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I'm not a hardcore zoomer gamer, I legit play the same handful of PC games that I've been playing for nearly 2 decades because I hate most games mostly because of the modern day business model.OP should make a poll with overall score options or some shit.
I keep hearing differing opinions about this shit being a masterpiece or a clusterfuck.
What exactly are the meta builds anyway? I know about about moonveil and bleed everything, but anything else I’m not super clear on.I repurchased the game. They fixed a lot of issues with the PC version.
I finished the game twice. The game late game is an unbalanced mess. I feel it's only getting the scores it got either because reviewers didn't play past the halfway point, or because game releases have been so bad in the past 3-4 years that this is a masterpiece by comparison:
I'll complain about the meta again because that's all I hear friends playing the game talk about. Are zoomers incapable to enjoy games without looking up a guide telling them exactly how to play and where to get the most "OP" build as soon as possible?
- There's way too many copy and pasted bosses.
- Bosses have this bullshit where they hold/delay attacks for specific attacks (and late game screwing that up can take you from 100 to 0), so it feels like you're forced to run stupid broken shit. This was rough the first time around because I hate looking for "meta" builds on my first run. You never get good at the game because the next boss has different nonsense timings.
- Some bosses fill the screen and suck ass because you can't see anything
- Even if you have the stats for a weapon you find, upgrade materials are incredibly restrictive.
- Some zones feel barren of content. The open world is novel but I think I prefer more curated experiences like Sekiro, BB, and souls games.
- Crafting is too restrictive. Too many bosses pull bullshit anime combos and you don't get to have your bombs back after a try, collecting the materials for some is a pain. Crafting just took a backseat 1/4 through the game.
- Co-Op sucks. I tried getting summoned for most bosses because I like the idea of helping other players, but it takes forever to get one win because the host often bites the dust first. I don't remember having so much trouble in Dark Souls 3.
- PvP also sucks because of playerbase meta obsession. You always fight the same 3-4 builds.
Seen the Jumping Dual Giant Crushers with Royal Knights Resolve to one hit everyone...if you can hit. Dual Antspur Rapiers with a mix of poison and Bleed are nasty also. Or One Antspur and a Regular Rapier since setting an Ashe to cold erases the scarlet rot from the Antspur. But that's what I have seen besides the weeb bleed builds.What exactly are the meta builds anyway? I know about about moonveil and bleed everything, but anything else I’m not super clear on.
my first group password to is poop123. Whenever someone kills a shardbearer or beats the game you get a rune boost, and it is pretty populated.Anyone using the group password: kiwi ?
It feels like when they do that there’s some input reading involved beyond reacting accordingly based on your distance to itself.Bosses have this bullshit where they hold/delay attacks for specific attacks (and late game screwing that up can take you from 100 to 0), so it feels like you're forced to run stupid broken shit. This was rough the first time around because I hate looking for "meta" builds on my first run. You never get good at the game because the next boss has different nonsense timings.
It's not really input reading since that means something slightly different so it bugs me a bit that people are using the term, but they've definitely given the AI more reactivity to your character state. Which is in line with the PVP-based model they've always used, but they didn't add much in the way of reaction time or line of sight checking along with the changes so it can make them kind of superhuman in some cases (though dumber in others).It feels like when they do that there’s some input reading involved beyond reacting accordingly based on your distance to itself.
Seriously, why did they do this? I bet all the bosses are super cool with the anime moves and all that, I don't know cause I can't see shit. Radahn's horse was a cool boss tho.Some bosses fill the screen and suck ass because you can't see anything
It's maybe the best in the series in that sense, there aren't as many relatively speaking and they improved the lock-on code. Play Bloodborne if you wanna really complain about every other boss being a huge guy in a small arena who fucks you by jumping into the sky constantly (play Bloodborne it rules).Seriously, why did they do this? I bet all the bosses are super cool with the anime moves and all that, I don't know cause I can't see shit. Radahn's horse was a cool boss tho.
Oh yeah, for sure, my thoughts about that is that they did a strangely poorer job of masking the AI decision making. I’m not sure what name to give the problem but the first thing I noticed way back at Margitt was, while he was delaying his moves to track (which I thought was smarter at the time) he kinda just… freezes in place too visibly but rotates in a way that reminds me of players using the mimic hat then wiggle around after they’ve turned into a box. Margitt could be left alone, just make the animation look different, I didn’t notice Margott doing the same though but that was post-nerf.It's not really input reading since that means something slightly different so it bugs me a bit that people are using the term, but they've definitely given the AI more reactivity to your character state. Which is in line with the PVP-based model they've always used, but they didn't add much in the way of reaction time or line of sight checking along with the changes so it can make them kind of superhuman in some cases (though dumber in others).
My own vig is about that much because being one of those 25 VIG 80 INT builds feels wrong and I’ve also got the +2 version of the physical talisman (can’t be arsed to remember the ER name for it), I can sort of survive with a shield but gaining her health back is still cheap.BTW when I respecced I found with decent (40-45+) VIG and anti-physical talismans you can tank Malenia's flurry no problem even without a shield, which made her drastically easier. She seems designed to specifically punish the builds that make every other boss a snap so it's cool she's there for variety, I guess.
I think I was using three different physical talismans and the turtle one plus heavy armour and she did less than half my health bar when blocking with a katana whenever I was too slow to get the shield out.My own vig is about that much because being one of those 25 VIG 80 INT builds feels wrong and I’ve also got the +2 version of the physical talisman (can’t be arsed to remember the ER name for it), I can sort of survive with a shield but gaining her health back is still cheap.
Apparently there's two.So now there's a wall you need to hit 50 times in Volcano Manor in order to open it...
I certainly don't remember bosses from other games being this bullshitty. Gael The Slave Knight comes to mind, and he felt like a fair challenge.It feels like when they do that there’s some input reading involved beyond reacting accordingly based on your distance to itself.
Malenia’s McFlurry has a huge tell but when she starts it you are basically fucked even if you block. Speaking of which I’ve been offering my sign for that boss for hours and the breadth of her abilities with the lifesteal on top is like the range of attacks that children and bad roleplayers give themselves - that is to say, it doesn’t feel impressive but just cheap and singularly designed to crush you as a human player with only so much reaction time.
Modern gaming audiences are retarded. It extends and applies outside of games like this to just about everywhere - for example, I like to play magic the gathering pretty casually. Makes a good bullshitting background with friends to relax to. It's unplayable with people you don't know, though, because everyone will have looked up the most effective things, at all time - in formats explicitly designed to be more casual, creative, diverse, and low-power. They convince themselves that it's just how the game is supposed to be played.I don't even know what to say in response to all this, it's one or maybe two steps away from just watching someone else play it with blind belief mixed in.
Comes off like that because the timing is flexible. To learn them, you basically have to intentionally stand there, doing nothing, and get hit by them - it's the only way to learn the exact timing at which the window to dodge is. Otherwise, the stance will end early to punish an attack, or end late in order to grab a dodge - based on whatever you did during the stance.In some cases it's frustrating because the boss will hold their attack, and then they'll slam it down at the speed of light.