Dark Souls III happened.What went so wrong over the years?
Arguably Bloodborne. While that game was great, the effort to make DS combat faster and more twitchy almost certainly was the result of Bloodborne's popularity.What went so wrong over the years?
For as phoned-in as DS3 was, I thought they did a good job building on DS1's multiplayer. Invading as a Mound Maker in a high-traffic area was some of the most PVP fun I've had since the original PC release of DS1. Makes the decline in ER's multiplayer mechanics even more baffling.Arguably Bloodborne. While that game was great, the effort to make DS combat faster and more twitchy almost certainly was the result of Bloodborne's popularity.What went so wrong over the years?
Personally what I miss is the inventive multiplayer mechanics of DS1. Getting invaded at the worst times, battling through the forest covenant (and then joining it), becoming an invader who only invades the 'bad' invaders, etc. It was all really innovative for the time and none of the later games expanded on it. Instead they relegated PvP mostly to gank squads or formalized dueling, which is fun but basically segregated from the main gameplay.
The deflecting hardtear was added to help this problem. Guard counters come out way quicker than roll -> light attack on most weapons and poise break much faster, meaning you can play more proactively. With the proper timing you can do perfect blocks with most weapons, no shield required.I'm so tired of how defensive these games are now on the part of the player. Get one hit, then defend, defend, defend, defend.
I've tried all these different builds and it still doesn't change that Elden Rang largely misses the mojo that captured me with things like Shadow Tower or Demons Souls did.Everyone who complains about this game has a similar build and playstyle:
Holding up a giant shield and poking shit has always been the easiest way to play these games, since Demon's Souls. Absolutely nothing has changed there. There are more viable options in ER given there's a wider variety of equipment and build options. There's no reason you have to use the most boring option unless you really want to for some reason.Just because I could easily win fights by holding up a giant shield and poking shit with a rapier while watching my green bar go up and down doesn't mean they're good fights. Everyone defending ER's combat has no experience playing anything with actual decent combat with multiple viable options and variety in challenges and playstyles.
Well first we need to start by defining what an RPG is!What gives you the idea ER is a 'full' rpg?
Thinking the difference between 10 vigor and 60 vigor is barely anything may explain why you can't beat any bosses.Levels barely mean anything and the gameplay is 99% combat.
You're not wrong that the level design used to be better. The ER DLC is an improvement on the original in that regard and there's still nothing near the level of Sen's Fortress or Blightown. The combat is the same though, just with more options for the player, and with more complexity to the enemies, because people would get tired of fighting Gwyn for 15 years.Combat used to be better, and we had actual level design.
The only class that starts at level one is the Wretch, which has 10 vigor. The highest vigor starting class begins at level 9 and only has 15. The difference between 10 vigor and 60 is massive. With a level 180 character (a reasonable level to reach with a character entering at the previous PVP 'meta' level and doing most content) that had 80 vigor and wearing medium armor, I could facetank 5-6 hits from the final boss without healing. A 10 vigor character would be oneshot. That's more than barely anything.The difference between 20 vigor (which is what you'll actually have at level 1 for most of the game) and 60 is generally dying in 2 attacks instead of 3, and is quite often literally nothing because everything is massive overkill.
Life stealing like Malenia's great rune? Invincibility shields like the opaline bubbletear? These are all things you can obtain in ER, so I'm not sure what your point is.the kinds of advantages you build up in Nioh, Monster Hunter, and other action rpgs, which include things like life stealing, invincibility shields, and immunity to status effects and types of attacks.
They exist for the same reason they exist in all RPGs, to show your character's growth in experience beyond just your skill as a player improving.The stats in ER exist mostly to make retards that can't follow basic fucking logic get excited about numbers going up.