Damned Registrations
Furry Weeaboo Nazi Nihilist
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Scub, real men beat the game without rolling OR using a shield. Walking only. At SL1. With fists. And calamity ring.
Scub, real men beat the game without rolling OR using a shield. Walking only. At SL1. With fists. And calamity ring.
Scub, real men beat the game without rolling OR using a shield. Walking only. At SL1. With fists. And calamity ring.
The funny thing is this is actually true.
The main goal of this senseless run that Im doing is see how viable is a "tank build" in this game in PvE. And it is, mostly. Without considering that tanks can fatroll when necessary, with is fault of my retardation.
For that you have to learn bosses movesets perfectly.Scub, real men beat the game without rolling OR using a shield. Walking only. At SL1. With fists. And calamity ring.
Scub, real men beat the game without rolling OR using a shield. Walking only. At SL1. With fists. And calamity ring.
Watching no-roll-no-damage boss kills helped me git gud a bit, though. In them, player is super-defensive, only attacking after certain patterns in enemy attacks. It helped me to get past Abyss Watchers (second time) and hopefully will help with Dragonslayer Armor too... A.W. is vulnerable after dash - jump - jump move, Armor after shield dash.
Watching no-roll-no-damage boss kills helped me git gud a bit, though. In them, player is super-defensive, only attacking after certain patterns in enemy attacks. It helped me to get past Abyss Watchers (second time) and hopefully will help with Dragonslayer Armor too... A.W. is vulnerable after dash - jump - jump move, Armor after shield dash.
Watching no-roll-no-damage boss kills helped me git gud a bit, though. In them, player is super-defensive, only attacking after certain patterns in enemy attacks. It helped me to get past Abyss Watchers (second time) and hopefully will help with Dragonslayer Armor too... A.W. is vulnerable after dash - jump - jump move, Armor after shield dash.
Enemies are always vulnerable after certain attacks or combos, the most safe thing you can do to beat them is wait for punish their mistakes while you avoid their attacks, using a shield or simply by rolling.
Abysswatchers are easy to me. Wait the opportunity and then punish because their tend to stagger, they're almost as NPC enemies. Dragonslayer armor is about punishing that three hits combo that finish in a vertical attack on the ground mainly.
This game benefits more an active playstyle than a passive one (Rolling cost a very small amount of stamina as an example), but this method is effective as always in every Muhzaki game. DS2 included. I can confirm it after defeating almost every enemy and boss without rolling in a easy way (Except Soul of cinder and Nameless king).
The entire game is a roll-fest.
The entire game is a roll-fest.
There are only few bosses where rolling is important. If you looked at images I posted carefully you'd see I didn't rolled too much.
(I used keyboard only anyway, perhaps gamepad is better for rolling and parrying.)
There are only few bosses where rolling is important.
There are only few bosses where rolling is important.
There are only few bosses where rolling is important.
HODOR! HODOR! HODOR!
I play keyboard only. Why would I use mouse?
And if DS3 would be roll fest, I wouldn't be able to finish it.
It's less about positioning than DS, but still it's about quick decisions and doing stuff right.
Or you learn boss patterns and can finish it even without quick decisions and correctly reacting on stuff you don't know boss would do.
I was thinking about what minimal Dark Souls game would be, so here is an idea of one-button Dark Souls.
You have one button - Attack. Attack takes some time (~1sec), during which you are vulnerable. If during this time enemy does not attack too, you score and enemy loses HP. If he DOES attack, then your attack is interrupted, and YOU are damaged. If you are attacked when not attacking yourself, you automatically block, receiving no damage.
Enemy attacks in pattern - same one each time, or he can have several patterns that he uses back-to-back, choosing randomly. Patterns can be generated procedurally.
Gameplay is basically learning the patterns and finding openings in them.
Graphics can be very simple, or there can be no graphics at all - it can be all done with just sounds.
All this considering that rolling is a key feature of this series
I'm not sure why From seems to go for the rolling thing so much. They should just do Bloodborne when they want dodging goodness, and leave the Souls series to proper knight combat.
All this considering that rolling is a key feature of this series
If it's a key feature, why is there fat rolling?
When I started playing Dark Souls, rolling seemed like something strange that only a few nerds would do, and I focused on what seemed sensible: a strong shield and solid foot-work. Real-world knights don't roll!!
That worked pretty well for me in Dark Souls II. Not so much in Dark Souls 1, because you can't actually do fast foot-work if you have heavy burden in that game. That was changed in DS2. Still, I got pretty far in that fashion, only having to roll in Ornstein & Smough (haven't tried the last couple of bosses).
DS3 though is pretty hard for a no-roller, even though it allows fast foot-work. I won't say it's impossible, I'll just say that I couldn't do it with my rather mediocre character build. Had to roll to beat it.
I'm not sure why From seems to go for the rolling thing so much. They should just do Bloodborne when they want dodging goodness, and leave the Souls series to proper knight combat.
If it isn't a key feature, why the game allows you to roll with a heavy armor in first place?
Why stats that lower the character equipment allowing to move faster and mid rolling with heavy armor exists? Why items like Havel's ring exists?
I remember that the first time I played Demon's souls, I started with the knight class. The one with the armor from the cover art of the game. And then I rolled very little because it was slow and I felt that it was useless. Then I discovered that by changing the character armor and clothing the character moved faster and rolled more quickly. Then I started to know how the game actually worked. I even learned how to use the fat roll. I started to know that rolling was more useful for punishing your enemies and I had more fun than with static shield and armored combat.
There's two reasons because From decided to make the combat more fast paced and aggresive in Bloodborne and in Dark sword 3. One and mainly, because they want to decrease the static and defensive playstyle that existed in the previous games (One of the reasons about why they started to mess up with the poise system since Dark souls). They wanted to add variety to the series and they started by nerfing heavy armors. In Dark souls 2 they created the adaptability, which changed how poise and rolling worked. The second reason is because is more flashy and sell games. From is bigger today than they were back in 2009. In good and bad ways.
They ruined poise due to multiplayer balance. If they focused on PvE, they'd probably not focus so much on rolling and fast-paced gameplay. For all the talk of "static defensive gameplay" needing to be replaced, playing as a shield tank is actually less shallow and more interesting than playing as a roller, I mean in PvE, but unfortunately From doesn't care about PvE as much as they do about PvP.
The enemies use those weapon arts and often have some of their own as well, and the recoil from hitting shields is much less common. Using a shield is definitely gimping yourself in DS3, aside from a few niche cases. I tried it again on my last playthrough and gave up; even with a greatshield you're basically just begging to get kicked and take massive bonus damage from an attack, it's much riskier than dodging.