Elden Ring

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I've been playing Elden Ring co-op as a furled finger and is every player I come across running off a toaster or is my internet connection is bad? Also Astel is completely out of the question because everytime he gets to 20% health for me it either disconnects me from session or it disconnects the host.
 
The funniest part being the two original people bitching about it were someone from the newest Battlefield and Horizon.
Probably sour grapes magnified by their retarded techocaveman game getting clowned on in the exact same way that the first ond got fucking clowned by BotW. I’d be more sympathetic if I didn’t fucking hate the Burches.
 
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It amounts to them having unrealistic reaction times but once you know they react like that it's up to you to adapt. It never bothered me.
The flip side of everything having long combos is that once you evade to safety you have plenty of time to do whatever you want.

It seems like a deliberate decision to promote that kind of gameplay rather than spastic mashing or panic chugging through damage (which you can still generally do if you want to but you're only going to gain 10-20% more health since you'll be punished). It was always more optimal to play defensively rather than retardedly but now it's kind of enforced.
However at the same time, we got stuff like jump attacks for openers and guard counters for finishers (or to poise break into a finisher) so this doesn't slow things down at all; combat is actually faster overall.
Issue is that range of enemy attacks is far larger than you'd think it'd be. I generally understood the range once I hit Niall, the greatsword duel wielding anime faggot's hyper armor and twirl-a-whirl killed me more than the bosses 2nd phase. It's very much Dark Souls 2 where ranged and magic builds are favored. Magic is very much broken, Scarlet Rot and bleed eat through bosses.
 
Issue is that range of enemy attacks is far larger than you'd think it'd be.
I only found that with their AOE explosions, which they pretty much all have, and which in almost every case shows something that looks like a radius indicator which always turns out to be smaller than the actual blast.

I realised in retrospect after finishing the game that I'd never once used any cracked or ritual pots. I never slotted rot magic or anything so those would have been useful a couple of times.
Also lol at Niall, I didn't have a problem with him because I'd practiced on his buddy in Caelid, but mostly because I realised Betwitching Branches work on his pals so they killed him for me.
 
I only found that with their AOE explosions, which they pretty much all have, and which in almost every case shows something that looks like a radius indicator which always turns out to be smaller than the actual blast.

I realised in retrospect after finishing the game that I'd never once used any cracked or ritual pots. I never slotted rot magic or anything so those would have been useful a couple of times.
Also lol at Niall, I didn't have a problem with him because I'd practiced on his buddy in Caelid, but mostly because I realised Betwitching Branches work on his pals so they killed him for me.
From what I've gathered the game punishes rolls. Quick step and running away will save you from more hits because it seems like they got annoyed by people rolling away or into attacks and letting iframes protect them. Input reads give me flash backs of shitty 90's arcade fighters, and I really hate them unless the boss is developed around fucking with the player.

So far I like the game. Horse Combat is shitty, but probably because they can't do a Sekiro and do anime bullshit with counterattacks as much.
 
Rolling is still the best bet but you need to be more selective and run or even jump (or actually equip a shield) this time around. There's no single universal tactic, even magic gets a boss that punishes relying on it.

Except Hoarfrost Stomp, you can L2 the whole fucking game with that until they patch it.
 
Rolling is still the best bet but you need to be more selective and run or even jump (or actually equip a shield) this time around. There's no single universal tactic, even magic gets a boss that punishes relying on it.

Except Hoarfrost Stomp, you can L2 the whole fucking game with that until they patch it.
It's the Iron Flesh of the game currently. They really do need to make it so that you need to change spells depending on agression of enemies and spell speed, i.e. delayed cast or pre-casting to spook enemies that input read. Having 2/3 of spells be magic missile is shit.
 
I've been playing Elden Ring co-op as a furled finger and is every player I come across running off a toaster or is my internet connection is bad? Also Astel is completely out of the question because everytime he gets to 20% health for me it either disconnects me from session or it disconnects the host.
I tried helping people with Duo Godskins so I could get some practice with that godawful fight. Disconnected like 8 times in a row tonight.
 
After thinking about it I feel like Elden Ring is Froms kind of "everything we've done over the last 10 years" all mashed into one game and they missed a massive opportunity. Elden Ring feels like a mishmash of Sekiro, Bloodborne, and Souls but Souls is the only moveset. The game would have drastically benefited by having actually unique playstyles dependent upon stats.

Have dex shit play like Sekiro dependent upon breaking the enemies posture, you already place an emphasis on this shit in the game so why not. Have standard sword and board play like Souls. Have magic/arcane shit play like Bloodborne. I know people will say this is too much to ask but I don't see why since almost every boss in the game is a cracked out spidermonkey like DS3/BB and frankly every playstyle has easy as fuck broken garbage like Sword of Night & Flame, Moonveil, etc. As it is the game feels like the boss design of Bloodborne but instead of having to be agressive you can just spam LT over and over with whatever OP shit you have for you build.
 
Beat Rahdan after a few more times by using a bow as well as heavy attacks with my greatsword
 
After thinking about it I feel like Elden Ring is Froms kind of "everything we've done over the last 10 years" all mashed into one game and they missed a massive opportunity. Elden Ring feels like a mishmash of Sekiro, Bloodborne, and Souls but Souls is the only moveset. The game would have drastically benefited by having actually unique playstyles dependent upon stats.

Have dex shit play like Sekiro dependent upon breaking the enemies posture, you already place an emphasis on this shit in the game so why not. Have standard sword and board play like Souls. Have magic/arcane shit play like Bloodborne. I know people will say this is too much to ask but I don't see why since almost every boss in the game is a cracked out spidermonkey like DS3/BB and frankly every playstyle has easy as fuck broken garbage like Sword of Night & Flame, Moonveil, etc. As it is the game feels like the boss design of Bloodborne but instead of having to be agressive you can just spam LT over and over with whatever OP shit you have for you build.
My only boss issue is that a lot of them are basically just masses of 5-12 arms so you can't really predict where they are going to swing or when. It's visual overload.
 
After thinking about it I feel like Elden Ring is Froms kind of "everything we've done over the last 10 years" all mashed into one game and they missed a massive opportunity. Elden Ring feels like a mishmash of Sekiro, Bloodborne, and Souls but Souls is the only moveset. The game would have drastically benefited by having actually unique playstyles dependent upon stats.

Have dex shit play like Sekiro dependent upon breaking the enemies posture, you already place an emphasis on this shit in the game so why not. Have standard sword and board play like Souls. Have magic/arcane shit play like Bloodborne. I know people will say this is too much to ask but I don't see why since almost every boss in the game is a cracked out spidermonkey like DS3/BB and frankly every playstyle has easy as fuck broken garbage like Sword of Night & Flame, Moonveil, etc. As it is the game feels like the boss design of Bloodborne but instead of having to be agressive you can just spam LT over and over with whatever OP shit you have for you build.
I'd say the tougher bosses/enemy types play more like Sekiro but it was more forgivable there because of the posture system and you could still stun just about any enemy/boss with the Firecracker.

I want to love the game but I hate that a lot of bosses/enemies just keep endlessly attacking. It gets old fast and I honestly don't believe it's dependent on skill but more on dumb luck or finding a method to cheese the boss.
 
I can see why they're mad. Elden Ring hit one million concurrent players on Steam a few days ago which is unprecedented for a Japanese game and a Japanese RPG at that. It must be demoralizing to see a relatively niche developer blow your bloated AAA nonsense out of the water.

Also these are everything is political types so I'm sure seeing a game that has no gender or racial politics whatsoever be a huge hit is also really pissing them off.
 
I'd say the tougher bosses/enemy types play more like Sekiro but it was more forgivable there because of the posture system and you could still stun just about any enemy/boss with the Firecracker.

I want to love the game but I hate that a lot of bosses/enemies just keep endlessly attacking. It gets old fast and I honestly don't believe it's dependent on skill but more on dumb luck or finding a method to cheese the boss.
DS combat is really cracking under its own weight now.
The main problem with it is that its still mostly reactive and simplistic, even more so now. It goes like this: before you can do your attack you have to dodge/block/circle around enemys own attack, then you can have your turn and do the most efficient actions you can which most times is either something like 3 quick jabs or your weapon art. So even though you're mostly just reacting you cant even react in different or unique ways, and defensive actions don't move you forward in a fight.
Sekiro was an answer to this issue but as good as its system was i think it was already fully realized in that game. On top of that it was very restrictive in its own way.

What ER could have used were attacks of opportunity, it even has it partially implemented already. When enemies guard you can use a jump attack to break it and expose them. This could be used for other actions too, for an instance lets say that after a string of attacks the enemy is momentarily vulnerable to pierce jabs, or if you shoot him in the middle of his attack string he is automatically poise-broken, or if you interupt a casters spell it explodes in his face.
Again Sekiro had systems like this and applied them very consequently For an instance every time an enemy was hit with a projectile while airborne he was instantly punched into the vulnerable state, all enemies with red eyes were scared of fire, so on. Then to vary things up some enemies reacted to those exploits in interesting ways, introducing variety.

The issue with that is that it would make the game easier because balancing it would be a nightmare, alternatively it would have severely restricted the amount of options (weapon types, weapon combinations) at the players disposal. Personally i would rather have a more restricted and easyier but also more curated game, unfortunately i bet most people want it to stay like it is now. From is not stagnant yet so they might work on this more in other games, here i think they played it safe because everything surrounding combat is so different.

Edit: I was taking a shit and i had a idea. ER has this system where in the open world whenever you kill a group of enemies they recharge a bit of your estus charges. This isnt utilized in dungeons, but what if it was. What if instead of having 12 charges right off the bat you had 4 but progressing through the dungeon would recharge them periodically? What if boss fights worked like this too, lets say every 25% of bosses health recharges you to full, meaning that you can make less consecutive mistakes and there is more tension in the fight and you have incentive to play aggressively so that you could heal.

Right now ER builds tension during boss fights through attacks that can kill you in a split second, because if they don't you can just heal away from them and be perfectly safe until your metric fuckton of healing runs out, if you were encouraged to play more consistently it wouldn't be necessary.

There's the issue with mages being OP, well what if instead of estus being split into HP and MP charges, there was only one that recharged both. If a mage runs out of MP he might try to get a few jabs with a sword as to not waste estus, meanwhile a warrior could be encouraged to use more magic/weapon arts because MP refills for him either way. Estus could even give a very temporary boost to attack power after use to encourage a more aggressive play.
 
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