the transmission.
Playing 3 without E-can with a Buster restriction is quite intense.
For those that are not affected by Gamma or Buster, we have to use their weaknesses.
The technique of placing the buster is pretty important, isn’t it?
I still think it’s quite difficult, though.
Knowing the weaknesses of weapons makes it easier to strategize.
It’s not something that will be told during the main story anyway.
If only weak-point weapons can do damage, once my energy runs out, there’s nothing I can do but die.
I think it’s a pain in the ass to end up in a situation like that.
The booby trap might be the epitome of crap.
If I can take down two at once in one shot, I’ll have some leeway.
The specifications for E cans from 3 onwards are excessive.
It ends up being too much to the point of rotting.
Using 2 controllers for the resurrection and restricting jets makes 3 quite strong.
It’s awesome that you don’t lose energy when you ride while jumping!
The footing jump is tougher than I expected.
I remember that the skull robot was quite strong in 3.
I feel that a difficulty level of 6 is just right.
The numbered version where sliding and charging are possible feels much easier.
The boss rush where you can’t just brute force your way through unless you memorize the boss patterns is really tough.
Streaming is not just about extraordinary plays, but also the bewildered movements of a first-time experience.
There are all sorts of elements like player commentary and so on.
I don’t think the level of difficulty matters.
The E-can and special weapons are elements that can be bound at will.
There’s no need to lose it and narrow the receiving width.
The disparity in support mechs is sad, regardless of the special weapons.
The definition of high difficulty varies from person to person…
I think it’s probably a perfect difficulty, but I can’t clear it.
Before I feel good, my irritation wins.
Talk more about the world.
I think the difficulty of the actions is quite high, but the overall difficulty of the game doesn’t seem to be that high.
If you want to clear it without any hints, it would probably be harder than Super Mario Bros.
It’s also a game of awareness.
Boss battles are notable, but there are various ways to lower the difficulty in other areas as well.
That story is just based on an evaluation of the Buster constraint without the E can, right?
Those who are dissatisfied can play around and bind as much as they like, Rockman.
In that sense, it’s better to have an abundance of E-cans, and it’s also better if the special weapons are super strong.
But it’s not good for the Buster to be too strong, so you should stop it.
It’s about you, you know.
I have never been able to clear it.
Aren’t 1 and 2 too difficult…?
Honestly, I think the first one without E cans and with Yellow Devil is the most difficult.
I feel like it’s about time to release Rockman vs. Ghosts’n Goblins.
If you consider the tricks, any work becomes easy!
I felt that the era of continuous battles in the Wireless Stage with no breaks was tough.
It’s cool, but the Charge Buster is too strong and it’s breaking the game’s balance; I realize I’m not good at building expansions from this era.
Looking at this thread, I somehow felt I understood why Rockford became without an E can.
The Yellow Devil is indeed difficult, but I think if you have good reflexes, the Copy Robot is easier to get stuck on.
123 has a high level of difficulty, each in its own different direction.
The 3’s 💀 bot also had a difficulty that was pretty unreasonable, almost on par with 2…
You can also defeat Skull Quick by using E-tanks and repeatedly hitting its weakness.