@@bhdf5304 if you are aware of the combat exploits that lie ahead in 2018, you can educate yourself on the deeper aspects of the combat and realize that 2018 and Ragnarok are both fantastic in their combat systems. Sure 2018 lacks some verticality but so does Ragnarok. They implemented little bits of verticality on some encounters, but it is not prevalent throughout a lot of the game. Also, you can ask any person who has played both games, and most people would agree that the axe and blades weapon impact and sound design in 2018 display a much more impactful and monster-like feel to the weapons as you use them. Ragnarok dulled down some of the weapon impact sound designs and visuals, but it’s still good.
@@ABG_SPARTANRagnarok's combat is so much better as a whole. Environmental attacks- The game provides different tools in the environment that 2018 didn't. You can throw rocks, trees, and pillars. You can cause elemental explosions with tree stumps. You can break the architecture that grim hang on with sonic arrows, you can light gasoline spills on fire work the blades etc. These are huge improvements that make combat more interactive with what's around you. Elemental focus: They put a huge emphasis on elements in Ragnarok. The main way they did this was with the "extinguishing flames" and "vaporize Frost" skill moves. The frost element was pretty useless in 2018 because the slow down effect didn't make much of a difference. But in Ragnarok when you freeze someone and then use the opposite elements (the blades) you do anywhere from 80%-150% more damage. And of course you have to apply the right element to the correct enemy because certain enemies resist some elements. To go along with this greater focus of Elemental attacks they added the "signature" attacks. These signature attacks are your best tool for applying elemental affects to enemies. When you go back to 2018 you can really tell the difference that the signature moves made to combat. And don't forget about sigil arrows that amplify elemental attacks. They really put a huge emphasis on elements for Ragnarok. RPG system: The armour sets and perks are so much better in this game. There is a much greater variety in builds compared to 2018. The way they changed the amulets to sets instead of just spamming you with 100 different useless perks (like 15% more damage against dark elves) was great. Overall just way more player expression for combat with the improved RPG system. Also weapon tokens were an amazing addition that allowed to customize your play style even more. Shield options- pretty self explanatory. The different variety of shields is great. Again it just allows for much more player expression. I find my play style completely changing when I switch Shields. Verticality- I disagree with saying that this wasn't present for most of the game. Not only where there some amazing full blown arenas throughout the story, but most encounters had grappling points or what not. Freezing an enemy with the axe, kicking him off a ledge onto other enemies causing a frost explosion is the type of depth that 2018 didn't have. Kratos is much faster in Ragnarok. Grappling up a ledge and sweeping an enemy with the shield, then grappling across the arenas doing a death from above attack that leads straight into a juggle is awesome. Non of these things are in 2018 and it's pretty jarring when you go back for the first time. Obviously not every single encounter will have full blown combat arenas but most encounters have one or two grapple points, swing points, ledges etc. Various things- the base skill moves are much improved for each weapon, particle affects are cleaned up and don't block your entire screen, and sound design is completely subjective. I much prefer Ragnarok because of the sound when you hit the enemy. It sounds like you can actually hear the blood spraying and the squish when you make impact. In 2018 it just sounds like a thunk sound, and not the squish that should be there.
@@bhdf5304 yeah sure, I agree with you. My focus is on style gameplay and tech within the combat. Kratos can also be fast in 2018, but he definitely feels much more agile in GoWR. Also I do recall you being able to throw the axe at an enemy in 2018 and kicking them into a wall or enemies and causing an ice explosion, so I’m unsure what you mean when you say 2018 doesn’t have this. This mechanic was introduced with the Leviathan Axe as a weapon. Also the frost effect in 2018 is very useful for me as it keeps the enemy in the air for an extended period of time, allowing more possibilities for combo set ups. I have over 1130 hours in Ragnarok and 500 something in 2018, I agree with what you say when you speak of the combat being more open and diverse in Ragnarok due to the many new weapon and shield options. A lot of the end game Asgard encounters do have verticality, and so does Svartalfheim. And yeah the weapon sound effects and visuals is a subjective topic, but I enjoy the heavy feel to the weapons in 2018 just as much as I love the light weight feel to the weapons in Ragnarok. I haven’t complained about the combat in Ragnarok, in fact I do enjoy Ragnaroks combat and 2018’s pretty evenly. However, if you are deeply educated upon the many diverse cancels and tech that is possible in both games, you would agree that both games combat systems are outstanding
GOW 2018 has the combo potential of Ragnarok but has the iconic tools, the techs are more cinematic and we have the barehand skill 3. Alot of combo potential that i thought i was watching a GOW3 combo mad You Cooked here as always and it was delicious
Appreciate that a lot David💪 Yeah GoW 4 has a lot of movement options when also paired with quickturn, you can agile strike away, or to the enemy, manipulating quickturn and other cancels really bring more possibilities to life 💯
I know that the new God of War brought many combo possibilities... But I prefer the old combos because of the extreme mobility of the forward punch and this smoother backwards turn that can be combined with several visually beautiful animations.
It takes time and understanding to learn the methods. I do have a video on how to blade runic cancel in 2018. Also Ragnarok runic cancels are much easier to pull off in my opinion, GoWR: start off barehand, press X + Triangle + R2. This should do a Spartan kick while also calling the axe into Kratos hand. Then press L2 and R2 to throw the axe during the Spartan kick, while also pressing a runic attack
1:31 atreus making shockwaves while juggling, BOI packs a punch
And this is why GoW 4 isn't inferior to Ragnarok. The amount of combo potential here is way more insane
Preach. GoW 4 still got mad potential
2018 is absolutely inferior to Ragnarok. It has no verticality and the blades are very weak in this game.
@@bhdf5304 if you are aware of the combat exploits that lie ahead in 2018, you can educate yourself on the deeper aspects of the combat and realize that 2018 and Ragnarok are both fantastic in their combat systems. Sure 2018 lacks some verticality but so does Ragnarok. They implemented little bits of verticality on some encounters, but it is not prevalent throughout a lot of the game.
Also, you can ask any person who has played both games, and most people would agree that the axe and blades weapon impact and sound design in 2018 display a much more impactful and monster-like feel to the weapons as you use them. Ragnarok dulled down some of the weapon impact sound designs and visuals, but it’s still good.
@@ABG_SPARTANRagnarok's combat is so much better as a whole.
Environmental attacks- The game provides different tools in the environment that 2018 didn't.
You can throw rocks, trees, and pillars. You can cause elemental explosions with tree stumps. You can break the architecture that grim hang on with sonic arrows, you can light gasoline spills on fire work the blades etc. These are huge improvements that make combat more interactive with what's around you.
Elemental focus: They put a huge emphasis on elements in Ragnarok. The main way they did this was with the "extinguishing flames" and "vaporize Frost" skill moves.
The frost element was pretty useless in 2018 because the slow down effect didn't make much of a difference. But in Ragnarok when you freeze someone and then use the opposite elements (the blades) you do anywhere from 80%-150% more damage. And of course you have to apply the right element to the correct enemy because certain enemies resist some elements.
To go along with this greater focus of Elemental attacks they added the "signature" attacks. These signature attacks are your best tool for applying elemental affects to enemies. When you go back to 2018 you can really tell the difference that the signature moves made to combat. And don't forget about sigil arrows that amplify elemental attacks. They really put a huge emphasis on elements for Ragnarok.
RPG system: The armour sets and perks are so much better in this game. There is a much greater variety in builds compared to 2018. The way they changed the amulets to sets instead of just spamming you with 100 different useless perks (like 15% more damage against dark elves) was great. Overall just way more player expression for combat with the improved RPG system. Also weapon tokens were an amazing addition that allowed to customize your play style even more.
Shield options- pretty self explanatory. The different variety of shields is great. Again it just allows for much more player expression. I find my play style completely changing when I switch Shields.
Verticality- I disagree with saying that this wasn't present for most of the game. Not only where there some amazing full blown arenas throughout the story, but most encounters had grappling points or what not.
Freezing an enemy with the axe, kicking him off a ledge onto other enemies causing a frost explosion is the type of depth that 2018 didn't have.
Kratos is much faster in Ragnarok. Grappling up a ledge and sweeping an enemy with the shield, then grappling across the arenas doing a death from above attack that leads straight into a juggle is awesome.
Non of these things are in 2018 and it's pretty jarring when you go back for the first time. Obviously not every single encounter will have full blown combat arenas but most encounters have one or two grapple points, swing points, ledges etc.
Various things- the base skill moves are much improved for each weapon, particle affects are cleaned up and don't block your entire screen, and sound design is completely subjective. I much prefer Ragnarok because of the sound when you hit the enemy. It sounds like you can actually hear the blood spraying and the squish when you make impact. In 2018 it just sounds like a thunk sound, and not the squish that should be there.
@@bhdf5304 yeah sure, I agree with you. My focus is on style gameplay and tech within the combat. Kratos can also be fast in 2018, but he definitely feels much more agile in GoWR.
Also I do recall you being able to throw the axe at an enemy in 2018 and kicking them into a wall or enemies and causing an ice explosion, so I’m unsure what you mean when you say 2018 doesn’t have this. This mechanic was introduced with the Leviathan Axe as a weapon. Also the frost effect in 2018 is very useful for me as it keeps the enemy in the air for an extended period of time, allowing more possibilities for combo set ups.
I have over 1130 hours in Ragnarok and 500 something in 2018, I agree with what you say when you speak of the combat being more open and diverse in Ragnarok due to the many new weapon and shield options.
A lot of the end game Asgard encounters do have verticality, and so does Svartalfheim.
And yeah the weapon sound effects and visuals is a subjective topic, but I enjoy the heavy feel to the weapons in 2018 just as much as I love the light weight feel to the weapons in Ragnarok. I haven’t complained about the combat in Ragnarok, in fact I do enjoy Ragnaroks combat and 2018’s pretty evenly. However, if you are deeply educated upon the many diverse cancels and tech that is possible in both games, you would agree that both games combat systems are outstanding
The storm breaker is here. Non-stop actions 🔥 og collection
Thanos must hide fr
Yo thanks so much Saher🤝
Bruhh that some crazy tech you got there. And nicely explained step by step. Great job once again bro
Yo thanks so much Gamer 💪🤝
GOW 2018 has the combo potential of Ragnarok but has the iconic tools, the techs are more cinematic and we have the barehand skill 3.
Alot of combo potential that i thought i was watching a GOW3 combo mad
You Cooked here as always and it was delicious
Appreciate that a lot David💪
Yeah GoW 4 has a lot of movement options when also paired with quickturn, you can agile strike away, or to the enemy, manipulating quickturn and other cancels really bring more possibilities to life 💯
Inputs for talisman cancel is in the description if you’re interested ⬆️
aiyo the swerve at the start and the slow mo axe throwing
Thanks Marv I’m glad you liked it bro💪
2018 Combos are still Mad Clean abg Lets guuu🔥🔥☄️
Yo let’s gu Censei, thanks mad bro💯💪
That was sexy. Great combos and 2018 tech lore ABG💯🔥
Very good combos my bro
I know that the new God of War brought many combo possibilities... But I prefer the old combos because of the extreme mobility of the forward punch and this smoother backwards turn that can be combined with several visually beautiful animations.
Yeah 2018 agile strike manipulation and quickturn are so good
yo insane combo man🔥🔥🔥
Thanks Damhamasu🤝
Bruh made me wanna play some 2018 rn 🔥🪓
Hoky fucking shit 😮 this is insane. I fucking love GoW2018. Greatest game of all time.
I can’t figure out how to runic cancel I tried on GOW 2018 and Ragnarok and I just can’t runic cancel 🥺
It takes time and understanding to learn the methods. I do have a video on how to blade runic cancel in 2018. Also Ragnarok runic cancels are much easier to pull off in my opinion,
GoWR: start off barehand, press X + Triangle + R2. This should do a Spartan kick while also calling the axe into Kratos hand.
Then press L2 and R2 to throw the axe during the Spartan kick, while also pressing a runic attack