Elden Ring

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Man. Dungeon diving really starts sucking the fun out of this game, after a while. Or maybe I'm just getting a bit burnt out after playing for hours every day for the past three weeks.
 
Man. Dungeon diving really starts sucking the fun out of this game, after a while. Or maybe I'm just getting a bit burnt out after playing for hours every day for the past three weeks.
They feel like left over Bloodborne chalice assets. There's a couple with really neat gimmicks, but by and large they're interchangeable.
 
They feel like left over Bloodborne chalice assets. There's a couple with really neat gimmicks, but by and large they're interchangeable.
I nearly smashed my controller when I came across another gargoyle cat with a cape in one and it hit like a fucking semi and FINALLY I managed to kill it only to find another fucking one down the hall and they respawned on death. Beyond retarded and I was way over levelled too.

This moment was only rivalled by discovering the dual-crucible knight boss fight after dealing with the always fun chariot boogaloo.
 
I've been playing since release and crunching the numbers I average 30 minutes per day and one level per hour. At first I played longer sessions, 2-3 hours, then there was a long break and now I'm down to ~45 actual minutes every other day. Playing this way have made the game much more enjoyable for me.

Depending on the location 45 minutes opens up roughly two or three new sites of grace. In the beginning I was shocked how there were sites of grace absolutely everywhere, but I get it now.
A catacomb is roughly 45 minutes, a mine is roughly 45 minutes, a cave is roughly 45 minutes - up until the fog door that is but messages on the ground often gives an indication of what to expect on the other side. Wait until tomorrow or give it a go right now("didn't expect easy foe").
Legacy dungeons are split into segments/areas, roughly 45 minutes each and so on. Sweeping a previously visited area in the overworld is a 45 minute task.

So far there's no burnout on my part, the downside is that I sometimes feel very lost and aimless* when I'm done with something. What's next might have been apparent three in-game hours ago but that translates to 6-7 days in the real world.

*wandering around the overworld isn't that great most of the time, it feels a bit Ubi. As an example, when getting into Lenne's Rise I hoped for something interesting, creative or peculiar, but no. There was a spell I think, useless to me, and one of those face-balls, that's it. Beat the face ball, did not get anything. It's often like that.
 
This moment was only rivalled by discovering the dual-crucible knight boss fight after dealing with the always fun chariot boogaloo.
Depending on how recently you did the fight, the devs have nerfed it. Both AI are less aggressive when the other is attacking or off screen. They also made both hit a bit less hard. Still not a fun fight though.
 
They feel like left over Bloodborne chalice assets. There's a couple with really neat gimmicks, but by and large they're interchangeable.
I unironically enjoy the chalice dungeons more, because although they're by and large boring and repetitive, they're prettymuch entirely optional and bloodborne's combat system carries them a ways. I think the Beast Claw is the only item you can only get through them.

Elden Ring suffers a lot from "is this one going to be worth it?" when you're on that fresh playthrough after the first twenty of the goddamn things, its combat isn't really as fluid or dynamic as Bloodborne's, and on repeat playthrough you skip like 90% of the dungeons. I feel like, outside of the mirrored dungeons and the one with ghosts fighting, there were also just... not a lot of variety, at all, in the basic dungeons. By contrast, I do like the hero graves quite a bit.
 
Man. Dungeon diving really starts sucking the fun out of this game, after a while. Or maybe I'm just getting a bit burnt out after playing for hours every day for the past three weeks.
it's absolutely the burnt out because we play with a fomo mindset.

I've replayed the game, this time coop with a friend. We skipped most of the mini dungeons and just go for bosses, and it has been a blast. We don't have the best gears and all, but are also not frustrated in opening a dungeon chest only to find it's arteria leaf.

There's a ton of quests that you can skip in ER, and i like that. And we've been playing approximately 3x a week 3 hours each time.
 
I finally had a good chunk of free time so I finished this game.

There are so many beautiful and interesting things to see, but damn there is almost too much to discover! I know people criticize Mountaintop of the Giants and the Consecrated Snowfield for not having a lot of content, but by the time I got to those places I was wanting to end the game so this didn't bother me too much.

Malenia is by far the hardest boss I've ever fought in I don't know how long. Even when I first attempted her last week, just fighting her noticeably improved my skill because I stomped the shit out of the Bell-Bearing Hunters in Altus Plateau and Caelid afterward when I was cooling down.

I finally defeat her this weekend and all the other bosses from Giant afterward (including Mogh from Mogwyhn Palace) fell like dominoes. Seriously, fighting Malenia improves your game tremendously.

Overall, it's a fantastic game. I'm thinking of rolling a STR/FTH character now and going for the Frenzied Flame ending.

I'm also trying to finish Dark Souls 2 for the first time but it's so slow I'm worried that I've been spoiled by Elden Ring's gameplay.
 
Beat Elden Ring! Just buffing up with holy resistance for Radagon/Elden Beast was enough and I got Godfrey down in one try after bumping up some levels and raising mimic tear to +10. Age of Stars ending because Ranni is a beautiful character I wanted to see again..very intergalatic vibe. Delayed a NG+ to make more attempts at Malenia which I've gotten down to bottom 50% of her second form but she gets me every time. I tried before Elden Beast and couldn't do it but now I'm rocking the shining Greatsword and she can't handle this smoke...until she becomes the Rot Goddess lmfao.

I'm probably going to do a new game in general because the whole 'start OP' vibe of a NG+ isn't the vibe I'm looking for with a Sorcery start. I'd even say I should do an all new incantation start because my game slowly became 'melee with Incant support'. Still got a mostly melee and a bow user run to play as well. Game feels really solid and actually takes me away from real world with the story and atmosphere.
 
Everyone should try dual wielding flails at some point. Hurrhurr, chain go spinny. Had a couple invaders genuinely confused why they couldn't parry or block my attacks, haha.

Rivers of Blood is still too fucking common though. I think maybe three people I've seen in PVP are using something else.
Try flail heavy attacks with barbaric roar.
It's pretty solid.
Wild Strikes + resins = pretty easy PVE.

The whole RoB thing is the reason I pretty much put the game on the shelf for the time being.
PvP 90% of the time = dodging RoB or MV until they're out of FP + Stars of Ruin spam from max level summons.
Or jump attack spam.
Gets boring pretty quickly.
On top of that I've ran across a lot of Brazilians as of late.
If you've PvPed any From Soft game for more than 2 days you know about Brazilian latency.
 
Just did the Mt Gelmier grave. Can't remember why I was there in the first place but I kept running through it, dying of chariot for while. At this point the actual boss just wasn't a bother(lvl 90 or so). Got the thing, went back to beast master, fed him the thing, feeling good about myself I took on the gargoyle outside. Got him down to 30% on my first try. Feeling pretty good. Second try he smashed me, third try he pretty much two-shotted me. Fourth try I don't know what happened. Fifth try... He's toast.

Problem is that a guy like that jumps around too much and breaks line of sight, so if you're shielding, rolling or steppin' it's unclear where to go and when, the camera is suddenly glued to the plum of your helmet and the enemy/boss is gone. That's my main complaint with Elden Ring really. It's not Ninja Gaiden but a wider shot would be appreciated.
 
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How often do you (you personally) use skills in fights? Up until now, I've really only been using regular attacks, jump attacks, and (less frequently) charged attacks. I just got my hands on the Moonveil, though, so I started thinking about it. I don't know if things are different in pvp, so I'm talking pve only.
 
How often do you (you personally) use skills in fights? Up until now, I've really only been using regular attacks, jump attacks, and (less frequently) charged attacks. I just got my hands on the Moonveil, though, so I started thinking about it. I don't know if things are different in pvp, so I'm talking pve only.

On my faith dex run i had this rapier Frozen Needle and its heavy attack would be to shoot an icicle and i kited most enemies with that thing lol. Certain spells all the time...weapons it just depends.
 
How often do you (you personally) use skills in fights? Up until now, I've really only been using regular attacks, jump attacks, and (less frequently) charged attacks. I just got my hands on the Moonveil, though, so I started thinking about it. I don't know if things are different in pvp, so I'm talking pve only.
The Glintstone Pebble Ash of War coupled with a Thrusting heavy attack weapon is nasty. Use the Skill then hit R2 and you get a nice long range thrust attack, even if they dodge the Pebble.

Edit: also not sure if its been adjusted but the Stagger on the Glintstone Pebble Skill was pretty high, but haven't played the game since April so not sure if it got patched.
 
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How often do you (you personally) use skills in fights? Up until now, I've really only been using regular attacks, jump attacks, and (less frequently) charged attacks. I just got my hands on the Moonveil, though, so I started thinking about it. I don't know if things are different in pvp, so I'm talking pve only.
Quite often. Early on it was all about quickstep which I found much more responsive than rolling. Now I use bloodhound's finesse quite a bit. I'm not sure if there's any iframes tied to it, it feels that way but it is a flippy move so maybe it just avoids some attacks by being up in the air or something.

It's great against clumps of enemies, especially the mudmen in the underground because it staggers them immediately AND it's a 360 attack. Gather as many as possible and clump them up, jump in, finesse and all of them are staggered allowing you to get in a couple of free shots. The sword (Bloodhound's Fang) have sweeping cuts and is decently long so three or four of them will get hit by each normal attack during that time - if they are grouped together. When they wake up(if they have time to) I just finesse them again. If things are going out of control it is also a decent move for securing an escape. It really trivializes them.

Finesse is also good against groups of those little pokey tar piles that can be found here and there. Same strategy, pull them all together and finesse. They won't stagger and they're not really dangerous, but they have high damage reduction and are really susceptible to bleed so dealing with as many as possible at once saves a lot of time.

The reason I stared using Bloodhound's Fang was that I saw it in my inventory when looking for a stronger weapon to cut those big flower things, it had a low strength requirement(18 I think?) so I could just two-hand it for the next two levels. At that point I was pretty used to it so it became my main and I sunk all the somber stones I had into it. The mudmen strategy I discovered by panic-pressing the wrong button when surrounded. It also feels like it can hit several zones on a boss at once, very nice if true.


I still keep the flail with added QS around to bonk the tiny gargoyles, quick step against them is really good and makes it easy. After my first encounter with them in the catacomb near the starting area I have never had a problem with them. It's also a decent weapon in tight spaces.

Can't think of a time where I really used charged attacks other than when on horseback or to humiliate weaker enemies out of boredom.

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I cleared out a camp in the Alteus Plateu, somewhere along the winding mountain path after Volcano Manor(north-western area of the manor). Since there were no enemies around anymore I took the time to fulfill my tobacco needs. After two-three minutes of just standing there with the controller down a giant blue-ish(ghost?) enemy rose up from the empty camp and stomped towards me. Never seen that type before, it looked like someone had built a skinny troll or golem out of planks(edit: it looked like Mokujin from Tekken!). Dropped a Larval Tear. Anyone else seen that one?
I'm looking at the fextralife wiki and map now and there's no mention of larval tears in that area or areas surrounding it and certainly nothing dropped by an enemy like that.
 
So I'm a little confused by the Dung Eater's curse. I understand it prevents ressurection, but does this mean the spirit is stuck in limbo and being tormented indefinitely?

I didn't let his seed beds go to waste; jammed them up his arse and then forced fed him Seluvis' potion, but I'm still unclear on the exact details.
 
Quite often. Early on it was all about quickstep which I found much more responsive than rolling. Now I use bloodhound's finesse quite a bit. I'm not sure if there's any iframes tied to it, it feels that way but it is a flippy move so maybe it just avoids some attacks by being up in the air or something.

It's great against clumps of enemies, especially the mudmen in the underground because it staggers them immediately AND it's a 360 attack. Gather as many as possible and clump them up, jump in, finesse and all of them are staggered allowing you to get in a couple of free shots. The sword (Bloodhound's Fang) have sweeping cuts and is decently long so three or four of them will get hit by each normal attack during that time - if they are grouped together. When they wake up(if they have time to) I just finesse them again. If things are going out of control it is also a decent move for securing an escape. It really trivializes them.

Finesse is also good against groups of those little pokey tar piles that can be found here and there. Same strategy, pull them all together and finesse. They won't stagger and they're not really dangerous, but they have high damage reduction and are really susceptible to bleed so dealing with as many as possible at once saves a lot of time.

The reason I stared using Bloodhound's Fang was that I saw it in my inventory when looking for a stronger weapon to cut those big flower things, it had a low strength requirement(18 I think?) so I could just two-hand it for the next two levels. At that point I was pretty used to it so it became my main and I sunk all the somber stones I had into it. The mudmen strategy I discovered by panic-pressing the wrong button when surrounded. It also feels like it can hit several zones on a boss at once, very nice if true.


I still keep the flail with added QS around to bonk the tiny gargoyles, quick step against them is really good and makes it easy. After my first encounter with them in the catacomb near the starting area I have never had a problem with them. It's also a decent weapon in tight spaces.

Can't think of a time where I really used charged attacks other than when on horseback or to humiliate weaker enemies out of boredom.

---

I cleared out a camp in the Alteus Plateu, somewhere along the winding mountain path after Volcano Manor(north-western area of the manor). Since there were no enemies around anymore I took the time to fulfill my tobacco needs. After two-three minutes of just standing there with the controller down a giant blue-ish(ghost?) enemy rose up from the empty camp and stomped towards me. Never seen that type before, it looked like someone had built a skinny troll or golem out of planks(edit: it looked like Mokujin from Tekken!). Dropped a Larval Tear. Anyone else seen that one?
I'm looking at the fextralife wiki and map now and there's no mention of larval tears in that area or areas surrounding it and certainly nothing dropped by an enemy like that.
Bloodhound fang is amazing. Not only the weapon art, but can be buffed with grease and incantations. If you didn’t know already, you can follow up the weapon art backflip with a single heavy attack, which launches you forward with a bloodhound step dash (with iframes), and a vertical slash. Absolutely melts enemies. Your initial attack triggers a counterattack, which you immediately dodge through and punish.
 
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