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From Software Elden Ring - From Software's new game with writing by GRRM

Raghar

Arcane
Joined
Jul 16, 2009
Messages
16,341
These offline jar knights are totally brutal, especially mage one. C'mon who's was that great idea? No spawning point nearby, and need to kill all three. I spend Easter on that.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
2,677
Location
The North Sea
If you could reach %70, pearldrake could be worthwhile too,
There's only so many slots available for talismans and I need to also have the Shard of Alexander + Fire Scorpion to improve the damage.

wouldnt radagon just teleport away with slow art animation of godslayer?
He doesn't teleport that much, plenty of time of the first swing. The second one didn't seem worth the risk though.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
51,458
Wow, i gotta say i'm surprised at the number of summons i'm getting. I figured people would at least be SL70 and +15 weapon instead i guess lots of people rushing throught the game.
 

Raghar

Arcane
Joined
Jul 16, 2009
Messages
16,341
It's pretty hard to get enough smiting stone for multiple +15 weapons. So people are doing what they can.
 

SumDrunkGuy

Arcane
Shitposter
Joined
Feb 2, 2015
Messages
6,870
I play kbm too but you are delusional if you think 45 degrees of direction of movement is same as 360

Bad ports that just translate controller controls to KBM will have KBM be worse than controllers but 3d action game is better with a KBM, simply because mouse offers better direction and control when it is properly ported. This is not an issue of controller vs. KBM, it is an issue with Japanese considering PCs not for playing games and porting things over badly.

Controller is better for some types of games but 3rd person action game isn't one of those.

Bitch plz. You only say that because you don't know any better. The controls for these games specifically have been hand-crafted to perfection for a gamepad. Every philosophy taken in the creation of these games was done so with the gamepad in mind. The kbm was always an after thought and no amount of mapping buttons or fine tune mods will change that.
 

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
Messages
5,987
Location
Devlet-i ʿAlīye-i ʿErdogānīye
Bitch plz. You only say that because you don't know any better. The controls for these games specifically have been hand-crafted to perfection for a gamepad. Every philosophy taken in the creation of these games was done so with the gamepad in mind. The kbm was always an after thought and no amount of mapping buttons or fine tune mods will change that.

Can't tell if you are joking or if you are unable to tell what you said supports my point.
 

SumDrunkGuy

Arcane
Shitposter
Joined
Feb 2, 2015
Messages
6,870
Bitch plz. You only say that because you don't know any better. The controls for these games specifically have been hand-crafted to perfection for a gamepad. Every philosophy taken in the creation of these games was done so with the gamepad in mind. The kbm was always an after thought and no amount of mapping buttons or fine tune mods will change that.

Can't tell if you are joking or if you are unable to tell what you said supports my point.

I was only speaking for Soulsborne games. It wasn't my intention to tell you that your whole argument was wrong. I did use the word specifically.

The mouse is for aiming and shooting. That's the only thing it's objectively superior at.
 
Last edited:

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
2,677
Location
The North Sea
Goddamit, every time I equip Bloodhound Step my brain wants to go back into Bloodborne mode and thinks that I still have the rally mechanic going. Even after using it on and off for a dozen hours I still sometimes catch myself quickstepping into an enemy after taking a hit thinking that I'll be able to get my health back usually resulting in me just me quickstepping into a mace caving my skull in.

:negative:
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
2,586
Location
Wandering the world randomly in search of maps
With Holy damage and heavy weapons being underwhelming against late game bosses, I decided to try out a few other types. Mostly been a dex/faith build using the Knights Greatsword w/ Sacred Blade, and later the Insperable sword which is the same thing with higher damage.

First thing I found that made me mad was there's a type of fire damage you can put on weapons with the fire whetblade called 'flame art' that scales with Faith. None of the fire ashes seem to default to that flavor so I always thought they were too weak, and the faith-scaling fire weapons aren't great for my build. Great thing to learn near the end of the game.

I also learned the Uchigatana has better elemental scaling than essentially any straight sword of the same level. At Faith 65, other 1H weapons were getting around 300 fire damage, Uchi gets over 400. So it's back to my starter weapon after all this time.

Even funnier was when I tried a bleed + seppuku build. Hello, bleed every other hit. I only have 35 Dex and 10 Arc; doesn't matter, damage is insane. Combine with the blood and rot combo talisman and I nearly beat Mohg before he could get his curse off, and only lasted a few seconds in his wing form.
 
Joined
Dec 17, 2013
Messages
3,707
Took out Magma Wyrm Mikita and the Dual Tree Sentinels today. The latter was funny, I shot one of them with my crossbow to aggro him from behind the capital gates, and he actually aggroed without his buddy. So I was able to fight them one at a time, making the fight easy. Surprised From Software didn't aggro chain them together. Not going to feel too bad though, dual bosses are retarded to begin with.

Just before that, found the Greatshield Talisman, so my Gilded Greatshield +10 with the talisman now has a Guard Boost of 82.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
960
Location
Germoney
Insert Title Here
Man, those Bell Bearer Hunter bosses are a pain in the arse. I killed the first one without too much trouble, but the ones after are designed like bitches. Bitch amount of hitpoints and poise + bitch damage + bitch move-set + nearly infinite stamina.
I cheesed each and every one of them. The "real" boss encounter with him at the Hidden Castle in Altus Plateau has far less hp and you can summon there. Should tell you something about the disparity in tuning they did on these.
 
Joined
Dec 17, 2013
Messages
3,707
Took out 2 more bosses:

Crucible Knight in Limgrave - I am definitely overleveled for this one, but last time he took my lunch money. I had the base 69 guard boost, and he just ate through my stamina, and then wrecked me. Fast forward to 82 guard boost now (shield upgrades and talisman), and I took him out easily on the first try.

He still hits hard, but he can't take my shield down most times, so after 5-6 guard counters, he went down, and I took a big chunk of his health.

Godskin Apostle near the capital - This guy was pretty annoying, if you face-hug him like I am used to doing with a shield build, his weapon reaches around your shield on most attacks, hitting you through the block as if nothing is there. So I had to use a lot of footwork and stay at some range, to avoid that issue.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
51,458
Server down. Ayy, maybe they are fixing the connection error shit.

[EDIT] Wait a new patch is out. I hope they didn't nerf any other bosses. Please don't nerf Melania.

[EDIT #2] Where the fuck are the patch notes assholes.
 

mediocrepoet

En français: poètemédiocre!
Patron
Joined
Sep 30, 2009
Messages
5,528
Location
Combatfag: Gold box / Pathfinder
Codex 2012 MCA Project: Eternity Divinity: Original Sin 2
Here are the patch note details:

Major Changes Included in the Latest Update
Additional Elements Added

  • Added an option to turn camera auto rotate function ON/OFF
  • Added some event phases for the NPC “Patches”


Balance adjustments

  • Increased Colossal Swords/Colossal weapons attack speed and lowered their recovery time. Jump attack not included.
  • Increased the two-handed attack damage of Colossal Swords/Colossal Weapons. Jump attack not included.
  • Increased physical block rate and guard boost of the Colossal Sword, Colossal Weapons, Great Sword, Great Hammer, Great Axe, Great Spear, and Halberd weapon classes.
  • Increased the damage of Grafted Blade Greatsword.
  • Increased the damage of Devourer’s Scepter.
  • Decreased the scaling of status effect build-up from spells and incantations of Albinauric Staff and Dragon Communion Seal.
  • Decreased the effect of Greatshield Talisman for weapons with high block rate.
  • Shortened the length of the madness afflicted animation.
  • Lowered the speed of madness buildup recovery.
  • Slightly increased FP and Stamina growth rate at lower levels*


*Players will need to perform any of the following actions for the changes to be reflected. This is required only once. New characters created after this update will not require this action.

  • Level up
  • Activate Godrick’s Great Rune
  • Re-equipping any equipment (armor, talisman) which grants bonus stat to either Strength, Dexterity, Vigor, Endurance, Intelligence, Faith or Arcane
・Other enemy and weapon balance changes



Sorcery/Incantation
Upward adjustments

  • Crystal Barrage - Increased cast speed and decreased recovery time
  • Gavel of Haima - Increased cast speed and decreased recovery time. Allows caster to more easily withstand enemies’ attack while casting
  • Shatter Earth - Increased cast speed and decrease recovery time. Allows caster to more easily withstand enemies’ attack while casting
  • Rock Blaster - Decreased recovery time. Allows caster to more easily withstand enemies’ attack while casting
  • Thop’s Barrier - Increased area of effect and slightly increase effect duration
  • Rennala’s Full Moon - Increased cast speed and decreased recovery time.
  • Ranni’s Dark Moon - Increased cast speed and decreased recovery time.
  • Carian Greatsword - Increased cast speed at lower dexterity
  • Magma Shot - Decreased FP cost and increased cast speed
  • Roiling Magma - Increased cast speed and decreased time until magma explodes
  • Gelmir’s Fury - Slightly decreased the random nature of projectile’s range and increased the damage of lava pool. Increased the hitbox
  • Rykard’s Rancor - Decreased FP cost
  • Oracle Bubbles - Increased cast speed and decreased recovery time.
  • Great Oracular Bubble - Increased cast speed and decreased recovery time.
  • Briars of Sin - Decreased recovery time. Increased blood loss buildup on enemy
  • Briars of Punishment - Decreased recovery time. Increased blood loss buildup on enemy
  • Explosive Ghostflame - Decreased FP cost and recovery time
  • Tibia’s Summon - Increased damage and cast speed
  • Aspects of the Crucible: Tail - Decreased FP and Stamina cost
  • Aspects of the Crucible: Horns - Decreased FP and Stamina cost, Increase cast speed. Increased the distance traveled when not charged and made it easier to cause enemies to flinch when charged
  • Elden Stars - Increased cast speed and decreased recovery time
  • Black Blade - Decreased Stamina consumption and decreased recovery time
  • Discus of Light - Decreased FP cost. Increased damage and cast speed
  • Triple Rings of Light - Increased damage
  • Radagon’s Rings of Light - Decreased FP cost. Increased damage and cast speed. Decreased recovery time.
  • Lightning Strike - Decreased Stamina cost. Increased cast speed and decreased recovery time.
  • Honed Bolt - Increased cast speed and decreased recovery time.
  • Ancient Dragons’ Lightning Spear - Decreased FP and Stamina cost. Increased cast speed and decreased recovery time. Allows caster to more easily withstand enemy attacks while casting.
  • Ancient Dragons’ Lightning Strike - Decreased recovery time
  • Lansseax’s Glaive - Decreased FP and Stamina cost. Increased cast speed and decreased recovery time. Allows caster to more easily withstand enemy’ attacks while casting.
  • Fortissax's Lightning Spear - Decreased FP and Stamina cost. Increased cast speed and decreased recovery time. Allows caster to withstand enemy attack while casting more easily.
  • Frozen Lightning Spear - Decreased Stamina cost. Increased cast speed and decreased recovery time. Allows caster to more easily withstand enemy attack while casting.
  • Death Lightning - Decreased FP cost, Increased the duration of death-accumulating smoke
  • O, Flame! - Increased damage
  • Giantsflame Take Thee - Decreased Stamina Cost
  • Flame of the Fell God - Decreased FP cost and increased damage
  • Whirl, O Flame! - Increased damage, decreased recovery time
  • Burn, O Flame! - Increased cast speed and decreased recovery time.
  • Black Flame - Increase damage and the spell can break enemy’s guard more easily.
  • Scouring Black Flame - Decreased FP cost and recovery time. Increased attack range and area of effect.
  • Black Flame Ritual - Reduced FP cost and increased damage.
  • Gurranq's Beast Claw - Increased damage and decreased recovery time.
  • Bloodflame Talons - Decreased FP cost and increased cast speed. Decreased recovery time.
  • Bloodboon - Increased damage. Increased cast speed and decreased effect start-up time, decreased recovery time.
  • Pest Threads - Decreased Stamina cost.
  • Scarlet Aeonia - Increased cast speed and decreased recovery time. Allows caster to more easily withstand enemy attacks while casting.
  • Unendurable Frenzy - Increased cast speed and decreased recovery time. Decreased the random nature of projectile’s range and increased Madness buildup on enemies.
  • Inescapable Frenzy - Increased cast speed.
  • Placidusax's Ruin - Decreased FP, Stamina cost and recovery time.
  • Dragonclaw - Decreased FP, Stamina cost and recovery time and made it easier to cause enemies to flinch when charged.
  • Dragonmaw - Decreased FP, stamina cost, recovery time and increased cast speed and made it easier to cause enemies to flinch when charged.
  • Greyoll's Roar - Decreased FP, Stamina cost and recovery time.


Upward and downward adjustments

  • Adula's Moonblade - Decreased the power of single cast and improved performance so that the blades and frost hit more consistently and continuously. Increased cast speed at lower dexterity.
  • Flame, Fall Upon Them - Decreased the damage of single cast and improved the performance so that it hits the enemy multiple times. Decreased FP cost.
  • Howl of Shabriri - Decreased the madness buildup on the enemy. Increased cast speed and decreased recovery time.


Downward adjustments

  • Swarm of Flies - Decreased blood loss buildup on enemy.
  • The Flame of Frenzy - Decreased madness buildup on enemy.
  • Frenzied Burst - Decreased madness buildup on enemy.


Weapon Skill
Upward adjustments

  • Lion's Claw - Increased cast speed and decreased recovery time.
  • Kick - Increased cast speed.
  • Hoarah Loux's Earthshaker - Increased cast speed. Increased cast speed on follow up input, decreased recovery time.
  • Troll’s Roar - Decreased Stamina Cost. Increased cast speed on follow up input, increased distance traveled.
  • Giant Hunt - Decreased recovery time.
  • Storm Assault - Decreased recovery time.
  • Carian Greatsword - Increased cast speed and decreased recovery time. Increased the damage when charged and made it easier to cause enemies to flinch.
  • Carian Grandeur - Increased cast speed and decreased recovery time. Increased the damage when charge and made it easier to cause enemies to flinch.
  • Gravitas - Increased cast speed.
  • Flaming Strike - Increased the travel distance of a stepping cleave in a strong attack.
  • Black Flame Tornado - Added hitbox to weapon when spinning, and added a window to roll during the attack to cancel the animation.
  • Lightning Slash - Increased cast speed. Added a hitbox to the stomp animation.
  • Sacred Blade - Increased cast speed.
  • Sacred Ring of Light - Increased cast speed.
  • Poisonous Mist - Increased cast speed.
  • Poison Moth Flight - Increased cast speed and decreased recovery time.
  • Ice Spear - Added a hitbox to the weapon’s spinning animation.
  • Chilling Mist - Increased cast speed.
  • Assassin's Gambit - Increased cast speed.
  • Shield Bash - Increased cast speed.
  • Shield Crash - Decreased Stamina cost. Increased cast speed.
  • Blade of Gold - Decreased Stamina cost. Increased cast speed and decreased recovery time.
  • Blade of Death - Increased cast speed and decreased recovery time.
  • Golden Tempering - Decreased FP cost and increased cast speed. Increased effect duration.
  • Last Rites - Increased cast speed.
  • Mists of Slumber - Increased cast speed.
  • Eochaid's Dancing Blade - Increased travel distance, added a window to roll during the attack to cancel the animation.
  • Unblockable Blade - Increased cast speed with the weapon Coded Sword.
  • Alabaster Lords' Pull - Increased cast speed and decreased recovery time. Added a window to roll during the attack to cancel the animation.
  • Establish Order - Decreased recovery time and increased cast speed on follow up input. Increased damage. Made it easier to cause enemies to flinch.
  • Moonlight Greatsword - Decreased FP cost. Increased cast speed and decreased recovery time. Increased the frost buildup effect during the skill duration.
  • Wave of Gold - Decreased FP cost. Increased cast speed and decreased recovery time.
  • Wolf’s Assault - Increased cast speed and decreased recovery time.
  • The Queen’s Black Flame - Increased cast speed. Added a window to roll during the attack to cancel the animation.
  • Dynast's Finesse - Decreased Stamina cost.
  • Flowing Form - Decreased Stamina cost.
  • Death Flare - Increased cast speed.
  • Onyx Lord's Repulsion - Increased cast speed and decreased recovery time. Added a window to roll during the attack to cancel the animation.
  • Magma Guillotine - Decreased Stamina cost, Increased cast speed. Decreased recovery time on follow up input.
  • Cursed-Blood Slice - Increased cast speed and decreased recovery time.
  • Ice Lightning Sword - Increased cast speed. Added a hitbox to the stomp animation.
  • Rosus’ Summons - Decreased recovery time.
  • I Command Thee, Kneel! - Increased cast speed including follow up input. Added a window to roll during the attack to cancel the animation.
  • Gold Breaker - Decreased FP cost. Increased cast speed and decreased recovery time.
  • Familial Rancor - Added a window to roll during the attack to cancel the animation.
  • Nebula - Increased cast speed and decreased recovery time with the weapon Bastard's Stars.
  • Regal Beastclaw - Increased cast speed.
  • Devourer of Worlds - Increased cast speed.
  • Regal Roar - Decreased recovery time.
  • Spearcall Ritual - Decreased recovery time.
  • Ancient Lightning Spear - Decreased FP cost and increased cast speed. Allows player to more easily withstand enemies’ attacks while casting.
  • Great-Serpent Hunt - Decreased recovery time and increased damage. Allows player to more easily withstand attacks from enemies.
  • Frenzyflame Thrust - Decreased FP cost, decreased recovery time. Decreased madness buildup on self.
  • Bloodboon Ritual - Increased cast speed.
  • Miquella's Ring of Light - Increased cast speed.
  • Sea of Magma - Increased cast speed and decreased recovery time. Added a window to roll during the attack to cancel the animation.
  • Flame Dance - Decreased Stamina cost, decreased recovery time. Added a window to roll during the attack to cancel the animation.
  • Storm Kick - Decreased Stamina cost.
  • Bear Witness! - Increased cast speed.


Upward and downward adjustments

・Thundercloud Form - Decreased damage when not charged. Decreased FP cost. Increased cast speed and decreased recovery time.



Bug Fixes
  • Fixed a bug where the damage of Inescapable Frenzy was affected by right hand weapon.
  • Fixed a bug where the damage of the weapon arts "Carian retaliation" was increased by weapon and status, and the effect was not displayed correctly during online multiplay.
  • Fixed a bug where the animation when inflicted with blood loss and frostbite was bigger than originally planned.
  • Fixed a bug during character appearance change menu in which some parameter changes were sometime not reflected.
  • Fixed a bug that prevented a dialog from appearing when executing "Leave" on some items.
  • Fixed a bug that allowed unauthorized items to be passed to other players.
  • Fixed a bug in multiplayer that prevented grace to be registered on the map if it was found just before the player is summoned.
  • Fixed a bug that sometime prevented the mechanic of Rennala Queen Of The Full Moon fight from working properly during cooperative multiplayer.
  • Fixed a bug that sometime prevented the player from entering the boss area after defeating Morgott, the Omen King.
  • Fixed a bug that prevented "Edgar the Revenger" and "Festering Fingerprint Vyke" from invading after defeating all the bosses in Liurnia of the Lake.
  • The item Tonic of Forgetfulness can now be obtained at the Volcano Manor if the player wasn’t able to obtain it due to quest progression.
  • Fixed a bug that caused the reduction of runes due to NPC "Gostoc" when player died in "Stormveil Castle" to occur at an unintended timing.
  • Added a protective barrier to Millicent after helping her at Miquella’s Haligtree so she cannot be unintentionally killed.
  • Fixed a bug that sometime prevented the player from obtaining the reward after defeating the Dung Eater.
  • Fixed a bug that sometime prevented the player from progress Diallos’ questline.
  • Fixed a bug that sometime prevented player from duplicating remembrance at the Walking Mausoleum.
  • Fixed a bug that prevented player from inputting consecutive attacks when dual wielding thrusting sword.
  • Fixed a bug that causes scythe to lose blood loss effect if poison affinity is applied to the weapon.
  • Fixed a bug where the damage of the Iron Greatsword was lower than expected when an affinity is applied.
  • Fixed a bug that caused FP consumption to increase when the player cast Night Comet with charge.
  • Fixed a bug that causes he default key setting on keyboard for weapon skill (Left Ctrl) to not be set (on PC only).
  • Fixed a bug in the Steam version where the history of players who played multiplayer was not displayed correctly under certain circumstances.
  • Increased online multiplayer stability.
  • Fixed a bug that caused incorrect sounds to be played under certain circumstances.
  • Fixed a bug that caused some places on the map to have incorrect visual and hitbox.
  • Fixed a bug that causes some enemies to have incorrect visual and behavior.
  • Fixed a bug that causes some armor to have incorrect stats.
  • Text fix.
  • Other performance improvements and bug fixes.


The version number of this update shown at the lower right corner of the Title Screen will be as follows:

App Ver. 1.04 - Regulation Ver. 1.04.1
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
51,458
*Players will need to perform any of the following actions for the changes to be reflected. This is required only once. New characters created after this update will not require this action.

Lmao, RIP SL1 runs.

[EDIT] Ho wait, it says any, not all of those actions.
 

mediocrepoet

En français: poètemédiocre!
Patron
Joined
Sep 30, 2009
Messages
5,528
Location
Combatfag: Gold box / Pathfinder
Codex 2012 MCA Project: Eternity Divinity: Original Sin 2
The adjustments to colossal weapons sounds good, as do many of the other balance changes. I'm kind of surprised they didn't nerf bleed though. Rivers of Cancer and Eleanora's Winblade are some of the most disgusting things I've seen in any of these games.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
5,047
Pillars of Eternity 2: Deadfire
After getting to Atlas Plateau/Leyendel it seems that the game is starting to show its ugly side. Almost every single mob I encountered in the zone is just a level scaled version of shit I fought before (generic human soldiers, spear/shield knights, beastmen, harpies, those weird tumor fatasses I saw in Godrick's castle) the only new enemies I saw where the hunchback dudes near the big tree that puke instant death gas. Likewise most of the bosses/mini-bosses in the zone so far I have already seen before. Even a shittier version of Godrick and Margit (whom they forgot to level scale so he was hitting me for like 10% of my HP) make an appearance again.

I know that recycling a boss enemy as a regular mob later in the game is a common trope in action games, but Elden Ring is the first game I've played that does the opposite - first you encounter an enemy normally in the field, later the game repurposes said enemy as a boss fight. He does nothing new, yet now he had a boss lifebar and music for some reason, like this particular encounter is meant to be special. In one of the caves in the zone the boss were just 2 shrimp dudes that shoot homing spikes that I've already seen in several places and in one of those places I had to fight groups of 3-4 of them.

I'm still enjoying the game but it really is starting to feel too long for its own good. The variety of content does not support the huge open world it has.

Oh well, wait till Mountaintops, where you can't see shit in the fog and regular mobs nearly 1-shot you.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
5,047
Pillars of Eternity 2: Deadfire
It gets under my skin so much that faggot redditors will spend gigabytes bitching about bleed and especially rivers of blood, but won't acknowledge that BHS is far and way the most broken, game sullying shit From has ever done. Bleed is OP -- everyone knows it -- but you can counter bleedfags just by playing better.

But BHS is ridiculous. It trivializes PVE, so many fucking faggots think they melted some boss and are like "hurr durr that was easy" yeah of course the game is easy when you have a cheat code for the mechanics you spastic.

And then the damage it does to PVP is profound. There's no "counter" to BHS, there's just turning 30 second engagements into boring 5 minute affairs with the benny hill music playing in the background because you've got to chase these fags down repeatedly across the map until they FINALLY exhaust all their blue and chugs. There's your "counter" bro. If someone competent is using BHS, forget about it. You might as well just alt f4.

If they nerf it, how am I gonna keep up with this game's speed and bosses with dual Colossal Swords?
I NEED the Step to stand a chance :P

Otherwise I will need to revert to spamming some broken ability like Hoarfrost Stomp again untill they all die.
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,213
Location
Pronouns: rusts/rusty
Pathfinder: Kingmaker I'm very into cock and ball torture
I'm Ridin' with Biden I'm Ridin' with Biden
The adjustments to colossal weapons sounds good, as do many of the other balance changes. I'm kind of surprised they didn't nerf bleed though. Rivers of Cancer and Eleanora's Winblade are some of the most disgusting things I've seen in any of these games.
Tonight I will definitely try out the Ruins Greatsword to see if the increase in attack speed and decrease in recovery time actually make any difference. To me, a big selling point for regular greatswords was that you could chain 3-4 R1s against a staggered enemy (in PvE, obviously), while with colossal swords the second attack would come out too slowly to hit the enemy before the inevitable dodge. If colossal swords will now hit fast enough to keep human-sized enemies staggered, it's time to bring Malenia's rape to a whole new level.
 

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