As soon as you decide on your build and start upgrading the corresponding Armament, all other Armements types lose value, since you won't be meeting the stat requirements and won't be scaling their respective damage.
This is kinda wrong. I mean, you won't be able to wield the top end of stat req of other weapon categories, but most armament types have a few armaments that don't have high requirements in their core stat and can be attuned to have decent scaling to whatever other stat you're using - arcane, faith, or int.
For people who are STR only or DEX only, there tends to be a scant few weapons of the opposite kind that can scale. For example, most katanas are dex weapons, but one scales with strength. Most blunt weapons are a str affair, but flails lean dex.
Depending on the build you pick(Moonveil), ALL other Armaments lose ALL of their value.
Err, Moonveil is one of the more obvious of the powerful weapons, but if you look at my posting history you'll see there's many more over the top setups in this game, many of which are stronger than moonveil.
- very few gender specific variants
Plate armor looks the same on a man and a woman you know. Boobplates aren't a real thing, do you have any idea how much cloth padding you must wear underneath a set of plate? Besides protection you from abrasion while moving with plate, padding also adds (moderate) protection against hard hits, plate protects you from cuts, but not from the force of being hammered.
ER has a reasonable amount of gender specific things where it makes sense, like clothing.
- even though impractical for battle designs are aplenty, only 1 (one) singular set can be considered sexy(Goldmask)
Ah, you've revealed your true motivator!
Not sure if I missed the part where you talk about them, but talismans are among the sort of items I was very happy to find most of the time. They can be build defining with the right combinations of talismans.
I grinded to lvl150 using the most degenerate of methods: the eponymous bird. However I never like my character truly grew in power. The game is designed such that most enemy configurations will dispatch with you in mere seconds still, regardless of your base stats. In other words, while the levels will help you, they don't provide the same feeling of progression one might be accustomed to from most other games.
I think it was wrong to entirely cut the possibility of making tanky-ish builds the way you could in the older souls games, but you still feel the effect of levelling by how much more effective you are at destroying things imho.
Making me me question the inclusion of a leveling system at all into a game like this.
The levelling system defines the sort of things you can wield. If you want to be good at sorceries you won't be good at incantations (well, you could be good at both but it would require farming way too many levels). A dex arcane build will never be good at wielding a colossal sword. Etc.
In theory you're supposed to balance your Stamina usage [...] I don't think most people play FroSo titles for the sheer enjoyment of the combat.
That's a problem ER and DS3 suffer, but stamina usage is very important in other souls games.
Also, while combat mechanics are simple, they are effective and I find combat fun most of the time, though again, DS3 and ER have some pieces of content that are less palatable than others.
Far too often in this game I would defeat a big story boss only to then be obliterated by a configuration of regular enemies in some catacomb. Why are a couple of rats doing the same DPS as a dragon
I agree one hundred percent with this. This gets more noticeable and obnoxious with the nature of ER being an open world game which recycles and copy pastes too many enemies, you don't fight as many rats in previous souls games as you do in ER, and they tend to be mostly found in locations where they belong. Here you have the same enemies in every zones of the game, and you see them scale higher and higher in strength as you get into higher level zones.
Enemies in this game also cheese you back. They don't have a stamina bar that depletes and can chain their combos endlessly. This is why a lot of the time I don't feel any accomplishment from defeating enemies. Instead it feels like the game just let me win this time, because the RNG on the AI script didn't roll the very difficult attack too much.
No. They don't have an actual stamina bar but they have a feature in which some (but very few) of their attacks are guaranteed to cause a "stop doing things" trigger. The game unfortunately relies on a lot of memorization of these patterns because there is no natural way of noticing which bit of a combo will truly be final.
Another way to deal with it is spacing - jump attacks, running attacks, weapon arts or just plain r1 from a distance when your own weapon has a higher reach than the enemy, like if you are using a spear and fight a regular sword guy.
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I agree with all you've said about NPC stuff, UI and the shit music. Fromsoft has been declining in that respect with each game having less quality tracks. I also think it is a mistake to have constant music in the background, older souls games only had music during boss fights, which was appropriate to liven up the scene, while the game immersed you in its environmental audio. Bloodborne had
one area in which music triggered in the background and because it was the exception rather than the rule, plus the track itself being a very, very good atmospheric fit, it made that area all the more memorable.