And that’s honestly still not as bad as Sir Alonne or those tigers after the big foggy fields of go fuck yourself.
Still, at least it’s not Demon’s Souls. Some of those run backs are just sadistic.
Still, at least it’s not Demon’s Souls. Some of those run backs are just sadistic.
That swamp…
I know I can just join that one covenant to pause this or do the NG+ ash thing, but the fact that most enemies in Ds2 despawn after killing them enough times makes me want to play in a lame way. It makes the souls feel like a finite resource which makes me hate the idea of dying and potentially losing any permanently. So I play way too conservatively, and repeatedly fight all the enemies in an area to make them despawn while playing safe enough to not lose any souls. I have entire areas that are just empty now.
Either that or if I want to explore or get to another area, I just run past everything.
The dlc smelter runback is actually doable. The main game one though; 2 before the door, wait for the next to drop down and lure outside, get the archer in the window, ballista in the back, go out the door briefly and wait 15 seconds for one or two to come through the door, 2 on the bridge, 2 that drop down opposite the archer, then home free!
See, simple as!
/s
19th try and still fighting mobs?
Tell me you’ve joined the Covenant of Champions without telling me you’ve joined the Covenant of Champions.
This has to be bait because that’s Dark Souls II.
That’s the joke… i guess? The gal is stupidly attractive. That’s DS3 looking at you, asking for you to drop DS2
I recently started a fresh NG+2 game, via a save editor, this wasn’t the place that gave me the most pushback (probably because i was already at lvl 100 something, because of all the extra spuls), it was heides tower of flame, since then everything went pretty smooth when you do your best to play smart.
Funnily enough, while the areas are harder, invasions are easier since i over level, probably shouldn’t play online though but i just didn’t feel like messing with it.
It is an enjoyable way to play the game though, if you’ve patience for a challenge run.
I’m literally stuck on this exact spot rn 😩
Overall I’d say that SoFS and vanilla DS2 are a push in terms of quality, but the proliferation of knights in Iron Keep is one place where SoFS fucked up.
I always approach this like an efficiency puzzle.
How can I get there faster, taking the less amount of risk and not losing all the ammo luring the mobs.
That’s why I fucking loved Oztarva no hit run challenge streams, the entire thing was him doing this “puzzle” thing
You mean Dark Souls 2, right? No need to slander the best part in the series
Light years are a unit of distance
NPC on the way to Brock: “
Fine. It takes 8 parsecs to complete.
Well uhh, so another measurement of distance?
I think they meant parsecs.
Even if they did, that’s also a unit of distance, not time. Maybe they are talking about it being a long distance to get back to where the fight was. That could have been a Kessel Run reference, which might have made it a bit more fun.
It was retconned to be a measure of distance. A clever retcon, but a retcon nonetheless.
Not as clever as the original intent being that Han Solo is a rogue and fraud.
Yea, I like that better. The retcon was dumb. It was always a unit of distance and what he said was basically the same as someone telling a story of a time that caught a big fish. It gets bigger with each telling.
If I substitute in miles in my head I feel like it still works.
I know it was unpopular, but I actually liked DS2’s “enemies eventually stop respawning if you kill them enough” mechanic for this reason.
Some areas or boss runbacks were a little annoying and being able to clear out specific nuisances or exploding mummies permanently* was great.
Smelter demon is a great example as that area was annoying until you get rid of a few enemies that I think were just there to harass you.
It also works as a soft control for balance, since those disappearing enemies can’t be farmed to over-level.
How are supposed to beat it if you can’t over-level?
From what I’ve heard, you sit behind the shield, and investigate the world’s lore to find the boss’s weakness. But I’ve never played it
Covenant of Champions.
Bonfire Ascetic to reset the zone.
At least for Smelter Demon it wouldn’t be necessary if we got iframes on fogwalls
The placement of that captain right in front of the fog door has got to be someone at From who just likes to troll the player.
Probably the same person who put those three crossbow guys within arm’s reach of that one bonfire on the tower.
I kinda miss that feature. So much of DS3, and Elden Ring for that matter, are trivialized by all those easy iframes.
Like, playing a run of DS3 where you fully clear the area before advancing is a very different experience. It’s a good intro to challenge running, IMO.
Well good thing Elden Ring nerfed that by having the messages obscure half of your screen and sometimes block your inputs entirely
I’ve almost died so many times to “Stonesword key was lost with use.”
LET ME ROLL AAAAA
Just getting to respawn in front of the boss is so much less fun.
I want to journey through a game, not beat an elaborate and overcomplicated dance move set.
Just make the boss easier if the total length to beat takes too long.
Everything the ER did feels like it’s taking away from the feeling the Souls games gave. The open world, with Torrent, makes it so you just run past everything. You can immediately teleport anywhere you want to be. If you ever die, there’s no worry because you’ll spawn right there and easily be able to reset.
I liked ER, but I still think DS1 is the best game they’ve made for how it feels to exist in the world. Mechanically they’ve all been a step forward, but each one has been a step back (excluding Sekiro) in feeling like you exist in the world, and you’re on an adventure through it.
This is a valid opinion, but I think youre in the minority and people would rather a hard boss that takes them multiple tries than a hard level and easy bosses like demons souls. And especially having to slog through a level you consider easy just to die by a boss is not a good feeling for many people. Its a feeling of, youve already explored and overcome that part multiple times, you just want to practice and overcome the next thing more than redoing it.
But obviously people like both ways or ds2 and hollow knight wouldnt also be popular
My buddy has been theorycrafting a game for a while and the topic of respawn and loss came up. My thoughts are that the more you lose the easier it should be to get back.
Valheim has you drop your entire inventory, and try to run back (or sail) completely naked (or keep a 2nd set of gear), then go into the situation that killed you when you arguably were the most prepared to try to get it back. I hate it.
Running back through 12 samurai to do the fight again, to die again, but the only loss is travel time is completely fair.
A loss of “time” really hurts when you only have a little time to play though. I’ve bounced off of Elden ring and dark souls a couple of times when I get to fights that don’t respect my time. If I’m spending half the time just getting to the boss, then that feels like wasted time.
That does seem to be the direction the games have been going, and I think it must be an audience patience thing.
Demon Souls is a good example of the level being the main challenge, with the boss at the end as more of a bonus (Flamelurker being an exception). Later games, even Elden Ring, are way more boss focused.
I guess I like both, although now that you mention it, we’ve had a lot of dance move bosses lately, and it would be cool to see a new game go back to the genre’s roots.












