Back me up!
kiwifarms.net
- Joined
- Jan 2, 2017
So did the patch help anything for single player before I spend the time hoisting the jolly roger?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Extra runes buff and an extra life every night boss that disables the bonus runes to reward good play I guess, including the third night boss. Including guaranteed Wending Graces (one ups that take a whole inventory slot) you can get 3(4?) extra lives and up to 5(6?) without boss drops giving one (one on basic merchant which might restock between days so maybe two, one on final day, one on super merchant, extra life bonus from city shifting earth power) on top of Wylder having Tears of Denial as a passive. So while not slower it's a bit more forgiving with unoptimal routing. Unrelated to solo they allegedly made getting higher quality relics more common in both the Little Jar Casino and if you beat night 3.So did the patch help anything for single player before I spend the time hoisting the jolly roger?
Duels in flat featureless arenas were very much not the exception at least as far back as DS2, if not earlier. Go look at the list of bosses and think about how almost all of the later stages of the game and the DLCs are large, flat and featureless platforms/rooms.DeS/DS1/DS2 were primarily dungeoncrawl games, which rewarded paying attention to your environment to trivialize fights or at least avoid getting squashed. Duels in flat featureless arenas happened, but were an exception.
Dark Souls has about 50% featureless arena split (depending what you define as bosses).Duels in flat featureless arenas were very much not the exception at least as far back as DS2, if not earlier. Go look at the list of bosses and think about how almost all of the later stages of the game and the DLCs are large, flat and featureless platforms/rooms.
Ds2 bosses used featureless arenas less for early bosses and more for late game.Duels in flat featureless arenas were very much not the exception at least as far back as DS2, if not earlier. Go look at the list of bosses and think about how almost all of the later stages of the game and the DLCs are large, flat and featureless platforms/rooms.
This guy said it all ^In the same boat. Did not finish it.
ER followed the wrong path blazed by DS3. Because the fanbase were sheep, who lacked the balls to admit that spastic bosses with mandatory multiple phases, bullshit combos specifically meant to trick the player, and quests which mandated reading the guide were not good.
DeS/DS1/DS2 were primarily dungeoncrawl games, which rewarded paying attention to your environment to trivialize fights or at least avoid getting squashed. Duels in flat featureless arenas happened, but were an exception.
DS3 was the game decisively shifted towards cinematic action with focus on beating bosses. It focused on the Roll Souls gameplay, without improving it and made all other options shit or impractical. While largely trivializing dungeoncrawling at the same time.
ER just keep piling on more bullshit on top of this formula. At this point we have bosses which give only slightly bigger attack windows than Nightmare King Grimm - in the game which still has stamina - and bosses with attacks which are literally impossible to react to, unless you've recognized their wind-up animation. We have demi-bosses with effectively unlimited stamina that attack without a pause. And so on. Ashes is just a quiet admission that the balance is a mess. Paying attention to what and where you fight is pointless, because weaknesses and immunities are counterintuitive (as we all know, bleed still destroys 95% of the game, including countless undead and golem enemies) and nearly all serious fights take place in flat, featureless arenas. The same fact also makes it much easier to just cancel nearly the entire gameplay loop, once you get a broken build. While in earlier games magic, for example, tended to enable the easy mode on bosses, you still struggled in fights (both bossfights and normal ones) where opponents appeared almost on top of you. This is no longer the case with the ER meta builds.
Again, generic arenas are for hard bosses so that the player can only rely for his skills and/or doesn't get cheap deatsh by getting stuck in the enviroment.None of these arenas ask the player to account for anything besides rolling, and they also allow the bosses basically unlimited methods of movement for their giant fancy attacks. It's the same every time, you can practically predict where a boss will be in every new area. You can't use pillars for cover, or push the boss off a cliff, or lure them into poison, or even use elevation to your advantage. Strategy has been removed to serve the action. The days of tricking Taurus Demon into fighting you at a disadvantage are over, Elden ring would not allow something like that.
Purposeless area you mean there's no explaination in lore or what?By the time we get to Elden Ring, every boss stands in a giant purposeless area, with the exception of Radahn who's so dangerous he basically has to be quarantined on his own island, and Margit who can teleport wherever he wants to. But we have...
BRILLIANT, WHY WASN'T THE GIANT LAVA-SWEATING SNAKE ROAMING VOLCANO MANOR AND WAS INSTEAD TRAPPED IN AN EMPTY FUCKING CAVE?!?...Rykard: giant empty room.
Sorry, do i really need to exlain you why the witch lady that summons dragons and casts spells shouldn't have taken place inside the library where you had plenty of spots to hide from?Renala phase 2: alternate dimension that's just a giant empty room![]()
You mean the roots of the tree Miquella buried himself into before Michael Morbius took him away?Malenia: giant empty room with flowers
Ds2 Also included a lot of creative arena even for it's garbage tier bosses, Ruin sentinels starts with you on a smaller platform at the beginning where you can choose between either fight a single sentinel on top of it or descend get more space but also fight 3 at the same time.Dark Souls 2 and 3 normalized this and I think the series never really recovered
You're talking about getting stuck on terrain, which is a fair point, but I'm trying to say that arenas should be designed so that they offer interesting boss fights and possibly advantages to perceptive players.I can point out easily with demon souls as people nowaday cheese flamelurker by having him get stuck in the enviroment instead of properly fighting him, or how a single wall is all people need to cheese champion Gundyr, meanwhile something like firesage demon's arena causes more deaths than the skill issue because the player gets stuck on the roots.
I don't think this is a rule that should be universally enforced, dual bosses are ass to fight in empty enviroments that do not allow to break aggro (Throne watcher and defender or valiant gargoyles), but for solo fights in general you don't want players to get trapped betweent a random obstacle and the boss itself, especialy when it comes to hard dlc bosses.
I mean they don't make contextual sense, yes.Purposeless area you mean there's no explaination in lore or what?
Rennala is a decent boss fight but even at her most difficult all she's doing is firing bullets and all the player is doing is running in circles to avoid them, her spirit ashes can be completely ignored by rolling through their attacks and rushing her down.Sorry, do i really need to exlain you why the witch lady that summons dragons and casts spells shouldn't have taken place inside the library where you had plenty of spots to hide from?
I feel like the bosses are still special, ds3 was overall a much worse game when compared to preivious entries, but the bosses are engaging enough to partially balance it out.My criticism with the arenas is that From is being less creative than they could be. Knowing what we had in the past with games like Demon's, it's disappointing to me that all we're getting for arenas now is contrived wide open spaces. Bosses aren't be as special as From thinks they are, they should be given disadvantages that involve more than just their weakness or their moveset.
I think it was less Rennala bending reality and more an illusion of Ranni that made you fight what was probably a lesser version of Rennala before Ragadon turned her retarded with the egg, the speech in phase change and the difference in fighting between phase 1 and 2 clearly tells you that.Combine this with Rennala's potentially reality warping powers
I always assumed it was suppose to be an ocean. Which made sense to me because of Rennala's connection to the moon.Combine this with Rennala's potentially reality warping powers and it becomes disappointing that we had to move the fight to a giant flat lake.
I miss the days when the bosses felt more methodological and contextually relevant to the area they were inhabiting. When they actually had weight to their attacks and defense, could stagger with heavier weapons and even took breaks to recuperate their own stamina regeneration. Now they all need to do the same endless array of anime backflips that combo into a 7 sword strike attack leading up to them blasting energy out of their assholes before starting the process again. This is a huge issue that keeps getting worse with each entry, worsened by the fact that the dungeons themselves aren't as memorable or fun as they used to be.All of these make contextual sense, and double as interesting places to fight. You aren't fighting a scripted boss in an empty room at the end of a level, you're challenging a powerful demon in its own domain.
By the time we get to Elden Ring, every boss stands in a giant purposeless area, with the exception of Radahn who's so dangerous he basically has to be quarantined on his own island, and Margit who can teleport wherever he wants to. But we have...
Space Monster Astel: Hangs around in a flat cave
Ancestor Spirit: Hangs around in a flat cave.
Commander O'Neil: Hangs around in a rotten tree crater
Commander Niall: Is at least commanding a fortress...from the empty room upstairs
Comander Gaius: roaming boss? nope! giant empty battlefield
Dragonlord Placidusax: Hangs around in a featureless colosseum with no clear purpose
Messmer: sits in front of a statue of his mom....in a giant colosseum with no clear purpose
Renala phase 1: a library full of hazards oh cool!
Renala phase 2: alternate dimension that's just a giant empty room
Rykard: giant empty room
Mohg: giant empty room (which at least has Miquella's corpse)
Radagon: you wondered what was inside the ErdTree? Why it's a giant empty room!
Malenia: giant empty room with flowers
Femboy hypnosis Radahn: giant empty (outdoor) room
Metyr: giant empty room
Midra: giant empty room
every crypt boss: giant empty room
every goal boss: giant empty room
my wedding: giant empty room
my funeral: giant empty room
None of these arenas ask the player to account for anything besides rolling, and they also allow the bosses basically unlimited methods of movement for their giant fancy attacks. It's the same every time, you can practically predict where a boss will be in every new area. You can't use pillars for cover, or push the boss off a cliff, or lure them into poison, or even use elevation to your advantage. Strategy has been removed to serve the action. The days of tricking Taurus Demon into fighting you at a disadvantage are over, Elden ring would not allow something like that.
The rpg adventure has been completely lost in favor of character action and it's incredibly disappointing. I was already sick of this in DS3, but by Elden Ring it became insulting.
Never mind that Lost Izalith has 3 unique enemies (that statues, worms, chaos eaters) to something like Duke's Archives' 1 (the squid women in the prison tower). How about DS2's Drangleic Castle having 2 unique enemies in only 2 rooms of the castle even after SoTFS? How about DS3's Lothric Castle (including Grand Archives and that side garden area) only having the winged knights and wax head wizards. How about Nightmare of Mensis from Bloodborne having only 3 in the entire level, all 3 of which are only around Micolash's arena (the puppets and the two types of attendant enemy). Smaller projects than Elden Ring, the latter 2 being what people consider very complete games, one of which had the extra help from Sony. Reminder that Elden Ring launched with incomplete quests before a day one patch. I'm consistently amazed by this thread and the Souls thread by people who have ostensibly played these games and yet seemingly haven't opened their eyes to actually look at what the fuck they were playing.It was somewhat excusable in Dark Souls with the copied Taurus/Capra Demons in Izalith because they had less time, money and resources than they do now
What gets me is that supposedly it stopped at DS3. How many people in this thread have even vouched for Yohrm, Rotten Great Wood, Crystal Sages, Deacons of the Deep, or Wolnir? Oh yeah, fucking nobody, despite them being gimmick puzzle fights in DS3. Nobody remembers those guys aside from Yohrm over fights like Nameless King, Dancer, Dragon Hunter Armor, and Twin Princes.It’s well known that everyone’s favorite fights in Demon’s Souls are pushover gimmick fights like Fool’s Idol and Adjudicator, not the impressive, large-scale skill-based fights like Flamelurker, Maneaters, or Old King Allant. FromSoft should make more puzzle fights no one cares about like Moonlight Butterfly, Priscilla, and Ceaseless Discharge to please the vicarious nostalgiaboners of the dozens of Matthewmatosis parrots on /v/.
Rotten Great Wood, Wolnir, and Ancient Drake are literally the butts of multiple jokes in the larger Souls community.What gets me is that supposedly it stopped at DS3. How many people in this thread have even vouched for Yohrm, Rotten Great Wood, Crystal Sages, Deacons of the Deep, or Wolnir? Oh yeah, fucking nobody, despite them being gimmick puzzle fights in DS3. Nobody remembers those guys aside from Yohrm over fights like Nameless King, Dancer, Dragon Hunter Armor, and Twin Princes.
Edit: forgot about Ancient Drake completely. Maybe the most "interesting" arena for a boss in DS3.
It’s well known that everyone’s favorite fights in Demon’s Souls are pushover gimmick fights like Fool’s Idol and Adjudicator, not the impressive, large-scale skill-based fights like Flamelurker, Maneaters, or Old King Allant. FromSoft should make more puzzle fights no one cares about like Moonlight Butterfly, Priscilla, and Ceaseless Discharge to please the vicarious nostalgiaboners of the dozens of Matthewmatosis parrots on /v/.
Fool's Idol and Adjudicator aren't what people refer to when they claim that Demon's Souls' experimental bosses are (or rather, can be) better than a conventional boss fight. Literally no one gives a fuck about the Adjudicator or any of the first bosses of DeS, whereas the Maiden Astraea, Storm King, and Old Monk boss fights made enough of an impression that their mechanics/aesthetics are now woven into the DNA of nearly all the games. Every Dark Souls game has reused the concepts of those three bosses in one fashion or another because they're just really good ideas even if those ideas come from janky ass gimmick fights in a janky ass game.But obviously FromSoft should ignore all this and just make more Ancient Drakes because puzzle gimmick bosses and quirky arenas > skill-based bossfights.
But the difference in proficiency leads to negligible results, whereas an unskilled player would not be able to kill Old King Allant without, you know, acquiring skill.A skilled player is always going to be more proficient at killing the Fool's Idol than an unskilled player
The existence of meta builds and wiki warriors shouldn’t be an argument against designing the game around fair and honest builds. Imagine if every boss in ER was designed with Rivers of Blood spam in mind.An unskilled player can and will still beat all of them because these games easily let you create hyper power builds that trivialize difficulty.
The having your cake and eating it too solution to this is Nightreign’s Night Lord bosses; all difficult, skill-based bosses that feel extremely different mechanically. And some of them even have arena gimmicks, just to put the cherry on top.whereas ER bosses sometimes feel bad to play once you realize how homogenous they are.