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it's sooooo good. It really uses almost every mechanic and system the game has to offer.How in the world is this “Trial of the Master Sword” in BotW even possible? 54 floors and I was wiped out at the 7th lol
it's sooooo good. It really uses almost every mechanic and system the game has to offer.How in the world is this “Trial of the Master Sword” in BotW even possible? 54 floors and I was wiped out at the 7th lol
If you're playing on Master Mode, this room is legendary for being near impossible.It’s those darn water lizalfos and their on-point bow shots. The moment I fell in the water right at the beginning I knew I was done for.
My problem was that I kept running out of weapons. So I have to start just bombing everything, but their health regenerates, so..
Yeah sorry but I think you’re right, the switch case and water bottle I got on day one release of BotW and the console are both Sheikah eyesSo I've said a few times I'm hoping for a gold or at least gold-trimmed Drake to coincide with Zelda, but I just had a thought..
When BotW came out, a lot of the merch with it was based more around the Sheikah Eye, because that was a really prominent/important thing in the game. So now that we have a logo and are starting to get a handle on the visual presentation and stuff of TotK, I'm starting to fear that if we do get a Zelda-themed Drake, it'll be more Zonai-inspired design rather than the classic golden Triforce or golden Hylian Crest.
I'm worried I may have been waiting all this time for something that isn't what I've wanted.
So I’ve spent a few moments now thinking about aerial combat.
Again.
And I came up with a scenario. Imagine in the sky, nothing but small chunks of rock around you. A giant, flying serpent is in front of you. Rain falls. A thunderstorm roars in the distance. A boss theme that's beyond epic is playing.
The serpent strikes. You jump to the side, paraglide. You realize you’re under a rock, you phase upwards in mid-air, towards it. Knowing that you’re now behind the serpent, you press a button while inside the rock to launch, rather than emerge, yourself out of the rock. In mid-air, you aim your bow in slow-mo and shoot a few shots at the serpent's back.
The serpent wails, and turns around, with bare fangs, ready to strike. But you’re one step ahead. You skydive down, until you’re under it. You pull out your arm’s hookshot, and hook at the serpent’s tip of its tail. You launch yourself up in a graceful arc until you’re above it. You paraglide down and land on top of the serpent, behind its head. Standing there, you get a few hits in on its weak point.
The serpent catches on, but you’re again one step ahead of it, quickly jumping down and paragliding away, until you’re under a rock. Phasing through it, again in mid-air, you emerge. The serpent soars upward, towards you. No time to think, you hookshot to the side of a larger rock diagonally upwards before the serpent’s strike hits. You paraglide over the serpent, and when over it, you enter slow-mo and shoot a hail of arrows down at it, to lure it up.
The serpent emerges with its head, so you skydive down to a rock underneath it. Now, you have a clean shot - the serpent turns its head around and advances, so you phase through air towards a rock above you, and toss a spear at the serpent, mid-phase. The serpent gets hit and gets paralyzed for a while. Emerging on the rock above you, you calculate what to do next before the serpent regains consciousness.
But before anything happens, you hear an electrocuting sound, and you paraglide away from the rock you’re standing on, as a metal object nearby was about to attract a thunderstrike. The serpent now looks up at you, and you have to paraglide quickly. Realizing that you’re running out of time, you drop, skydive down, past the serpent, and below it, you fire arrow shots in slow-mo up at it. Then, you pull out the hookshot, hookshot the tail of the serpent, and pull it down towards you.
When you’re both about to collide, you swipe at the serpent with your sword in mid-air at point-blank range, and as the sword hits, it tumbles down. You narrowly miss it, and it falls faster than you towards the ground below you both, since it’s heavier. So you fire your hookshot at it, pull yourself towards it, and land another sword strike - the fatal strike. You pull out your paraglider as you watch the serpent land on the ground below you. You land safely beside it.
Victory.
I can understand where you're coming from, but I would still be excited for a Zonai themed Zelda special edition console. I am still surprised and disappointed that the OG switch and Switch Lite never got a Zelda themed special edition.So I've said a few times I'm hoping for a gold or at least gold-trimmed Drake to coincide with Zelda, but I just had a thought..
When BotW came out, a lot of the merch with it was based more around the Sheikah Eye, because that was a really prominent/important thing in the game. So now that we have a logo and are starting to get a handle on the visual presentation and stuff of TotK, I'm starting to fear that if we do get a Zelda-themed Drake, it'll be more Zonai-inspired design rather than the classic golden Triforce or golden Hylian Crest.
I'm worried I may have been waiting all this time for something that isn't what I've wanted.
So I’ve spent a few moments now thinking about aerial combat.
Again.
And I came up with a scenario. Imagine in the sky, nothing but small chunks of rock around you. A giant, flying serpent is in front of you. Rain falls. A thunderstorm roars in the distance. A boss theme that's beyond epic is playing.
The serpent strikes. You jump to the side, paraglide. You realize you’re under a rock, you phase upwards in mid-air, towards it. Knowing that you’re now behind the serpent, you press a button while inside the rock to launch, rather than emerge, yourself out of the rock. In mid-air, you aim your bow in slow-mo and shoot a few shots at the serpent's back.
The serpent wails, and turns around, with bare fangs, ready to strike. But you’re one step ahead. You skydive down, until you’re under it. You pull out your arm’s hookshot, and hook at the serpent’s tip of its tail. You launch yourself up in a graceful arc until you’re above it. You paraglide down and land on top of the serpent, behind its head. Standing there, you get a few hits in on its weak point.
The serpent catches on, but you’re again one step ahead of it, quickly jumping down and paragliding away, until you’re under a rock. Phasing through it, again in mid-air, you emerge. The serpent soars upward, towards you. No time to think, you hookshot to the side of a larger rock diagonally upwards before the serpent’s strike hits. You paraglide over the serpent, and when over it, you enter slow-mo and shoot a hail of arrows down at it, to lure it up.
The serpent emerges with its head, so you skydive down to a rock underneath it. Now, you have a clean shot - the serpent turns its head around and advances, so you phase through air towards a rock above you, and toss a spear at the serpent, mid-phase. The serpent gets hit and gets paralyzed for a while. Emerging on the rock above you, you calculate what to do next before the serpent regains consciousness.
But before anything happens, you hear an electrocuting sound, and you paraglide away from the rock you’re standing on, as a metal object nearby was about to attract a thunderstrike. The serpent now looks up at you, and you have to paraglide quickly. Realizing that you’re running out of time, you drop, skydive down, past the serpent, and below it, you fire arrow shots in slow-mo up at it. Then, you pull out the hookshot, hookshot the tail of the serpent, and pull it down towards you.
When you’re both about to collide, you swipe at the serpent with your sword in mid-air at point-blank range, and as the sword hits, it tumbles down. You narrowly miss it, and it falls faster than you towards the ground below you both, since it’s heavier. So you fire your hookshot at it, pull yourself towards it, and land another sword strike - the fatal strike. You pull out your paraglider as you watch the serpent land on the ground below you. You land safely beside it.
Victory.
To me, I have always thought the green, what appears to be dragon, has always been friendly and is there as a gate keeper. Here is a picture of the bell that matches his symbol identically.That is a great find! The "bell" (or broom) on the stone golem's front has eluded me for a long time, and it might indeed be linked to the sound in the trailer.
I've entertained an idea for TotK for a long time - to have a string of multiple quests tied to a specific person or location. In RDR2, there's, say, a spot on the map saying "Sadie wants to talk to you". Then you do her quest, and later, another quest comes up concerning her, and builds upon the previous quest.. etc. Like Tarrey Town, but tied to people, and their personal development.
it's sooooo good. It really uses almost every mechanic and system the game has to offer.
If you're playing on Master Mode, this room is legendary for being near impossible.
I didn't play it on Master Mode, but even then, I felt the Beginner Trails were the hardest ones.
Anyone here ever play the Master Trials in Master Mode?
I didn't find them too difficult after getting use to Master Mode, but Floor 10 of the Beginning Trials is insanity in Master Mode, it's easily the hardest challenge of the entire Master Trials, and there are multiple videos dedicated to beating that floor only.
In my opinion, Floor 10 of the Beginning Trials in Master Mode is the hardest challenge in BOTW.
I bet TotK will do a Master Trials equivalent.
...you didn’t find the 3 Lizalfos on Floor 10 of the Beginning Trials on Master Mode to be pure insanity?I actually had an easier time doing the Trials of the Sword in Master Mode than I did in Normal Mode, for some reason.
I don't remember the last time I did the Trials was years ago....you didn’t find the 3 Lizalfos on Floor 10 of the Beginning Trials on Master Mode to be pure insanity?
I don't think this is necessarily true either because Link climbs a rock thats from the sky when he uses his "time" ability on it to get to new heightsSomeone brought up the point that the reason that Link is climbing the vine in teaser 3 is that the rock on the islands will be unclimbable, like the Sheikah Shrine walls. And the clip was there to sort of suggest it.
Would this be true? Do you think climbing the "walls" of the sky islands would be too OP? (For lack of a better word)
If the sky islands are this games shrines (isolated puzzle areas), this would almost have to be a requirement.Someone brought up the point that the reason that Link is climbing the vine in teaser 3 is that the rock on the islands will be unclimbable, like the Sheikah Shrine walls. And the clip was there to sort of suggest it.
Would this be true? Do you think climbing the "walls" of the sky islands would be too OP? (For lack of a better word)
I don't think this is necessarily true either because Link climbs a rock thats from the sky when he uses his "time" ability on it to get to new heights
I personally think some of the islands walls will be unclimbable to allow for more designed challenges. But not every island will have these walls.
This is actually an interesting point. How do you make a map with a bunch of random islands floating above the main land? I guess you could do layers but I wouldn't be surprised if they did the same 3D type map as the Divine BeastsI really hope they have a cool map. Making a map with ascending through the sky could turn out very cool.
This would be a goooooood excuse to bring back the hookshotSomeone brought up the point that the reason that Link is climbing the vine in teaser 3 is that the rock on the islands will be unclimbable, like the Sheikah Shrine walls. And the clip was there to sort of suggest it.
Would this be true? Do you think climbing the "walls" of the sky islands would be too OP? (For lack of a better word)
222 days left.Nearly 3 weeks since the trailer, that's like 8% of the way to the release date since the trailer.
Nice
222 days left.
Though, in regards to climbable islands, looking at Trailer 3, some of the island sides looks really sleek and slippery. Certainly not like natural rock.
We might get some special gloves this time that allow us to climb them. I’m in the camp we Won’t be able to climb them at least initially to make the adjacent ones harder to reach. We did see that cable in the trailer as well which suggests it won’t be easy to island hop. Also I haven’t really seen anyone take a stab at why the bottom of the islands don’t seem natural as most have pointed bottoms along with what looks like man made items on the bottom of some of them. It appears to be a mixture of technology and natural rock formation.Though, in regards to climbable islands, looking at Trailer 3, some of the island sides looks really sleek and slippery. Certainly not like natural rock.
Agreed. I hope it has several.Hyrule Castle in BotW is so incredibly well done. I hope TotK has something similar on that same grand scale, but as a traditional dungeon.
Agreed. I hope it has several.
We're all in favor of the seven/eight dungeons theory, right?