Ehm, I'm pretty sure it's when you kill the boss...I know that in the endgame one of the areas will undergo a big change, but at what exact moment does this change happen? When you do the thing before you get moved to the next area, or after you beat the boss in that area and you get moved back for the big reveal?
When you do the thing. But you don't have to do the thing if you're not ready yet. I delayed it for a long time my first time because of reasons.
Ehm, I'm pretty sure it's when you kill the boss...I know that in the endgame one of the areas will undergo a big change, but at what exact moment does this change happen? When you do the thing before you get moved to the next area, or after you beat the boss in that area and you get moved back for the big reveal?
When you do the thing. But you don't have to do the thing if you're not ready yet. I delayed it for a long time my first time because of reasons.
BTW, am i the only one who doesn't mind all the delayed attacks, roll catching shit and stuff like that?
Seems to me for a game that is basically based on dodging there isn't much else they can do to up the challenge for the player. No matter how wayward the move set is finger memory eventually always wins so i don't see it as much of a big deal as some people make it out to be.
Bleed does trivialize most bosses. Even at SL1, fast weapons apply the status with just a couple of L1s against most enemies. Even monsters that are supposed to be resistant to bleed just need a couple more hits, unless they're outright immune. This means that enemies who are weak to bleed, like that fat guy, stands no chance.Lmao, the fat guy in the divine tower in Liurnia.
Surprised the floor wasn't littered with "plump sort ahead" messages.
I've now come to the opinion that even by keeping to a lower level bleed has sort of trivalized this game a bit. Bleed proc did over a 1000 damage to this guy, it's a bit absurd. The whole flurry of attacks plus bleed went around 1900 damage.
By contrast, my occult halbert did so little damage it felt like i was just tickling the guy.
Stop this outrageous gayeryThere is a reason why Dark Souls games are pretty much the only ones based on rolling. [...] it's highly unrealistic
It's a constant in From soft games pretty much since demon souls, they always add mechanics and moves designed to trick players from past games, and to make them switch gears. I remember when dark souls 2 came out, dark souls 1 players complained a ton about the heavy amount of tracking they added to pretty much every attack specifically to make DS1 players change gears and iFrame things more. It became pretty much a staple after that to have a lot of attack tracking although they made it less heavy handed. I appreciate it in general, but it begs the question of until when is it possible to keep escalating stuff to keep up with the dark souls player base.BTW, am i the only one who doesn't mind all the delayed attacks, roll catching shit and stuff like that?
Seems to me for a game that is basically based on dodging there isn't much else they can do to up the challenge for the player. No matter how wayward the move set is finger memory eventually always wins so i don't see it as much of a big deal as some people make it out to be.
The problem, for me, is that dodging boss attacks often becomes a matter of rote memorization. Every boss has a complex moveset with weird ass delays, and there's no way to intuit these, you can only practice, practice, practice until you just know their attacks by heart. And while this was also a thing you needed to do in earlier Souls games, now it feels as if it's the only thing you're doing.
So after beating that final boss, got it. There's some of that good shit in CFA, and I'd like to collect some without waking up to ash and dust when I poke around in that one area before I'm ready.Ehm, I'm pretty sure it's when you kill the boss...I know that in the endgame one of the areas will undergo a big change, but at what exact moment does this change happen? When you do the thing before you get moved to the next area, or after you beat the boss in that area and you get moved back for the big reveal?
When you do the thing. But you don't have to do the thing if you're not ready yet. I delayed it for a long time my first time because of reasons.
Really? I could've sworn... but the wiki suggests you're right, it's after the boss. Silly me for expecting these things to make logical sense.
EDIT:
I guess it makes sense actually, both in that the tree takes time to burn down and there's that period where the flame background is over areas, but also because you need to fight Maliketh to release the rune of death in order to kill the Elden Beast, so if you could interact with Ashen Capital, you still wouldn't be able to finish the game without doing CFA, so it would be rather pointless.
It's a constant in From soft games pretty much since demon souls, they always add mechanics and moves designed to trick players from past games, and to make them switch gears. I remember when dark souls 2 came out, dark souls 1 players complained a ton about the heavy amount of tracking they added to pretty much every attack specifically to make DS1 players change gears and iFrame things more. It became pretty much a staple after that to have a lot of attack tracking although they made it less heavy handed. I appreciate it in general, but it begs the question of until when is it possible to keep escalating stuff to keep up with the dark souls player base.BTW, am i the only one who doesn't mind all the delayed attacks, roll catching shit and stuff like that?
Seems to me for a game that is basically based on dodging there isn't much else they can do to up the challenge for the player. No matter how wayward the move set is finger memory eventually always wins so i don't see it as much of a big deal as some people make it out to be.
The problem, for me, is that dodging boss attacks often becomes a matter of rote memorization. Every boss has a complex moveset with weird ass delays, and there's no way to intuit these, you can only practice, practice, practice until you just know their attacks by heart. And while this was also a thing you needed to do in earlier Souls games, now it feels as if it's the only thing you're doing.
I think Elden ring found a good way by adding big rewards to aggression (contrary to DS1, 2, or 3) with the posture system and therefore rewards calculated trading... And learning what attack you can trade really isn't something that souls games have ever encouraged until now. If you attack during the delayed boss attacks instead of waiting to dodge, not only do you gain info on how much hit you can do but also a good indication to the timing your dodge, and maybe even posture break the boss during the windup : some windups are so long that you can fit an entire charged R2, and even if you have to take the hit in the recovery frame, posture breaking is massive payoff because on top of the crit, you can usually fit another charged R2 while the boss gets up, or heal, reapply a buff etc... I really enjoy the changes now that I played it a ton, but i would lie if i said it didn't heavily throw me off, way more than going from any souls to another.
Fuck, i need to quit for a bit again.
So easy they can goof around with cosplay builds and spells that no one in their right mind would ever normally use in this situation, like the finisher at the end.they make it look so easy don't they
This was kind of fun and interesting. It looks like this guy's channel has a few of these with voice actors if you're interested in this sort of thing.
I appreciate making this discussion not only about "how long the windup should be" to the extent that it no longer can be mistaken for a spanking porn enthusiasts forumThere is a reason why Dark Souls games are pretty much the only ones based on rolling. It looks stupid (watch any DaS/ER PvP video, people just rolling around like retards), it's highly unrealistic, and it rewards reflexes over actual skill or technique. What they should do is transition to a combat system based on timed blocks, similar to Warband, KCD, Sekiro, and add something on top of that. That would be a good combat system, unlike this roll-fest.
Anyways, wrecked Black Blade Kindred, which is listed as one of the tougher fights in ER:
I actually enjoyed this one, he has powerful attacks and lots of HP, but the attacks are methodical and elegant, with clear counters, so it was a slow but well organized fight. Unlike the usual diarrhea spam that passes for boss design.
On top of all that you said there are three more legacy dungeons, two of which are pretty long, one potentially sanity-breaking hard and they have what are arguably the hardest bosses of the game if not the whole of of the souls series. So good decision, I took a similar break just before killing the boss of the first of the legacy dungeons and it saved myself a lot of sanity loss.And i don't want to rush through all of it especially since there's some good quality content according to comments here (especially the legacy dungeons i've haven't encountered yet). I'll just take a break, resume in a few days or more.
Exploration is cheating.Also, what's up with your Estus being upgraded only to +5?
Szymanski the Cuck has spoken!
Give a quote from the game that she can use in bed.
"Put these foolish ambitions to rest"