The simple answer? It wasn't Miyazaki behind it. :p
Sinh... like all the dragon bosses, very easy to kill with a bow, first encounter with him was NG++.
The DLC content was designed to be harder than post-game, and expects you to be that well equipped.
Even as a faith build, you should be able to manage a lightning infused bow to get faith scaling, though I'm not sure how much better that would play out against Sinh's resists. The arrows themselves could be another element.
BoB and Sentinel ranks were indeed a grind.
CREOs could be PvE farmed from torturers.
Soul Memory was a colossal failure that they at least halfway addressed with the Agape Ring.
Still far far far superior multiplayer experience than Bloodborne. M. fucked that all up imho.
To prevent enemies from despawning, you join the Covenant of Champions in Majula. Enemies can then be farmed indefinitely without bonfire ascetics.
The series comparison is made, as the spirit of the series is really at its 5th iteration with DeS, DS1, DS2, BB, DS3. They shouldn't be making backwards design decisions by the time of the 4th (BB), so I will complain :)
Soul Memory was bad for everyone, except people who understand how to abuse it (like me). It was intended to protect low level players from being invaded by twink players. However, the two terrible side effects were actually making it worse for unskilled players who lost or wasted a lot of souls on deaths or bad decisions, and ruining matching for end game players who didn't necessarily want to level up without end. It has been well established and well known that there's an end game meta level that people revolve around for co-op and pvp matchmaking. Agape ring kind of fixed this, but it was still a late and bitter solution.
Huh. I played Bloodborne for a pretty good while and honestly have no complaints about its multiplayer mechanics...
I'm enjoying three so far.
I'm enjoying three so far.
Got mine yesterday. Will play it seriously tomorrow.
A pity magic was nerfed beyond usage. Only pyromancy can hold its own mid-late game.
But this will not stand between me and the Moonlight Greatsword. Those weapon arts are nice.
FUCK YEAH! TAKE THAT WOLNIR, YOU CHEATING MOTHERFUCKER!
Fun fact: I dealt the killing blow to that asshole ALMOST at the same time as they cast the final vote to impeach our current president.
(OK, there's still one more voting session to go, but.)
I'm enjoying three so far.
Got mine yesterday. Will play it seriously tomorrow.
A pity magic was nerfed beyond usage. Only pyromancy can hold its own mid-late game.
But this will not stand between me and the Moonlight Greatsword. Those weapon arts are nice.
Magic is a coward's choice. :p
And now I go back to dying repeatedly and wondering why I get summoned as a Blue Sentinel so fucking much. xD
If this is simply bugged, I'm an aubergine. (https://www.reddit.com/r/darksouls3/comments/4gdj3j/discussion_about_a_recent_discovery_about_a/) Plus it explains how the hell things like the Lothric Knights get to shrug off attacks without relying on hyper-armour, because they still have poise.
The stagger time is being debated, no one has put up any hard analysis for frames that I'm aware of, just anecdotes.
NPC enemies poising or hypering through attacks is damn aggravating, which is why I simply counter by using longer reach weapons. It's always been a pretty solid strategy.
The stagger time is being debated, no one has put up any hard analysis for frames that I'm aware of, just anecdotes.
Yeah, I've been reading the same thread. :PQuoteNPC enemies poising or hypering through attacks is damn aggravating, which is why I simply counter by using longer reach weapons. It's always been a pretty solid strategy.
Except even that's an utter pain with Lothric Spear Knights. Were they trying to design the most versatile, annoyingly hazardous enemy they could?
The stagger time is being debated, no one has put up any hard analysis for frames that I'm aware of, just anecdotes.
Yeah, I've been reading the same thread. :PQuoteNPC enemies poising or hypering through attacks is damn aggravating, which is why I simply counter by using longer reach weapons. It's always been a pretty solid strategy.
Except even that's an utter pain with Lothric Spear Knights. Were they trying to design the most versatile, annoyingly hazardous enemy they could?
Yes, I'm sure they were. For those, I usually try to block approach and kick them while they're blocking, though sometimes they get aggressive into an unfavorable trade. Other times I'll just 2-hand and mash until they guard break.
*rocking a Dragonslayer's Greataxe +5 in spite of usually disdaining heavy weapons*
*massacres his way through all the early game bosses that frustrated him so much with L2 attack*
WEAPON ARTS ARE USELESS THEY SAID
WASTE OF FP THEY SAID
EAT LIGHTNING EXPLOSION, BITCHES!
And get a simple infusion on anything else, and you can spam it at full power because you only need 1 FP for Weapon Arts.
I don't trust the sound of that. :P
You just backup the save prior to making a trade, and do it in a 2-step process, so there isn't so much of a trade as there is a copy.
Save backup/restore is even encouraged by Namco.
This is the 'legitimate' way to avoid wasting hours flipping bits on a counter, while avoiding using actual cheat/hacks - not my cup of tea.
I'm not even sure what you need partners for, though. xD
Yeah, can basically dupe into a mule, but it's mostly OCD, and I want to have a fairly complete NG0 save for when the DLC comes out.
Biggest general benefit is being able to bootstrap friends new starting classes, avoiding tedious consumable farm, and the fact that slabs can't be farmed in this one :shakefist.
At this point I've collected all but a few mutually exclusive items, and the NG++ items.
There's just a few things I want to collect before starting the next cycle.
I think megamule more accurately refers to particular edited save files to have maximum of everything. I think some of those even had edited stat values, like more HP than actually possible, and even weapons with impossible upgrade values :-\
The best thing DS2 did was at least slow down your movement if you poised an attack, so one could not abuse it for a backstab as per DS1. That's probably all they needed to do to fix the legacy DS1 poise system.No the problem was with backstabs, not poise. You could use all the poise you wanted in DS1 and never feel any problems. You could also fish for backstabs naked and suddenly realize something's fishy about the backstab system. That's what needed adjusting, not poise.
Dark Souls on PC is bound to attract all sorts of hackers..."Hacks" are great. They allow hyper agression, weapon switching, 1 stamina runs, etc.
DS2 was bad. 40% of the game was behind one switch on one tile that looked like a light. Tons of mechanics were broken: no dead NPCs, no ladders, etc I beat the whole thing with 100% slow completionism (50hours) like the dev's imagined and then realized that the death->broken right was back there. I didn't have the hear to go through the whole game again. It's like they just threw out the wonderful level design of DS1 "because warpz" and then wondered why people call DS2 the black sheep.
I'm going to have to disagree with you. NPCs could indeed die (and if you mean hollowed NPCs, no there weren't 'stories' for the NPCs where you help them and they hollow out on you, but that's fine, it shouldn't be trying to copy the first game in every detail), there were lots of ladders (you could buy some from an NPC!). Powerstance actually worked to make dual wielding actually good! The paths branched out and could be tackled in several different orders, though they did put some blockers in place to actually keep people from losing track of all the available path options. Because the land is huge and sprawling, bonfires are all teleportation points, simply to save you time, otherwise everyone would be bitching about how far you have to keep backtracking. The ability to speed climb ladders, as well as the ability to slide down or just drop off were great additions. The ability to roll in more directions, especially while locked on, was a huge improvement.
You can't make a proper left-handed character (DS1 is still a far worse offender, however).
If you don't like summoning NPCs for boss fights just to progress their stories, then don't. I've never had a hard time keeping them alive through the boss fights, myself. Maybe it's just my playstyle.
Powerstance is very effective in PvE if you practice using it just a little. Both weapons swing simultaneously and in the same area in front of you so they both hit the majority of the time. Yes, they could have spent a bit more time doing more animation sets for them, but what they did have at least worked. I did a run dual-wielding maces, and it was awesome. Definitely switched over to sun sword and shield whenever I was invaded, however, because that was what I had the best success rate with.
Ladder speed fall damage? WTF are you talking about? I've never taken damage from moving on ladders. And what's wrong with the estus flask? 1-12 uses, depending on how much you improve it, and you have soulgems for backup if you run out. The only problem is that there may be TOO MUCH healing available. Adaptability was a bad stat, yeah. But because you could actually respec in the game (not in DS1!) you could actually test out multiple builds and fix mistakes on where you spent your stats. Parrying in DS2 had an advantage over DS1 because it was the same timing for both PvE and PvP. Once you learned the timing in DS2, it was very reliable no matter who you fought, while DS1 had you learn one timing for enemies, and a wholly different one for other players. That's just fucked up. Hollowing colours were more corpse-like than the red demon colours in DS1, which I think is what you should look like, a corpse, not a mummified red demon. Or maybe your colour contrast is just off and it looks super green on your settings?
Dex is weaker because it scales worse than Str on equivalent weapons. I tested it out myself. Sun sword is the best example, because it 'should' have equal scaling in both, but Dex is always 30% weaker. And that reduced benefit to damage for Dex actually applies to all Dex-based weapons. The fact that you need rings to bring it back in line shows how much weaker it is.
Artorias' greatsword isn't the solution to the left-handed problem. For every other weapon in the game, you can't backstab or riposte while playing left-handed, and you do less damage.
If there's supposed to be literally miles of land between each zone, then there shouldn't be any big connection between areas. That only further supports the idea that transitions are NOT LITERAL, so the elevator to Iron Keep, or the one to Dragon's Aerie both make no logical sense when looked at as literal rather than figurative. Should they have had loading screens between each area so you could grasp this great distance better? That's up to you to decide. Maybe they should have put a map on the loading screen between zones, too, with a dotted line showing your travel path from one zone to the next. But those don't fit the Dark Souls style.
So the game requires you to use a mechanic provided in the game to do some side quests, and you don't like it? That's actually really kinda dumb. It's like saying you hate recruiting new crew members in FTL and that it's required if you wanna unlock the crystal ship. Or that you hate followers in Skyrim and how the Dawnguard DLC, along with a couple of other questlines, requires you to have a follower for parts of it. Or better yet, it's like saying you don't want to just talk to NPCs in different places just to see their stories in DS1, because that's only a basic level of interaction, and it should require you to summon them or have them summon you so you could share in "jolly cooperation".
You hate powerstance. Okay.
Hollowing colours
As for left-handedness, I'm a southpaw. Isn't that a good enough reason for wanting to be able to have a lefty character? Or maybe a Link cosplay, or another lefty character. And besides, what extra complexity is there? Is it really complex to let a left-handed weapon deliver backstabs and ripostes? Or to use the exact same damage calculations as the right? Equal functionality for both hands isn't adding complexity, making them different is.
And today I was reminded that as bad as some of DS2's bosses are, they are leagues better than DS1's Bed of Chaos and Pinwheel. Pinwheel is an utter joke that should never have been, and the Bed is total horseshit that only exists as it does because it's just as unfinished as its zone. And Lost Izalith is terrible. Nothing but eye searingly bad lava effects and rotting dragon butts everywhere. Like someone just literally just mouse-clicked their placements practically at random until the area was full. Nowhere in DS2 is that unfinished. No, not even there.
And today I was reminded that as bad as some of DS2's bosses are, they are leagues better than DS1's Bed of Chaos and Pinwheel. Pinwheel is an utter joke that should never have been, and the Bed is total horseshit that only exists as it does because it's just as unfinished as its zone. And Lost Izalith is terrible. Nothing but eye searingly bad lava effects and rotting dragon butts everywhere. Like someone just literally just mouse-clicked their placements practically at random until the area was full. Nowhere in DS2 is that unfinished. No, not even there.
Pinwheel always feels like a case of "we got the numbers wrong". Though Izalith... good grief, Izalith. Though once you get past the eye searing orange expanse, at least the part up to Bed of Chaos is at least decent, and the shortcut. It's like they put all their effort into that part of the area.
And today I was reminded that as bad as some of DS2's bosses are, they are leagues better than DS1's Bed of Chaos and Pinwheel. Pinwheel is an utter joke that should never have been, and the Bed is total horseshit that only exists as it does because it's just as unfinished as its zone. And Lost Izalith is terrible. Nothing but eye searingly bad lava effects and rotting dragon butts everywhere. Like someone just literally just mouse-clicked their placements practically at random until the area was full. Nowhere in DS2 is that unfinished. No, not even there.
Pinwheel always feels like a case of "we got the numbers wrong". Though Izalith... good grief, Izalith. Though once you get past the eye searing orange expanse, at least the part up to Bed of Chaos is at least decent, and the shortcut. It's like they put all their effort into that part of the area.
The real catacombs boss was the bonewheel skeletons
On my second playthrough of DS3. Going with the luck/bleed Uchigatana setup. Turns out co-op has a limit based on what your weapon upgrade level is, so I have to keep my weapon under a +2 for my much slower friend to be able to play with me.
Playing coop with a password does ignore that restriction, but you do get a Nerf to your stats if you're too much stronger than your friend I noticed in my own plays.
Weird, maybe they changed it in the last month cause I never had a problem playing with a friend when I had a weapon 3 or 4 points higher upgrade than him
Dark Souls on PC is bound to attract all sorts of hackers...Again, this is a good thing. Just check for hp after damage during invasions.