Elden Ring

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>1 month passes
>Flaws such as endgame, unbalanced bosses and crap patches start creeping up
>People point it out and drop the "masterpiece" buzzword

As much as I like the game, you gotta admit, it feels like clockwork with every game release.
 
I gotta say, despite the flaws I have been playing this nearly nonstop and enjoyed it quite a bit, which is a lot more than what I can say about other releases. It would be insincere to call it a bad game or say it "the hype killed/ruined it", at one point I was expecting a cyberpunk tier disaster and I was glad to have been wrong.
For me it is a 9/10, maybe a 9.5/10.
 
Having one of your endings tied to a mandatory platforming section while having a talisman that claims to negate fall damage(and doesn't) is a real dick move.

Not only that but the floor falls out beneath you in the end and you then fall further than you did while trying to jump down that hole to begin with and yet somehow didn't die and break your knees.

That being said this is the most Kings Field that Dark Souls has ever been. People were right to bitch about the quest design though, NPCs like Gold Mask don't show up and you can easily miss them. Meanwhile Dung Eater hangs around the Round Table and he's the one where you really don't want to complete his quest.

Honestly though fall damage really shouldn't matter if you're already dead, even Xenoblade got rid of it for this very reason.
 
>1 month passes
>Flaws such as endgame, unbalanced bosses and crap patches start creeping up
>People point it out and drop the "masterpiece" buzzword

As much as I like the game, you gotta admit, it feels like clockwork with every game release.
I still think it's a fantastic game, my main problem is how broken PVP is at the moment.
I get that it's a hallmark of the series but I honestly think Souls games would be better off as solo experiences. There'd be less dumb arbitrary nerfs and balancing based solely off whining PVPers and less buggy since the overwhelming majority of bugs seem to be tied to multiplayer.
Things like Rivers of Blood and Bleed in general need nerfing not just because they're absolute cancer on PVP, they're hilariously busted on PVE as well, I tried RoB and Swarm of Flies on Malenia, she got wrecked her so hard it honestly felt cheap, it's pretty much the fabled gamejourno mode.
 
Having one of your endings tied to a mandatory platforming section while having a talisman that claims to negate fall damage(and doesn't) is a real dick move.

Not only that but the floor falls out beneath you in the end and you then fall further than you did while trying to jump down that hole to begin with and yet somehow didn't die and break your knees.

That being said this is the most Kings Field that Dark Souls has ever been. People were right to bitch about the quest design though, NPCs like Gold Mask don't show up and you can easily miss them. Meanwhile Dung Eater hangs around the Round Table and he's the one where you really don't want to complete his quest.

Honestly though fall damage really shouldn't matter if you're already dead, even Xenoblade got rid of it for this very reason.
If you read the text part of the talisman it says:

"A brooch depicting Lacrima, the long-tailed cat.

Renders the wearer immune to fall damage.
However, it cannot prevent falling to one's death.

Lacrima features in the fables of Raya Lucaria, in which she is
described as a faerie cat who was fond of playing in the great bell tower."

It only negates fall damage you can survive from in the first place, its kind of in the text. Granted its a crappy version compared to the Dark Souls 3 version, where that one would extend how far you could fall before dying but it would only lower the damage you took. This one doesn't even do that it just makes sure you take no damage from fall you can survive from...in 580+ hours I have yet to see a real use for this.
 
Having one of your endings tied to a mandatory platforming section while having a talisman that claims to negate fall damage(and doesn't) is a real dick move.

Not only that but the floor falls out beneath you in the end and you then fall further than you did while trying to jump down that hole to begin with and yet somehow didn't die and break your knees.

That being said this is the most Kings Field that Dark Souls has ever been. People were right to bitch about the quest design though, NPCs like Gold Mask don't show up and you can easily miss them. Meanwhile Dung Eater hangs around the Round Table and he's the one where you really don't want to complete his quest.

Honestly though fall damage really shouldn't matter if you're already dead, even Xenoblade got rid of it for this very reason.
The biggest problem is that fall damage feels arbitrary af in this game. Usually it was a set distance or you'd know from dungeon design there were kill planes, but not here.
 
The biggest problem is that fall damage feels arbitrary af in this game. Usually it was a set distance or you'd know from dungeon design there were kill planes, but not here.
Yeah I've come to that conclusion as well, because there were times where I double jumped down a steep hill to survive and made it, but took a much shorter fall while doing the same and it killed me.

I tried playing around with stuff and if you get so much as your heel grazing an edge, that can usually reset the height and fall distance. but it's in no ways a solid landing and greatly depends on the geometry of what you're trying to get down from.

Also a message popping up mid battle still negates any commands until you clear the window.

Fuck Ordina
Take out the archer to the left first. You really can't kill the thief who patrols the streets. But if you go from behind the building where the archers are and up the stairs a bit, the left archer should be to your right and you can shoot him twice which pushes him to the front of the building.

At the front of the building then go off to the side to get cover and finish sniping him and he should be dead. Then climb the ladder near by which brings you to the rooftops and equip a shield and then run across the roof to the statue point you need. With the shield you'll block any oncoming attacks from the remaining archer because he'll be off to the side. Once you activate the statue, you can shoot the second archer from there clearing out any annoyances from the stage.
 
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I still think it's a fantastic game, my main problem is how broken PVP is at the moment.

Things like Rivers of Blood and Bleed in general need nerfing not just because they're absolute cancer on PVP, they're hilariously busted on PVE as well, I tried RoB and Swarm of Flies on Malenia, she got wrecked her so hard it honestly felt cheap, it's pretty much the fabled gamejourno mode.
Maybe They should actually try to do something about the cheaters and exploits in multiplayer first
 
The biggest problem is that fall damage feels arbitrary af in this game. Usually it was a set distance or you'd know from dungeon design there were kill planes, but not here.
It is a set distance. There's a giant dissertation on fall damage in ER on youtube. https://www.youtube.com/watch?v=Fm-QA4rZPYk
TLDR: At 16 meters you start taking fall damage (min 30% of max HP, max 50%). At 20 meters a fall is lethal. In DS1 it was 5m-20m.
 
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Take out the archer to the left first. You really can't kill the thief who patrols the streets. But if you go from behind the building where the archers are and up the stairs a bit, the left archer should be to your right and you can shoot him twice which pushes him to the front of the building.

At the front of the building then go off to the side to get cover and finish sniping him and he should be dead. Then climb the ladder near by which brings you to the rooftops and equip a shield and then run across the roof to the statue point you need. With the shield you'll block any oncoming attacks from the remaining archer because he'll be off to the side. Once you activate the statue, you can shoot the second archer from there clearing out any annoyances from the stage.
Taking out the extraneous archers was worse than just shield running past, but your advice still helped. So I’ll change my original opinion.

Fuck Ordina, but seriously FUCK THE HALIGTREE REEEEE
How can a legacy dungeon be so cancer & kino at the same time??
 
The biggest problem is that fall damage feels arbitrary af in this game. Usually it was a set distance or you'd know from dungeon design there were kill planes, but not here.
Yeah I've come to that conclusion as well, because there were times where I double jumped down a steep hill to survive and made it, but took a much shorter fall while doing the same and it killed me.
Fall distance uses the exact same lethal range as past games. What's causing a ton of issues is that fall damage is now at 16m, just 4m below the kill limit. Since the fall damage is usually below 50%, it gives the impression that you could fall worse. There's also issues where jumping with torrent doesn't always reset the drop distance if you jump too soon after jumping.
 
I haven't touched ER since I ended my first playthrough. Only because I'm really, really unsure if I want to do all of it again for another build, even with the help of a Merchant mod. I'm kinda bummed that the max amount of players in one world got nerfed so hard, one of my fondest times in DS3 was the chaos outside Pontiff's.
Fall distance uses the exact same lethal range as past games. What's causing a ton of issues is that fall damage is now at 16m, just 4m below the kill limit. Since the fall damage is usually below 50%, it gives the impression that you could fall worse. There's also issues where jumping with torrent doesn't always reset the drop distance if you jump too soon after jumping.
This. I've never complained about the ring or fall distance because I knew how it worked but the way From does fall damage is just... fucked in terms intergrating a horse that can double jump into it. Those spirit springs weren't as revolutionary to the terrain as I thought it would be, either.
 
Honestly though fall damage really shouldn't matter if you're already dead, even Xenoblade got rid of it for this very reason.
The problem with fall damage is that it's difficult to gauge how dangerous a fall is until you've already gone splat a few times to get a vague idea. This is dumb because the solution to this problem already exists within the game: your stamina will drain upon taking a non-damaging fall. However, this only happens if you're in combat, as outside of combat you have infinite stamina and your stamina bar doesn't appear.

Just make falls always drain stamina and the problem is essentially solved. If the player sees that the stamina bar empties or nearly empties, then they that they were dangerously close to dying and should be wary of any higher drops.
 
Having one of your endings tied to a mandatory platforming section while having a talisman that claims to negate fall damage(and doesn't) is a real dick move.

Not only that but the floor falls out beneath you in the end and you then fall further than you did while trying to jump down that hole to begin with and yet somehow didn't die and break your knees.

That being said this is the most Kings Field that Dark Souls has ever been. People were right to bitch about the quest design though, NPCs like Gold Mask don't show up and you can easily miss them. Meanwhile Dung Eater hangs around the Round Table and he's the one where you really don't want to complete his quest.

Honestly though fall damage really shouldn't matter if you're already dead, even Xenoblade got rid of it for this very reason.
That fucking section drove me insane on both of my playthroughs, honestly fuck it. One time I made it to the bottom only to be killed by one of the merchants while trying to get him to break the tentsto get the item.
also let me tell you this, the cat ring is pointless in this game: falling up to 15 ft means you won't take damage, falling between 15 and 20 ft means you take damage, anything beyond 20 is an instant death, the ring makes it so you don't take damage when your fall is longer than 15ft but it won't save you from instant death (the description says this)

Fuck Ordina
I treated it as a stealth mission, used sleep arrows on the archers (from places the assassin couldn't reach me) or outright killed them with incantations/arrows. Didn't bother killing the assassin and THANK GOD IT WON'T CLIMB LADDERS.
Honestly, the consecrated snowfield is one of my least explored areas due to the enemies having bloated pools and dealing a ton of damage. I was looking around the town outskirts for an invasion and died so many times to the archers before I gave up and just rode past them:

Ok they can deal a lot of damage, fair
They have wolves who will stagger you if you try to engage in melee
and there are like three other of them who will spot you right away
AND have a lot of hp so killing them takes a while.

If they ever do a SOTFS type of update to the game I hope they rebalance enemies in late game areas, there's so much I missed there and in mountaintops simply because I didn't want to deal with enemies who take forever to kill and delete my hp bar in a few hits.
 
Heads up, there's a cave in the Northeast part of the Consecretaed Snowfields called Forlorn Cave. After the final boss and you teleport out, a giant octopus will Jumpscare you at the entrance.

I'm only saying this because there's a nonzero percent chance I may have shat myself.
Just have it chase you into battle with the magma Wyrm to your left
 
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