Elden Ring

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I still can't get over how dogshit the SOTE final boss is. It's the most "written and directed by reddit" shit I've ever seen. The fight is also fucked mechanically (cross slash, huge FPS drops).

I'll admit the concept isn't completely dead on arrival - if you're gonna have Miquella resurrect Radahn as his king consort, have him be some horrible, fucked-up grafted homunculus, puppeted by Miquella. He'd go so far as to graft a facsimile of Radahn from Mohg's corpse, much the same as Godrick grafted himself in the image of Godfrey. Work in some more bloodflame attacks, instead of just the one he currently uses.

Right now the fight screams desperate fanservice. On top of that, it looks like they used Godfrey's model as a base, and Serosh's mane as Miquella's hair.
I think it could of worked if they dropped the king consort angle. Considering it's the land of shadows, they could of had a some sort of facsimile to Castle Redmane where you encounter his spirit or his lingering desire to fight. They could of called him 'Shadow of the Lion' and I think it would of fit fine.
 
I think it could of worked if they dropped the king consort angle. Considering it's the land of shadows, they could of had a some sort of facsimile to Castle Redmane where you encounter his spirit or his lingering desire to fight. They could of called him 'Shadow of the Lion' and I think it would of fit fine.
I'd rather have us and Ansbach, and Thoiller thwarth his resurrection plan than fight Miquella on his own instead of fighting Radahn or Godwyn.
 
RIP Igon, fun character. Didn't even mind dying to Bayle since it means you get to hear his rant again. Insane to think that was his VA's first video game role, he put his all into it.
 
I started a new file as a normal knight. Not a challenge run as I try to make my build as good as I can without fucking up the theme. I'm rocking the knight armor set sold by the two headed bitch in the hub, a heavy lordsworn straight sword, a banished knight shield, and I lean on the crafting system a bit when shit gets a lil too wild(resistance items and grenades mostly).

The game is so fucking fun to play this way and I'm convinced that the straight sword moveset is a secret high tier moveset. It's so practical. A fast slashing r1, a piercing r2, a super fast guard counter, and a two part stance weapon art where the r1 breaks shields like a mfer and the r2 does crazy poise damage. The Lordsworn straight sword also gets 110 critical bonus like rapiers do.

I have also come to realize just how buff guarding can be in ER. Shoutout to the Greatshield talisman. Also shoutout to 51 passive poise coming in clutch constantly.
 
Straight swords were always good in these games. They're just not all that fun for me anymore. More because it is one weapon that barely ever changed throughout the games. Same business with greatswords (unless it's the funny twirly moveset from DS2)
 
I started a new file as a normal knight. Not a challenge run as I try to make my build as good as I can without fucking up the theme. I'm rocking the knight armor set sold by the two headed bitch in the hub, a heavy lordsworn straight sword, a banished knight shield, and I lean on the crafting system a bit when shit gets a lil too wild(resistance items and grenades mostly).

The game is so fucking fun to play this way and I'm convinced that the straight sword moveset is a secret high tier moveset. It's so practical. A fast slashing r1, a piercing r2, a super fast guard counter, and a two part stance weapon art where the r1 breaks shields like a mfer and the r2 does crazy poise damage. The Lordsworn straight sword also gets 110 critical bonus like rapiers do.

I have also come to realize just how buff guarding can be in ER. Shoutout to the Greatshield talisman. Also shoutout to 51 passive poise coming in clutch constantly.
Knight build is extremely good in every Souls game. It's just a little dull and not very flashy.
 
Knight build is extremely good in every Souls game. It's just a little dull and not very flashy.
Yeah I can see why ppl would find it dull, but I'm having way more fun with it than my previous Darkmoon Greatsword build because of how its forcing me to square up with the bosses and directly engage them. But the build is definitely very vanilla, kinda like playing Ryu in street fighter.
 
I no-hit SOTE Radahn this morning at scadlevel 7 RL192. He is pretty terrible to fight if you don't watch a video demonstrating how to dodge his more unintuitive moves. If they are going to start using moves where rolling is not viable, they need to introduce this way earlier as throughout the other 99% of the game, rolling is the most consistent and safest method of avoiding damage.
 
I love the old Demons Souls feel of videos emerging of players killing radahn in the dlc with only parries, naked, etc. There's still fightniggers out there showing how it's done, especially after all that "he's too hard"-whining from so many faggots.
Love that. I can't do that lol not even at radahn yet.
 
Close to finishing the dlc. It's been more annoying than fun relative to any other fromsoft dlc I've played except maybe Ds2's (I didn't like any of those but the ice castle one especially was total ass cancer, especially the detached section leading to the double tiger boss where you're snowblind). Ds3's dlcs were a lot more fun to the point where you don't really mind that some of the bosses are 3x stronger than anything in the base game by the end, this one just felt like a boring slog where every other major enemy has an obligatory 50 hit combo and beams or explosions that take up half the screen rather than a cool addition to what was already there.

Yeah I can see why ppl would find it dull, but I'm having way more fun with it than my previous Darkmoon Greatsword build because of how its forcing me to square up with the bosses and directly engage them. But the build is definitely very vanilla, kinda like playing Ryu in street fighter.
Going for more simplistic builds can be fun on replays because you're familiar enough with everything to make them work a lot more effectively than you'd think possible relative to all the more convoluted shit you might do to min/max damage by the end of a normal playthrough. Like I'll resort to cheesy bullshit like the marais executioner's sword with just the right talismans to max its skill damage out if I just want to fastforward through certain bosses on a standard playthrough, but doing something wacky like playing through most of the game in a full godrick soldier cosplay (including only using lordwsworn swords or lordsworn greatswords for melee) was fun on one of the cycles I did.

I still can't get over how dogshit the SOTE final boss is. It's the most "written and directed by reddit" shit I've ever seen.
Making everyone gay for Miquella was cringe but I found the bit where Ymir's items say he wanted to become a "mother" more actively faggy somehow. Even Mohg and the Dung Eater somehow managed to be less retroactively gay than this dlc.
 
Last edited:
Rya_elden_ring_drawn_by_boiled_egg27__sample-5f8e6b24487016ac12761f9b6182f3f5.jpg

Rya best girl, by far.
 
The day has come, the new patch 1.13.1 that made Rain of Fire faith Founding Rain of Stars, thorns getting cucked into being alright, and allegedly the nail spells got a damage buff. Also Dryleaf Seal description was just fucking wrong and always only boosted Ring of Light incants and Circlet's fixed so Miquella's Light goes from ~1400 to ~1600. Now to see if the death sorceries actually get the staff boost they should've gotten (Edit: They do not, also lmao mantle still sucks) . Will edit to post the notes when they put them on the website. Also to the above Roderika is underappreciated.

PvP-exclusive balance adjustments​

Equipment​

  • Increased poise damage of normal attacks for the following weapon types:
    Light Great Swords / Backhand Blades / Hand-to-Hand Arts / Beast Claws
  • Increased poise damage of dual wield attacks for the following weapon types:
    Straight Swords / Thrusting Swords / Curved Swords / Katanas / Spears / Whips / Fists / Claws
  • Increased poise damage of the Claws of Night throwing attacks.
  • Decreased the backstep invulnerability window when the Fine Crucible Feather Talisman or the Talisman of All Crucibles are equipped.

Skills​

Savage Lion's Claw

  • The second hit of the follow-up attack is now easier to land.
  • Decreased damage animation of the first attack against other players.
Raging Beast

  • Decreased invulnerability window against other players' attacks.
Blind Spot

  • Decreased invulnerability window against other players' attacks.
Palm Blast

  • Decreased poise amount generated when charging this skill.

Spell and Incantations​

Miriam's Vanishing

  • Decreased invulnerability window against other players' attacks.
Knight's Lightning Spear

  • Increased attack power of the initial lightning spear.
  • Decreased attack power of the spears launched after the first one.
  • Decreased poise damage of all spears generated by this spell*.*

General balance adjustments​

  • Increased damage animation of the Light Greatsword charge attacks against enemies (other than players).
  • Increased the stats & status of the following NPCs that can be summoned in some areas:
    • Needle Knight Leda / Pureblood Knight Ansbach / Thiollier
  • Increased the attack power and damage negation of summoned spirits, excluding the Mimic Tear, when the Revered Spirit Ash Blessing is at [5] or more.
  • Increased the attack power and damage negation of summoned spirits, excluding the Mimic Tear, when upgraded to “+8” or higher.

Armament​

Increased attack power scaling when upgrading the following armaments.
Repeating Crossbow / Spread Crossbow / Rabbath's Cannon

Shield of Night

  • Increased damage negation when blocking physical attacks.
Euporia

  • Increased Holy damage when the weapon has its luster restored.
  • Decreased the number of attacks required to restore the weapon’s luster.
  • Increased the duration of the luster restoration effect.
Golden Lion Shield

  • Increase guard strength.
Golem Fist

  • Added a damage hitbox to the hand portion of the ranged fist attack.
Smithscript Greathammer

  • Increased poise damage of the swing portion of throwing attacks (the projectile is unchanged).
Spread Crossbow

  • Decreased the generated status buildup when used with Bolts that have status effects.
Ailment Talisman

  • After the onset of a status ailment, the status build up (or duration) of said ailment will now also be reduced immediately by a certain amount.
Clarifying Horn Charm / Clarifying Horn Charm +1 / Clarifying Horn Charm +2

  • Increased Focus resistance.

Skill​

Savage Lion's Claw

  • Increased attack power and poise damage of the first attack.
Swift Slash

  • Reduced movement distance when using this skill
  • Extended recovery time.
Overhead Stance

  • Increased attack power against enemies (other than players).
Aspects of the Crucible: Wings

  • Increased attack power.
  • Increased directional control, as well as amount of poised generated when using this skill.
Lightspeed Slash

  • The additional light attacks are now affected by the attack power and ability scaling of the weapon.
Rancor Slash

  • Increased attack power of the vengeful spirits.
  • Increased stamina damage against guarding enemies.
Revenger's Blade

  • Increased directional control for follow up attacks after a strong attack.
Horn Calling

  • Increased attack power against enemies (other than players).
Horn Calling: Storm

  • Increased attack power against enemies (other than players).
Weed Cutter

  • Increased the speed of attacks.
Romina's Purification

  • Increased poise value when using this skill.
Red Bear Hunt

  • Increased attack power.
  • Increased poise value when using this skill.
Rancor Shot

  • Decreased status buildup generation when used with Arrows that have status effects.
Repeating Fire

  • Adjusted attack power to compensate for increase in weapon damage
Feeble Lord's Frenzied Flame

  • Reduced Frenzy status effect buildup against enemies.
Revenge of the Night

  • Increased poise damage and attack power when this skill is used immediately after guarding against an enemy attack.

Spell​

Glintblade Trio

  • Increased attack power.
Blades of Stone

  • Adjusted attack power of the first, second and third charge attacks.
  • Increased attack power of the non-charged attack.
  • Increased attack power of the first hit of the charged attack, and reduced attack power of the second and third hits.
  • Increased attack range and attack speed.
Glintstone Nail

  • Increased attack power and improved enemy tracking.
Glintstone Nails

  • Increased attack power and improved enemy tracking.
Impenetrable Thorns

  • All generated Impenetrable Thorns will now track enemies.
  • Decreased attack power and poise damage.
  • Decreased the Hemorrhage status buildup and stamina damage against guarding enemies.
Rings of Spectral Light

  • Increased attack power and Frostbite status buildup.
Vortex of Putrescence

  • Increased attack power and Frostbite status buildup.

Incantation​

Minor Erdtree

  • Increased HP recovery amount.
Land of Shadow

  • Improved enemy tracking.
Spira

  • Increased attack speed.
Watchful Spirit

  • Improved enemy tracking.
Divine Beast Tornado

  • Increased attack power.
  • Enemies hit by the tornado will now be launched upwards.
  • The tornado will be less likely to disappear due to collision with the terrain.
Rain of Fire

  • Increased attack power.
  • Reduced the interval between each hit.
Roar of Rugalea

  • Increased poise damage and attack power.
Furious Blade of Ansbach

  • Increased attack power.
Rotten Butterflies

  • Increased Scarlet Rot status buildup.
  • Reduced the interval between damage ticks.
  • Increased attack range.

Ash​

Wandering Noble

  • Will no longer stagger as easily.
Noble Sorcerer

  • Will no longer stagger as easily.
Nomad Ashes

  • Will no longer stagger as easily.
Putrid Corse

  • Will no longer stagger as easily.
Skeletal Militiaman

  • Will no longer stagger as easily.
Skeletal Bandit

  • Will no longer stagger as easily.
Albinauric

  • Will no longer stagger as easily.
Winged Misbegotten

  • Will no longer stagger as easily.
Demi-Human

  • Will no longer stagger as easily.
Clayman

  • Will no longer stagger as easily.
Oracle Envoys

  • Will no longer stagger as easily.
Man-Fly

  • Will no longer stagger as easily.
Lone Wolf Ashes

  • Will no longer stagger as easily.
Rotten Stray Ashes

  • Will no longer stagger as easily.
Giant Rat Ashes

  • Will no longer stagger as easily.
Warhawk

  • Increased HP, physical attack power and Fire attack power.
  • Increased Stance status.
Land Squirt

  • Increased HP.
  • Will no longer stagger as easily.
Spirit jellyfish

  • Increased HP, physical attack power and poison status ailment buildup on enemies.
  • Will no longer stagger as easily.
Spider Scorpion

  • Increased physical attack power, poison status ailment buildup on enemies and damage negation except for strike and fire attributes.
  • Will no longer stagger as easily.
Fingercreeper

  • Will no longer stagger as easily.
Fanged Imp

  • Will no longer stagger as easily.
Bigmouth Imp

  • Increased HP and Fire attack power.
  • Will no longer stagger as easily.
Gravebird

  • Increased HP and magic attack power.
  • Will no longer stagger as easily.
Soldjar of Fortune

  • Will no longer stagger as easily.
Archers

  • Will no longer stagger as easily.
Greatshield Soldiers

  • Will no longer stagger as easily.
Page

  • Will no longer stagger as easily.
Vulgar Militia

  • Will no longer stagger as easily.
Marionette Soldier

  • Will no longer stagger as easily.
Avionette Soldier

  • Will no longer stagger as easily.
Kaiden Mercenary

  • Increased HP and physical attack power.
  • Will no longer stagger as easily.
Mad Pumpkin Head

  • Increased physical attack power.
  • Will no longer stagger as easily.
Fire Monks

  • Increased HP and Fire attack power.
  • Will no longer stagger as easily.
Ancestral Follower

  • Increased physical attack power.
  • Will no longer stagger as easily.
Horned Warrior

  • Increased HP and damage negation except for pierce attacks.
  • Will no longer stagger as easily.
Azula Beastman

  • Increased HP and lightning attack power.
  • Will no longer stagger as easily.
Man-Serpent

  • Will no longer stagger as easily.
Crystalian

  • Will no longer stagger as easily.
  • Increased physical attack power.
Kindred of Rot

  • Will no longer stagger as easily.
Bloodfiend Hexer's

  • Increased hemorrhage status ailment buildup on enemies.
  • Will no longer stagger as easily.
Glintstone sorcerer

  • Will no longer stagger as easily.
Twinsage Sorcerer

  • Will no longer stagger as easily.
Inquisitor

  • Increased HP.
  • Will no longer stagger as easily.
Godrick Soldier

  • Will no longer stagger as easily.
Raya Lucaria Soldier

  • Will no longer stagger as easily.
Leyndell Soldier

  • Will no longer stagger as easily.
Radahn Soldier

  • Will no longer stagger as easily.
Haligtree Soldier

  • Will no longer stagger as easily.
Mausoleum Soldier

  • Will no longer stagger as easily.
Messmer Soldier

  • Increased Hp and physical attack power.
  • Will no longer stagger as easily.
Stormhawk Deenh

  • Increased HP and physical attack power.
  • Will no longer stagger as easily.
  • Increased duration of effect to increase the attack power given to allies.
Banished Knight Oleg

  • Increased physical attack power and damage negation against physical attacks.
  • Will no longer stagger as easily.
Banished Knight Engval

  • Increased physical attack power and damage negation against physical attacks.
  • Will no longer stagger as easily.
Bloodhound Knight Floh

  • Increased HP, physical attack power and damage negation against physical attacks.
  • Will no longer stagger as easily.
Black Knight Captain Huw

  • Increased physical attack power and damage negation against physical attacks.
  • Will no longer stagger as easily.
Black Knight Commander Andreas

  • Increased damage negation and guard boost against Holy and Physical attacks.
  • Will no longer stagger as easily.
Fire Knight Hilde

  • Increased Fire attack power.
  • Will no longer stagger as easily.
Fire Knight Queelign

  • Increased Vigor and Faith.
Swordhand of Night Jolán

  • Increased Vigor and Dexterity.
Jolán and Anna

  • Increased Vigor and Dexterity.
Battlemage Hugues

  • Increased physical attack power and magic attack power.
  • Will no longer stagger as easily.
Latenna the Albinauric

  • Increased HP, physical attack power, and magic attack power.
  • Will no longer stagger as easily.
Perfumer Tricia

  • Increased HP.
  • Will no longer stagger as easily.
Depraved Perfumer Carmaan

  • Increased fire attack power.
  • Will no longer stagger as easily.
Omenkiller Rollo

  • Increased HP, physical attack power, and Fire attack power.
  • Will no longer stagger as easily.
Blackflame Monk Amon

  • Increased HP and Fire attack power.
  • Will no longer stagger as easily.
Curseblade Meera

  • Increased HP and physical attack power.
  • Will no longer stagger as easily.
Demi-Human Swordsman Yosh

  • Increased HP, physical attack power, and magic attack power.
  • Will no longer stagger as easily.
Ancient Dragon Knight Kristoff

  • Increased Lightning attack power and damage negation against Physical, Lightning, and Holy Attack affinities.
  • Will no longer stagger as easily.
Redmane Knight Ogha

  • Increased physical attack power and damage negation against Physical and Fire attack affinities.
  • Will no longer stagger as easily.
Lhutel the Headless

  • Increased physical attack power and damage negation against physical attacks.
  • Will no longer stagger as easily.
Cleanrot Knight Finlay

  • Increased physical attack power and damage negation against Physical, Magic, and Holy Attack affinities.
  • Will no longer stagger as easily.
Black Knife Tiche

  • Will no longer stagger as easily.
Divine Bird Warrior Ornis

  • Increased HP and damage negation against Physical attacks except Pierce attacks.
  • Will no longer stagger as easily.
Ancient Dragon Florissax

  • Increased Arcane.
  • Increased damage negation against all affinities.
  • Increased Skills and Incantations usage rate.
  • Increased the speed and poise values during some attacks.
Finger Maiden Therolina Puppet

  • Increased Vigor and Faith.
Jarwight Puppet

  • Increased Vigor.
Dolores the Sleeping Arrow Puppet

  • Increased Vigor.
Nepheli Loux Puppet

  • Increased Vigor and Strength.
Dung Eater Puppet

  • Increased Vigor.
Nightmaiden & Swordstress

  • Increased HP and physical attack power.

Bug Fixes​

  • Changed the default selection of the OK / CANCEL prompt that shows up when using the “Spectral Steed Whistle” while the spectral steed is dead. The default selection position is now OK.
  • Adjusted the placement of NPC summon signs in certain boss fight areas.
  • Changed the NPC summon signs in certain boss fights to allow the user to summon NPCs simply by pressing the action button once.
  • Fixed a bug where the damage of some normal attacks of the Dark Moon Greatsword were lower than intended.
  • Fixed the physical attack attribute menu display of the “Warpick” weapon.
  • Fixed a bug where some attacks of the “Swift Spear” weapon were different than expected in terms of power, damage motion and hitbox generation timing.
  • Fixed a bug that prevented the “Twinblade Talisman” from affecting the Perfume Bottles weapon type when equipped and used in the left hand.
  • Fixed a bug where the physical attack attributes of some attacks of the Thrusting Shields weapon type were different than expected.
  • Fixed a bug that allowed the use of Arrows / Great Arrows / Bolts / Great Bolts that should not be usable for the following weapon types:
    Light Bows / Long Bows / Greatbows / Crossbows / Ballistas
  • Fixed a bug where the effect of increasing the power of the Incantation “Light of Miquella” of the “Circlet of Light” helmet was not applied correctly.
  • Fixed a bug that caused FP consumption when using the "Unending Dance" Skill while not meeting the ability requirements of the weapon "Dancing Blade of Ranah".
  • Fixed a bug where the physical attack attribute of some attacks of the “Deadly Dance” Skill was different than expected.
  • Fixed a bug where the physical attack attribute of the “Scattershot Throw” Skill of the “Claws of Night” weapon was different than expected.
  • Fixed a bug where the following Skills did not change correctly when performed with or without FP.
  • Dynastic Sickleplay / Raging Beast / Repeating Crossbow Fire
    • Fixed a bug where a different Rage Art was sometimes performed when following up with a strong attack after using the “Raging Beast” and “Dynasty Sickleplay” Skills.
  • Fixed a bug that caused certain Skills to perform differently than expected under certain circumstances.
  • Fixed a bug that prevented some Spells / Incantations that can be used in the air from being used in the air under some conditions.
  • Fixed a bug that caused the "Golden Arcs" Incantation to generate attacks slower when cast with the left hand.
  • Fixed a bug where the “Rain of Fire” Incantation sometimes did not hit enemies.
  • Fixed a bug where the “Furious Blade of Ansbach” Incantation did not apply Hemorrhage status build up.
  • Fixed a bug where under some circumstances, the move distance when casting some Spells / Incantations was different than expected.
  • Fixed a bug that sometimes interrupted the cast of the “Roar of Rugalea” Incantation.
  • Fixed a bug where the “Cherishing Fingers” magic attack sometimes did not hit.
  • Fixed a bug in the behavior of the Mimic Tear spirit when casting Spells, Incantations and Skills.
  • Fixed a bug where NPCs could be summoned when the maximum number of cooperative multiplayer members had been reached.
  • Fixed a bug that caused some items to display different icons than expected.
  • Fixed a bug where exiting the game or going through a loading screen immediately after defeating “Count Ymir, Mother of Fingers” could make the dropped items unobtainable.
  • Fixed a bug that prevented the player from performing Critical hits on some enemies.
  • Fixed a bug in which some attacks on certain enemies were interpreted differently than expected.
  • Fixed a bug that prevented rune gains when defeating some enemies.
  • Fixed a bug that prevented some enemies from working properly under certain circumstances.
  • Fixed a bug where the Multiplayer area borders were different than intended in some areas.
  • Fixed a bug where the player would spawn in a different place than intended when invading another player’s world
  • Fixed a bug in the map menu that caused some NPC icons in the Realm of Shadow to not display properly.
  • Fixed a bug in the design of the map of Realm of Shadow and the “Map Fragment” icon.
  • Fixed a bug where some cutscenes were not displayed correctly under certain circumstances.
  • Fixed a bug where some sound effects did not play correctly.
  • Fixed a bug where some effects were not displayed correctly.
  • Several performance improvements and other bug fixes.

Steam-only adjustments​

  • Fixed a bug where “Anti-aliasing Quality” was unintentionally set to “High” each time the game was restarted.

Correction of end credits​

In update 1.12, an error was included in the credits of the game.

This issue will be corrected in the next update.

Possible unstable performance fixes​

  • For the PS5 version of the game, unstable framerate may be improved by using the "Rebuild Database" option from the device’s safe mode.
  • In some PC versions, Ray Tracing may be unintentionally enabled and cause unstable performance. Please check the Ray Tracing setting in the "System" > "Graphics " > "Ray Tracing Quality" from the title screen or in-game menu.
  • In the PC version, the message "Inappropriate activity detected" may appear without cheating.
  • To fix this issue, please verify the integrity of the game's files before restarting the game.
  • In the PC version, unstable framerate may be caused by third party applications that control mouse behavior. Deactivating these third party applications may improve performance. The version number of this update shown at the lower right corner of the Title Screen will be as follows: App Ver. 1.13
    Regulation Ver. 1.13.1
  • In PS4, PS5, Xbox One and Xbox Series X|S versions, Regulation files can be downloaded by logging in to the server.
  • If the Regulation Ver. listed in the lower right corner of the title screen is not1.13.1, please select LOGIN and apply the latest regulation before enjoying the game.
 
Last edited:
Docs do not appear to be visible in the site. I'll ask Monday but no promises
Here you go. Attached are "Statement of Small Claim" and "Exhibit or document for inclusion in Small Claims Case"
 

Attachments

Last edited:
After almost 3 years, they decided to buff every spirit ash in the game.
It's weird, right? The rational part of me thinks it's because they were rebalancing the DLC ashes because they were horrible due to the lack of sacred spirit ash buff, so they gave the other ashes a touch up. The skeptic part thinks they tweaked a few numbers for base game ashes before adding every other ash they could under the guise of 'increasing poise', because players were complaining about 14 seconds of attack spam with a window for one counterattack while ignoring spirit ashes as a whole because of mimic tear, hence why it dodged the buffs except for a nonspecific bugfix, possibly even to encourage more spirit ash arena PvP because that's a ghost town from what I've heard.

The schizo part notices the lack of Mimic Tear but also notably Taylew the Golem Smith, which leads me to think of every challenge runner who finished the DLC going back for a summon only run and declaring Taylew the best ash because of his small health pool and massive defenses and poise, and then looking at base game summoner runs and saw Mimic as the number one with a high poise Prayerful Strike/Taker's Flame weapon build, and that there's a nonzero chance they saw those videos/streams and wanted to make those types of playthroughs more varied with the ashes used, possibly in preperation for their next game.
 
Tbf seemingly just about every faction in ER does atrocious monstrous things for no reason, it really became Grimderp. "Stuffing parts of people into jars to have orgies with giant shaman women will make you divine" is as arbitrary as it gets, especially when gods seemingly already exist and can communicate with people.
Dark Souls and even Demon's Souls had more ambiguity, or intrigue with its antagonists. Especially with Demon's Souls and Dark Souls II (most innovative or fun to replay with mod fixes that remove the gay controller joystick nonsense)
 
Dark Souls and even Demon's Souls had more ambiguity, or intrigue with its antagonists.
I would disagree. Although people argue over the details those details are mostly unimportant and aren't brought up outside of item descriptions, while the actual conflict is usually pretty straightforward and self explanatory.
Elden Ring has a more involved backstory and lore, with the most completed ending being the one where you learn more about it. So unlike in the other games the story isn't as ignorable and honestly I'd prefer to go back to that with their next game since From struggled with ER's story.
Other than the Hornsent being evil, I don't think any other group in ER is 'just evil'
 
I would disagree. Although people argue over the details those details are mostly unimportant and aren't brought up outside of item descriptions, while the actual conflict is usually pretty straightforward and self explanatory.
Elden Ring has a more involved backstory and lore, with the most completed ending being the one where you learn more about it. So unlike in the other games the story isn't as ignorable and honestly I'd prefer to go back to that with their next game since From struggled with ER's story.
Other than the Hornsent being evil, I don't think any other group in ER is 'just evil'
If Elden Ring wanted to use its bigger backstory then it should have just gone with gay Final Fantasy cutscenes than just stick to item descriptions and missable character dialogue that is hours apart. When the overall consensus of your game plot is "I'll just wait for some guy to explain it on YT" then your story sucks balls.
Also you had the Golden Order enslaving the demihumans and mutilating Omen children, not high marks of morality. Caria had their Homonculous and general Darwinian society. And everyone were assholes to the (((merchants))).
 
If Elden Ring wanted to use its bigger backstory then it should have just gone with gay Final Fantasy cutscenes than just stick to item descriptions and missable character dialogue that is hours apart.
I disagree, they shouldn't have tried using it at all. But ultimately this comes from Miyazaki working with GRRM and not wanting to basically throw away the contributions from an author he likes, so Miyazaki should also stay away from collaboration of the same sort, working with GRRM was a mistake in the first place.
When the overall consensus of your game plot is "I'll just wait for some guy to explain it on YT" then your story sucks balls.
That's basically all From souls games, and I don't care for a more involved story.
Also you had the Golden Order enslaving the demihumans and mutilating Omen children, not high marks of morality. Caria had their Homonculous and general Darwinian society. And everyone were assholes to the (((merchants))).
I think you mean the misbegottem, the demi-humans are the monkey people who were taught magic by Lusat and the Carians. Kenneth also seems to think working with them is perfectly fine and says it's permitted under the Erdtree, they're just a bit busy being tribals right not.
Also just because I don't think every faction is 100% pure evil doesn't mean I don't think they did fucked up things in the name of the struggle for power.
 
Back
Top Bottom