Elden Ring

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So is Malenia the evilest demi god in the setting? Her defining action is making a 1/3 of the world into an hellscape in an attempt to kill a person who deliberately weakened himself to protect the world from an alien invasion.
At least Nikocado and Shadman limited themselves to their gay cults, while Ranni has some wish to change the future (and it isn't known how much it was her responsibility)
She’s certainly the most one that’s caused the most suffering. At least people can live in Limgrave and Liurnia, sort of; and the shit with Godwyn and the undead, Rykard and his snake people, and Mohg and his pedo cult are all somewhat self-contained.

Being a walking plague can’t be fun.
 
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Fyi Malenia seems to not flinch when she should when hit by phantoms likely do connection with host. Best way to avoid her combo is dodging into her.
 
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Ding ding ding. You just hit the nail on the head. Fromsoft seems not to understand that in an RPG you're supposed to feel weak at level one and a powerful God at level 150 as you level up and collect gear. You're not supposed to feel like level 1 for an entire game, that's not fun. Would Witcher 3 be fun if you felt weak and powerless the entire game? Would Final Fantasy 7?

It's especially weird story wise since a lot of NPCs in dialogue admire your combat abilities and talk about how you're the best hope to restore the Golden Order and then in the actual game you're weaker than 99% of NPCs.
Tbh I don't get it, in dark souls 3 you would absolutely ate shit at the start but you could grab a big weapon, level up a bit and go town on bosses, at no point in the main game I felt weak with my big stick.
Here you can feel powerful by going back to a previous area maybe, but the second a something like a crucible knight shows up you the feeling of power banishes.


Something that got me really scratching my head are undead enemies, in previous games holy infused weapons would stop them from respawning while in elden ring that isn't enough and you have to use weapon arts or certain spells, or you could just smash them when they are down. At that point why not just make regular holy damage kill them?
 
So is Malenia the evilest demi god in the setting? Her defining action is making a 1/3 of the world into an hellscape in an attempt to kill a person who deliberately weakened himself to protect the world from an alien invasion.
At least Nikocado and Shadman limited themselves to their gay cults, while Ranni has some wish to change the future (and it isn't known how much it was her responsibility)
She literally waged war on everyone. The entire continent is fucked because she marched South until Radahn stopped her advance. The Shattering was mostly from what I’ve gathered Morgott holing himself in the capital while everyone else tried to get in. The major aggressor was Melania plus Miquella using mindrape to convince people to fight for him.

Melania and Miquella were literally waiting for an excuse. Rykard and Ranni thought the tree and the Greater Will were evil, even Godwin’s death wasn’t Ranni’s intention. Mohg is just a shotacon, Godwyn was/ is a furry, and Godrick cross dressed.

In Melania’s defense, she literally is a product of incest and the rot goddess is trying to reincarnate into her. Supposedly Millicent was supposed to be her, but with amnesia after dying and reviving.
 
Alright, i beat the game at 106 hours. Its mostly stellar but that number is by far its biggest weakness, especially since you can feel the strain not only on yourself but on the devs as well when you enter those endgame areas. I'm going to be slightly repeating myself in this by the way.

Overall the open world experiment has been a success, but not a big one. Personally i still prefer tighter, more linear and better designed games. The problem with open worlds is that you have to fill them with things to do, and then you have to make those activities at least somewhat rewarding. Fromsoft did okayish on that front but their side cOnTeNt is not stellar by any means. What's worse is that the rewards for those activities are unique, making you feel obligated to complete them all. Some areas are also hiding storyline steps that aren't always designed in a way that allows you to resume a quest by missing a beat you simply didn't find. Overall it feels like those side dungeons are just there to fill space, to justify you being able to explore a pretty skybox,. The constant reuse of assets gets grading very quickly and even spoils main progressions thunder by introducing most enemies before you meet them in their respective areas. Its also clear that devs simply didn't have time to add all this shit in evenly as later zones become more and more barren and repetitive at the same time.

Horse combat was alright but not quite good, it was just too simple. Normal combat makes up for it, but it isn't fantastic either.. Variety in weapon types, animations and special moves is genuinely great, its just too bad that it required for the entire game to be designed in such a way that it can be beaten with any of them. The player is not incentivized to experiment outside of maybe multiplayer. He's not forced to adapt to different threats either, you can pick up the first weapon you find and finish the game with it, and i think that's kinda lame at this point. Its definitely a step down from Sekiro, it does allow for a lot of different playstyles that all end up fairly shallow and reactive in the end. What illustrates those problems the most are of course the bosses. Because they have to be engaging against every possible setup they have to have so many moves from the same checklist (gap closer, AOE slam, ranged attack, a 7 hit combo ...) that they end up feeling very similar to one another. The combat system feel stale now despite its variety, and to top it all of fromsoft cant find ways of making it remain difficult so they rely on massively damaging attacks, annoying windups, endless combos and enemies just poising through your swings. A simple fix would be to reduce the amount of estus the player has, but to make it refill by killing enemies or damaging bosses, but even that wouldn't be perfect.

RPG systems are a definite improvement form earlier games, you're encouraged to spec into many different stats instead of just 2-3, most weapons have somewhat steep requirements, the difference that stats make is very significant. The economy of runes holds up to about 2/3 of the game which is the best score in all of souls games so far, you get just enough for decisions between leveling or buying items to actually matter. Weapon upgrades, armor, charms, spells and skills are balanced very well (with some now patched out exceptions), they give you a specific advantage without being overpowered, which is especially refreshing after DS3 where every item was almost exactly the same and did absolutely fuckall (the game just lied to you about them). The one complaint i would have for them is that the game really doesn't tell you to upgrade your health, leading to frustrations further on as suddenly enemies start just one-shotting you because a new area was balanced for 10 more vigor than you have.

The story was a pleasant surprise, especially due to how coherent it is and how much of it there is in games various quests. The characteristic mystique and curtness of the lore is more or less the same but this time characters actually bother to explain events in the story, and there are such events happening to begin with. Instead of wondering what the actual fuck is a character talking about, you're wondering about character motivations and it makes a world of difference. Quests themselves have actual setups and payoffs and they give you coherent information about the world. The story is also much less monotone and more thematically rich, its pretty good stuff. Here i was disappointed with the endings, 4/6 of them are just you sitting your ass down with a different skybox and one (1) altered line of dialogue. They feel blatantly unfinished especially since they fail to explain what the thing you picked actually did. For and instance when you chose the goldmask ending the game doesn't fucking tell you what you actually did at all, because goldmask was silent for the entire game, and as such didnt explain jack shit. Undead hint at making everyone live in death, shiteater says hes going to give everyone canceraids, and grandpa goldmask says n o t h i n g, i feel like there is a cutscene missing for each of those where you can see the effects of your actions, some sort of elaboration.

I think that if this was condensed into a 30-40h game it would be one of the best ever made, as is its only very good.
 
Having a bit of trouble with the Red Wolf of Radagon because of how fast the damn thing is. I've heard that Spirit Ashes can help distract it, but are there any in particular you guys would recommend? I tried the jellyfish but it didn't last very long. (For reference, they're all only +1.)
 
A basic dog in the Snowfields can one shot me at 60 VIG and Morgotts rune with my shield up, as its retarded instant bite counts as enough blood loss to proc twice.

All that sperging about DS2 being "the B team" with design and balance is horse shit.
Where did this A team, B team come from anyway?
Guess Elden Ring having such a long dev time (with no major issues) and a competent novelist helping might mean the story and lore are a lot more cohesive.
Speaking of that, I was genuinely surprised when Elden Ring didn't receive any last minute delays, I was expecting the game to be delayed by two weeks when that RCE exploit was found in all dark soul games.
I don't know about that, implementing missing questlines through patches after release sounds like they ran out of time to me. ER was also delayed by a month.
Here you can feel powerful by going back to a previous area maybe, but the second a something like a crucible knight shows up you the feeling of power banishes.

Something that got me really scratching my head are undead enemies, in previous games holy infused weapons would stop them from respawning while in elden ring that isn't enough and you have to use weapon arts or certain spells, or you could just smash them when they are down. At that point why not just make regular holy damage kill them?
I honestly thought something was wrong with my build somehow despite not a single point wasted because every single new area has made me feel underlevelled. Seriously, I don't know they're indicating they want us to play this game with a party of friends like an old RPG or if I'm supposed to be level 300.
The holy weapons being like that makes sense because of lore, only the Golden Order-named stuff is the type of holiness that keeps them from respawning because they're not just dead enemies but enemies Who Live In Death and the Golden Order existed specifically to wipe them out.
 
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Having a bit of trouble with the Red Wolf of Radagon because of how fast the damn thing is. I've heard that Spirit Ashes can help distract it, but are there any in particular you guys would recommend? I tried the jellyfish but it didn't last very long. (For reference, they're all only +1.)
One of the undead ones maybe? They play by the same rules as when you’re fighting them, so the boss has to hit them while they’re down.
 
Having a bit of trouble with the Red Wolf of Radagon because of how fast the damn thing is. I've heard that Spirit Ashes can help distract it, but are there any in particular you guys would recommend? I tried the jellyfish but it didn't last very long. (For reference, they're all only +1.)
The Wolves are really good for stun locking but bad for AOE Bosses. If you want a rare ashe Lhutel the Headless, Greatshield does the ghost teleport, throws her spear. the combo of the Ghost teleport and Shield help her survive but not high on the damage charts but can get early. Just make sure to level them up so they aren't too squishy.
 
Something that got me really scratching my head are undead enemies, in previous games holy infused weapons would stop them from respawning while in elden ring that isn't enough and you have to use weapon arts or certain spells, or you could just smash them when they are down. At that point why not just make regular holy damage kill them?
I figured it was a lore thing since the "holy" type definitely seems like a euphemism this time considering the kind of foes that have it. It's such a built-in tradition going back beyond From's early inspiration that I doubt they just overlooked it.
I dunno the explanation but the Deathroot description says they were formed when the Death Rune was stolen long ago, after which it seeped into the earth/roots and was the source of the undead. Which is interesting because it's sort of the opposite of the Death Mending Rune ending and the whole Destined Death thing they needed to steal it for in the first place, it actually seems more like an Erdtree thing if it's immortalising skelingtons, and I don't think we really know what's up with the "roots" (both the deep ones and the crypt ones which have a message or ghost or something early on that makes them sound important).

But if I know this franchise anything to do with overgrown trees is going to be the vaguest shit of all.
 
Completed the game at 100 hours today. Don't have much to say about the bosses.
Gideon was kinda interesting because he uses sorceries of all types, but is also a human type boss. Godfrey was pretty hard, I liked his more physical moves in the second phase. My win was a very clutch one, fun boss overall. Radagon had horrible hitboxes, and his teleport move was just annoying since it interrupts even jump attacks. Elden Beast was a nice spectacle, had some trouble but was much more fun than Radagon.
I chose Age of Stars, btw.

I had fun through most of the game, I'll probably play a NG+ later.
 
A question about the sections of Ranni's questline towards the end:
If she was behind the night of the black knives, does she still command black knife assassins? why would she have her servants (except you) killed? There are dead black knife assassins near Iji, I think Seluvis, and also Blaidd. Soulsbornerings lore usually goes over my head and this is no exception.
Having a bit of trouble with the Red Wolf of Radagon because of how fast the damn thing is. I've heard that Spirit Ashes can help distract it, but are there any in particular you guys would recommend? I tried the jellyfish but it didn't last very long. (For reference, they're all only +1.)
I find the Reya Lucaria soldier ashes extremely versatile and pretty solid.
You get them in a catacomb near the minor erdtree in Liurnia, alongside some grave glovewort 2's and 3's.
 
What a game !!! It definitely lived up to the hype.
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I dunno the explanation but the Deathroot description says they were formed when the Death Rune was stolen long ago, after which it seeped into the earth/roots and was the source of the undead. Which is interesting because it's sort of the opposite of the Death Mending Rune ending and the whole Destined Death thing they needed to steal it for in the first place, it actually seems more like an Erdtree thing if it's immortalising skelingtons, and I don't think we really know what's up with the "roots" (both the deep ones and the crypt ones which have a message or ghost or something early on that makes them sound important).

But if I know this franchise anything to do with overgrown trees is going to be the vaguest shit of all.
I agree with the gist of this. But mechanically, “Holy” should be understood as an element that just means anything blessed by the Erdtree without mixing it up with our associations with holiness in culture or other video games; not everything blessed by the Erdtree is targeted at Those Who Live In Death (hence why there was a specific Golden Order with people like D in it, they’re clearly an offshoot faction, still luv that tree, ‘ate deathroots, simple as). When I learned about the existence of deathroots and saw them growing out of the Undead in the early game it was a big sign to me that the Erdtree’s power wasn’t infinite or incorruptible and that something would need to be done about it to prevent literal decay. A bit like DS3 constantly telling you that lighting the Fire for so long was causing the literal clusterfuck of buildings before your eyes.

Also when Gurranq gets pissed off, am I supposed to kill him outright or what because I’ve heard people saying he calms down when only some of his HP is gone
 
Having a bit of trouble with the Red Wolf of Radagon because of how fast the damn thing is. I've heard that Spirit Ashes can help distract it, but are there any in particular you guys would recommend? I tried the jellyfish but it didn't last very long. (For reference, they're all only +1.)
A bit late, there's a few options depending on what you've done/are willing to do.

-Skeleton Malitiamen are great for diverting attention so long as there's no AOE. They get back up, they poke the boss to get its attention, better than the Bandit variation despite it coming later. You can find this in northeastern Limgrave from a Tibia Mariner.
-Fanged Imp ashes, if you picked it as a starting gift/bought them from the merchant near you at the Academy, can proc bleed and draw aggro from bosses using magic urns. They're great if you do bleed and/or want an evasive summon with decent damage potential for the cost.
-If you have 21 or more mind, there's the ashes of a boss far out to the east in Caelid behind an illusory wall. It's also just kinda found in the dungeon right before the boss instead of being a boss reward. You get a 'boss ash' because it makes up a low level boss or half/one third of a boss fight with its mechanics intact- the Crystalian. So long as it has a heal over time and isn't staggered it can turn into a blender and fight a decent amount on its own. (If you want it, please look up Sellia Hideaway- it's really hidden, you won't find it on your own I promise you.)
-If you eventually find yourself struggling in a mob area you can summon in, a new ash has swapped out what used to be a drop from the enemy version of the boss that dropped it. Banished Knight Engvall is an AOE summon that sweeps his weapon like the banished knights in Stormveil. Great for grouped enemies that stagger easy because of his wide sweeps, but for bosses there are better options. This one takes 20 mind though, so might not be the best option for physical builds. You can find these ashes in Murkwater Catacombs in the middle of Limgrave.
-If you're REALLY desperate for a distraction that MUST take a lot of punishment rather than deal damage AND are before Radahn, there's Putrid Corpse Ashes. I would recommend against using them personally as their tankyness comes from being so useless they're only really good as damage sponges due to their high health pool. They're also one of the summons that spawns far from you upon summon, so draw the boss to them. They cost only 40 FP though. so if you want a hardy distraction instead of an actual summon, get these guys. These ashes are in Caelid as well, from the boss in Gaol Cave.
-If you want a better form of Putrid Corpse (at least from my opinion) that deals damage and poisons, Land Squirter ashes are basically Putrid corpse ashes that trade some (but not all) tankyness for poison and area damage. They unfortunately also spawn far from you, sometimes outside of rooms or on rocks off flat ground, so again lead the boss to them. They cost health as well, meaning you might want to keep that in mind when summoning. Despite the description, they slightly move, so keep that in mind if you wanna heal them using warming stones or healing spells. You can find this in eastern Liurnia, not on land but rather in the lake surrounded by Land Squirts right next to the Artist's Shack.
-If all of that is too much (which is fair) then there's Marionette Soldier/Avionette ashes in the Academy, one in the graveyard area and the other just down the lift. They're fine, but in open spaces they'll just head in one direction- or at least he Marionette Soldiers do, haven't tested the Avionette ashes. Two bowmen to draw aggro or two scythe wielding, fire throwing, seizure having soldeirs. Either way they freak out when damaged, so it's probably based on personal preference/build which ones you'd use.

I know this is a lot, but being in the middle of a spirit support build, I kind of had to get used to spirit ashes and I wanted to write this without it being me sperging into the wind.
 
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Apparently the Giant Hunt ash is wicked good in pvp. You can psuedo confirm it off of a stab attack with a big lance or UGS and lower health/defence characters just melt.
 
Small patch:

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Semi-related I guess but has anyone else noticed that adjusting graphical settings appears to do nothing for frame rate? In my quest to get consistent 60 FPS I was playing on medium and low settings for a lot of things but was disheartened by the lack of any real improvement. Then I followed one of the guides online about the stuff they recommend turning on/off high/low and not only does the game look better but it plays just as fine and is arguably better in places. I have no idea what's going on behind the scenes with it.
 
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