Elden Ring

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I'm still shocked there's nothing regarding DLC news. If I had to guess, FROM/Bamco had a wait and see approach for the game and the huge success took them off guard. We'll probably see DLC in another 6 months or a year later.
I'd expect them to say something around when E3 should have taken place, or at some other gaming event like TGS.
 
I'm good with waiting. Expectations are sky high and people will be very disappointed if they release another Ashes of Ariendal with two bosses and about an hour of gameplay for $20.
Ashes was... Not great. But it was still better than the 2nd DLC for DS2 Crown for the Old Iron King. The other 2 DLC's for DS 2 especially the 1st one Crown for the Sunken King were very good.

I'd expect them to say something around when E3 should have taken place, or at some other gaming event like TGS.

I still wouldn't expect the release of any DLC to happen until around September/October at the earliest. Maybe around Xmas to coincide an ultra edition of the game?
 
Ashes was... Not great. But it was still better than the 2nd DLC for DS2 Crown for the Old Iron King. The other 2 DLC's for DS 2 especially the 1st one Crown for the Sunken King were very good.
Last Crown DLC gets hate for me because of the reindeers. Really soured my opinion on that.

Personally speaking, I feel like Elden Ring can benefit without DLC. Sekiro did it and so did Demons' Souls. ER is good as it is already without it.
 
Ashes was... Not great. But it was still better than the 2nd DLC for DS2 Crown for the Old Iron King. The other 2 DLC's for DS 2 especially the 1st one Crown for the Sunken King were very good.
I didn't like any of the DLCs for Dark Souls 2 outside of 3 bosss fights. Sunken king didn't have any memorable fights for me, Iron king has some of the worst enemies and enemy placement, and Ivory king had horse fuck valley and an invisible trial and error boss. The positives were Fume Knight, Sir Alonne (although getting to him sucked dicks), and Ivory king. Those 3 fights felt great mechanically, and despite getting curb stombed by all of them, it was designed well enough that it felt like it was my fault I denied, not Dark Souls 2 jank killing me.
Personally speaking, I feel like Elden Ring can benefit without DLC. Sekiro did it and so did Demons' Souls. ER is good as it is already without it.
There's some lore points they could expand on with DLC that'd be interesting the see (pre-shattering world, anything about the elder gods, etc), and more spells/incantations is always nice.
 
Last Crown DLC gets hate for me because of the reindeers. Really soured my opinion on that.

Personally speaking, I feel like Elden Ring can benefit without DLC. Sekiro did it and so did Demons' Souls. ER is good as it is already without it.
Yeah, that whole optional boss area for Last Crown sucked. It's funny, that whole area would have been okay had they just put a bonfire close to the boss door. That's all they had to do and there was a golden place to put one right at some castle ruins. But nooooo. Fight endless reindeer/horse bastards, just bash your head against the wall, until you either keep dying and eventually have killed them enough times that they stop spawning or you just memorize the most direct route and just run to the boss door.

Terrible area that just sours the whole DLC with the only upside is that it's optional.

I didn't like any of the DLCs for Dark Souls 2 outside of 3 bosss fights. Sunken king didn't have any memorable fights for me, Iron king has some of the worst enemies and enemy placement, and Ivory king had horse fuck valley and an invisible trial and error boss. The positives were Fume Knight, Sir Alonne (although getting to him sucked dicks), and Ivory king. Those 3 fights felt great mechanically, and despite getting curb stombed by all of them, it was designed well enough that it felt like it was my fault I denied, not Dark Souls 2 jank killing me.

There's some lore points they could expand on with DLC that'd be interesting the see (pre-shattering world, anything about the elder gods, etc), and more spells/incantations is always nice.

Totally disagree. The Sunken King has fantastic atmosphere and the environment is outstanding. Okay, you can criticize it and say "Well, you know, you just fight the same bosses." But they mix it up with the trio, Kalameet plays a little differently, and the end boss is an actual threat in this DLC.

The 2nd one just sucked. It was plodding, annoying, and the only highlight being one great boss fight that's a variation of the Artorias fight. Plus the optional co-op boss is just the Smelter Demon again. Lame.

The 3rd DLC is great aside from the optional boss fight largely because of the lead up to it. Even then, the King's Pets are not a pushover.
 
Vigor:Strength at 3:1 isn't necessarily great. Early on you'll have more hp than you can easily heal, and you'll be attacking slowly.
Fortunately, it's very easy to respec once you beat the major dungeon in the middle of the second area. It does require a resource that doesn't replenish, but you get about ten to fifteen of them over the course of the game.

Note: Possibly disregard softcaps, may be wrong or nonexistent.

To give the super quick explanation on each stat:
Vigor: Increases HP
Mind: Increases FP (think Mana), most important softcap at 50/57/60
Endurance: Increases Stamina and Equipment Load. being under 30% gives you fast dodge rolls, under 70% give you medium rolls, under 100% gives you fatrolls. If you're going above 70%, you might as well go for 99.9%. Most important softcaps at 50 for stamina and 60 for Equip.

Generally speaking, people will pick two of the next five stats to level, and only raise others to the minimum of wielding weapons effectively. Every weapon's stats will have somewhere how well they scale with these stats - E is the worst, S is the best, and a dash means it doesn't scale. You can use ashes of war to change the scaling.

Strength: Increases damage, scales better with heavier and more straightforward weapons like hammers, big swords, etc. Also works well with Fire scaling, and increases Physical defence.
Dex: Increases damage, scales better with faster, lighter and more fancy weapons like Flails, katanas, daggers etc. Also works well with Lightning scaling. Has a bunch of small fringe benefits, like improving cast speed slightly.
Intelligence: Unlocks Sorceries and weapons associated with sorcerous magic, and is the primary scaling stat for them. Sorcery and int-scaling weapons have primarily magic damage and frost damage, as well as a little bit of fire damage through their magma spells.
Faith: Unlocks Incantations and weapons associated with holy/shamanistic magic, and is the primary scaling stat for them. Incantations and Faith-scaling weapons have primarily Holy and fire, as well as a bit of lightning damage, and also has a lot of healing and defensive spells.
Arcane: Increases item discovery rate. Also scales with weapons associated with Bleed and Poison, and a subset of Incantations. things that scale with arcane are rare but tend to scale very well.
And a lot of strength builds will probably like to put a few points into faith later on to get some buffs like dragonbolt, flame grant me strength, or barrier of gold, especially for pvp or make you more readily able to trade hits with faster things and come out ahead.
 
Well for DLC there is that Bay area thats surrounded by Divine Towers north of Caelid/South of the Capital, seems a little more than coincidence.
 
If we do get DLC, I really hope we get a big dungeon or 2 instead of a consecrated snowfield. The biggest gripe is just how much fat they could've trimmed from the final game. The imp dungeons added virtually nothing except for the few of them with story relevance. Definitely GOTY material but has way too much bloat.
 
So many dual katanas, moonveil, or rivers of blood in invasions. If more players actually bothered to level health I’d be screwed.
 
Man I just hope they expand on the different types of magic. I understand using 'classes' of magic isn't really a thing the developers expect you to do, but it still feels weird to have staves/seals boost all of 6, 5, or even 3 spells, some of which can't even be boosted by staff/seal bonuses. Even if it's just a good Crystalian spell I'd be happy. Magic sperging aside, I'd hope Ashes of War get expanded on, namely having repulsion from the Onyx Lord Greatsword, Blackflame Monk weapon buff, more occult ashes (there's like two, one fists only with the other in Snowfields), and maybe a good poison Ash of War (Or buff that Moth Flight one). Hell, I'd kill for a raw affinity- with scaling being as harsh as it is I think it would fit this game nicely, at least after Stormveil Castle.

Also as a person that loved pyromancy in DS2, Iron King DLC is great fight me. Not the best, but with the weapons it came with it's above fucking Ariandel at the very least.
 
If we do get DLC, I really hope we get a big dungeon or 2 instead of a consecrated snowfield. The biggest gripe is just how much fat they could've trimmed from the final game. The imp dungeons added virtually nothing except for the few of them with story relevance. Definitely GOTY material but has way too much bloat.
If I had to describe this game, it's basically the Fromsoft moment-to-moment gameplay put into the open world... with all the associated costs and requirements. Items and locations and mechanics are repeated and spread thin, but that's true of any open world.

My guess on DLC is that they're going to include a smaller-sized general area, and a larger-sized Legacy Dungeon, each.
 
Playing a 2nd character but have slowly returned to old habits once I got the Ghiza Wheel. Playing Radahn now is almost a night and day difference and I agree with the boss nerf. The main problem is that there's a massive visual overload going on: there's limbs everywhere (seemingly), it's a giant thing so the camera is going to be close and you can't clearly see everything to react to it, then you have visual effects and magic shit. It's just too much. But I beat him on my 3rd try with the Ghiza Wheel +5.

You know what I miss? The Bonfire Ascetic from Dark Souls 2 that allowed you to revive bosses and play them again. I don't know why they removed that shit except maybe to prevent farming but still. It was fun and it meant you didn't have to go through NG+ and spend x number of hours to get back to the boss. Sometimes you just want to fight a specific boss again and try different shit. It's called having fun.
 
I'm good with waiting. Expectations are sky high and people will be very disappointed if they release another Ashes of Ariendal with two bosses and about an hour of gameplay for $20.
people were mad at AoA?
I kinda get it given that there was only one good boss and the snowfield part sucked ass but the bird village and friede fight were sick
Man I just hope they expand on the different types of magic. I understand using 'classes' of magic isn't really a thing the developers expect you to do, but it still feels weird to have staves/seals boost all of 6, 5, or even 3 spells, some of which can't even be boosted by staff/seal bonuses. Even if it's just a good Crystalian spell I'd be happy. Magic sperging aside, I'd hope Ashes of War get expanded on, namely having repulsion from the Onyx Lord Greatsword, Blackflame Monk weapon buff, more occult ashes (there's like two, one fists only with the other in Snowfields), and maybe a good poison Ash of War (Or buff that Moth Flight one). Hell, I'd kill for a raw affinity- with scaling being as harsh as it is I think it would fit this game nicely, at least after Stormveil Castle.

Also as a person that loved pyromancy in DS2, Iron King DLC is great fight me. Not the best, but with the weapons it came with it's above fucking Ariandel at the very least.
its still kind of weird to me that they bothered making an entire "beastial" category of incantations when only 3 of them are good - and one of those is just a healing spell not even buffed by the beastial seal. I'm just now doing a Claymore + Beastial incantations, rock fling compliments slower weapons really well but Im kind of disappointed by the boulder throw. seems like itd be ok in pvp I guess but so far in pve its too high risk for not that much damage
 
Finished my second playthrough and I enjoyed it but don't think I will be making a third character anytime soon to get the last ending I need (and am hesitant to send either to NG+)
Speaking of characters, which build would you say has better support weapon wise, Str/Int or Str/Fth?
people were mad at AoA?
I kinda get it given that there was only one good boss and the snowfield part sucked ass but the bird village and friede fight were sick

its still kind of weird to me that they bothered making an entire "beastial" category of incantations when only 3 of them are good - and one of those is just a healing spell not even buffed by the beastial seal. I'm just now doing a Claymore + Beastial incantations, rock fling compliments slower weapons really well but Im kind of disappointed by the boulder throw. seems like itd be ok in pvp I guess but so far in pve its too high risk for not that much damage
If you mean gurranq's stone then I don't know what to tell you, I was running a faith build and that thing was melting enemies, very useful since it was an incantation that dealt strike damage.
 
Finished my second playthrough and I enjoyed it but don't think I will be making a third character anytime soon to get the last ending I need (and am hesitant to send either to NG+)
Speaking of characters, which build would you say has better support weapon wise, Str/Int or Str/Fth?

If you mean gurranq's stone then I don't know what to tell you, I was running a faith build and that thing was melting enemies, very useful since it was an incantation that dealt strike damage.
I think Str/Fth has better incantations
I might be wrong
 
Finished my second playthrough and I enjoyed it but don't think I will be making a third character anytime soon to get the last ending I need (and am hesitant to send either to NG+)
Speaking of characters, which build would you say has better support weapon wise, Str/Int or Str/Fth?

If you mean gurranq's stone then I don't know what to tell you, I was running a faith build and that thing was melting enemies, very useful since it was an incantation that dealt strike damage.
I would say STR/FAITH has the better weapon choices for Faith builds. You get the Red-Hot Whetstone and you can add Fire (STR) or Flame (Faith) to any weapon you can and most of the Somber weapons are Great swords for Faith builds.
 
So many dual katanas, moonveil, or rivers of blood in invasions. If more players actually bothered to level health I’d be screwed.
When I see RoB or MV now I just play so passive that it's obnoxious.
Offhand Xbow them to hell and back.
Raptor and bloodhound spam runs them out of FP pretty easily.
Nub players not leveling vigor is why I've pretty much given up on randomly helping with bosses.
Hell I've even had hosts at Margit 2.0 and fire giant with basr vigor.
I've had some fun though with people unfamiliar with From Soft games actually taking advice.
 
Finished my second playthrough and I enjoyed it but don't think I will be making a third character anytime soon to get the last ending I need (and am hesitant to send either to NG+)
Speaking of characters, which build would you say has better support weapon wise, Str/Int or Str/Fth?

If you mean gurranq's stone then I don't know what to tell you, I was running a faith build and that thing was melting enemies, very useful since it was an incantation that dealt strike damage.
There's more inherit benefits to a str/fth build as far as I can tell.

-Better split damage assuming no int/fai shenanigans (your choice of pure phys, holy, flame, lightning, rot, bleed, MAGIC AND FROST (see point 5) vs. phys, magic, frost (sometimes), lightning but worse, see point 4)
-Buffs to improve physical damage, fire damage, bleed, poison, and more than just simple weapon buffs- damage buffs (Flame Grant Me Strength, Golden Vow), heals over time, huge one element resistance incants. Certain buffs are on weapons' AoW so you don't need the slot for them.
-You can get a mainstay fth/str scaling weapon faster (Tree Sentinel Halberd/infusing a greatsword with Sacred Blade vs. Infusing a greatsword with Gravitas, Meteoric Ore Blade, or Clayman's Harpoon)
-Even if lightning doesn't scale with faith, your lightning incants can and so there's less pain when wearing Lightning Scorpion talisman. This is pretty much only applied to one weapon I've seen normal strength builds use- Great Dragonclaw.
-Potential access to dragon incantations, and thus Glintstone Breath/Smarag's Glintstone Breath, Rot Breath/Ekzykes' Decay and Frost Breath/Borealis's Mist vs Glintstone Icecrag/Freezing Mist, making the frost/magic damage advantage point moot in some cases. Similarly, there's also potential access to blood incantations, leading to bleed damage in your arsenal, although both of these benefits require investment into Arcane
-Night Maiden's is fine on specific low health enemies such as Crystalians, but hard to use as some are too fast to stay in the mist and isn't an Ash of War on any weapon. Godslayer DoT is basically the same except not in an area and has upfront damage, as well as a str/fth weapon with said DoT on an AoW: Godslayer Sword. (Less of a point btw as Crystalians are easily dealt with via a hammer/greathammer but I'd figure I'd add it to be sure.)
-Does not require Ranni's questline to be done for several weapons in the build.

Compared to str/int:
-Ashes of War available quite early (3 from Rogier, Gravitas off the Coastal Ruins)
-More consistent damage as there's not too much variety, only need Magic Scorpion talisman (except Stone Sling and maybe other gravity sorceries, unless you put in enough faith for Gelmir sorceries, then there's fire I guess)
-More consistent spells, Glintstone projectiles are very similar vs. Lightning Spear vs Fireball vs Flame of Frenzy
-Lots of big magic damage weapons to choose from with AoW aplenty, as well as a better infusable weapon than str/fth only having Erdsteel Dagger as an option. They're honestly even and it's personal preference for AoW but int has less body buffs and is more set and forget, meaning you can just use the weapons you want instead of swapping between multiple sets- also potentially saving in reinforcement costs. Gravitas/Alabaster Pull to suck in and damage enemies, Onyx Repulse if you want them to fuck off, Waves of Darkness (which could only be applied to Colossal Weapons iirc), Death's Poker cheese if you want to breeze by the early game, Starcaller Cry as a sidegrade to Alabaster Pull (due to speed) on dual greatswords, Troll Knight Sword's Troll Roar far earlier than the ash in Mountaintops, Wave of Destruction on a primarily strength Colossal Sword, Dark Moon Greatsword self buff with heavy attack projectiles that cost no FP beyond the initial buff that increases damage and frost build up as well, Wolf's Assault on a frost greatsword if you don't like Dark Moon Greatsword, and most importantly Clayman's Harpoon has innate int scaling/magic damage but can be infused heavy, magic or frost. Once you have the whetblades, you can make it anything with regards to your strengths.
-Rain of Stars can take care of annoying fast enemies, or Night Comet so they don't dodge (and again, if you do str/int/fai for some reason, there's Rancorcall I guess but you'd probably stick to two stats.)
-Better spells either are only int, or they're built for int/fai and shouldn't be considered in this kind of build, potentially saving stat points for more vigor/endurance/mind.
-Greatblade Phalanx deals massive posture damage, helps double down on one advantage of a strength build.

TL;DR str/int weapons are likely more fun as there's greater variety of unique weapons to swap between with little to no penalty as well as a better innate str/int weapon to infuse with Ashes of War. Str/int also has Rain of Stars should a boss prove too fast for the heavier weapons a strength build typically uses, as well as more unique weapons to dual wield including a weapon that dual wields when two handed. On the other hand faith buffs, damage variety, rot/frost incantations, better arcane spells, and somewhat easier starting weapons to get the ball rolling, str/fth has too many advantages for me so long as you get the weapons/spells to take advantage of the many damage types.

Sorry if this was messier than usual, but I'm working mostly off of speculation and my experience as a int/fth hybrid and pure int/pure fth playthrough. Hope it helped a little at least.
 
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