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.
Elden Ring has multiple viable options and variety and challenges and playstyles. And I'm 100% sure in any of the games you think about some styles are way easier to play than others, just like in ER. What those games might lack is entitled arm chair devs to shit on them on every corner because there's not enough audience.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.
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. That is certainly 'barely anything' in my book, compared to 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.
The stats in ER exist mostly to make retards that can't follow basic fucking logic get excited about numbers going up.
"Grounded in reality", seriously? These games have always been about "wow" factor. You face cool, crazy shit, as over the top as it gets and try to overcome it.The combat is more complex, but not better. It's become spastic to the point of parody, and wouldn't work with actual level design. Where Dark Souls still felt grounded in reality, and things like the Hydra, O&S or Artorias were highlights, everything is equally retarded over the top now.
They got better at creating action (and arguably got better at art direction and atmosphere, even though Demon's Souls already excells in these fields)I went and emulated demons souls after finishing the DLC, it was the most visceral gaming whiplash I’ve ever experienced. What went so wrong over the years?
And its a complete nothing burger that just nerfs the player and fixes some minor bugs.update is coming
Its a PvP balance patch that addresses some serious issues with the multiplayer actually. Swift Slash was a huge problem (think a literal win button if pressed repeatedly) and people were doing 20k damage with rolling sparks. The smitscript weapons had bugged AR when magic infused and Fire Knight's Greatsword had an R1-R1 true combo that made it full to zero people on an optimized build. Its nothing you'll notice but as an invader/arena duelist I've been going through hell with these issues so I hope to God the patch fixed them properly.And its a complete nothing burger that just nerfs the player and fixes some minor bugs.update is coming
PvP-exclusive balance adjustments
- Decreased the damage and damage animation of the shearing vacuum effect of the “Swift Slash” Skill.
General balance adjustments
- Increased the Intelligence scaling of the Carian Sorcery Sword and slightly decreased the base damage.
- Extended the throwing attacks range for the following weapons:
- Smithscript Dagger / Smithscript Cirque
- Changed the placement of the bosses in the re-fight against the Golden Hippopotamus and Commander Gaius bosses to be in the same position as in the first fight.
Bug Fixes
- Fixed a bug that caused the Rolling Sparks Skill to deal more damage than expected.
- Fixed a bug that caused the Rolling Sparks and Wall of Sparks Skills to deal no damage while some special effects were applied to the player.
- Fixed a bug where some special effects of a right-handed weapon would also be applied to the following Weapon Skills when cast with the left hand:
- Feeble Lord's Frenzied Flame
- Discus Hurl
- Fixed a bug where successfully guarding while attacking using the Thrusting Shield weapon type would consume less stamina than intended.
- Fixed a bug that prevented players from cancelling the attack recovery of two-handed strong attacks by rolling for certain weapons of the Backhand Blades weapon type.
- Fixed a bug that caused the Lightning Perfume Bottle and Frenzyflame Perfume Bottle weapons to deal double damage under certain circumstances.
- Fixed a bug where the Arcane scaling of the Bloodfiend's Arm weapon was higher than intended when setting an affinity. The status buildup of the heavy attack was also reduced.
- Fixed a bug where the Faith scaling of the Gazing Finger weapon was not being applied correctly.
- Fixed a bug where the damage animation of some attacks of the Fire Knight's Greatsword against players was different than expected.
- Fixed a bug where the attack affinity of some attacks of the Fire Knight's Greatsword were different than expected.
- Fixed a bug that caused some affinities for the following weapons to be higher than intended:
- Smithscript Dagger
- Smithscript Cirque
- Smithscript Axe
- Smithscript Greathammer
- Smithscript Spear
- Golem Fist
- Smithscript Shield
- Fixed a bug that caused enemies to heal when the Maximum HP reduction gradual HP reduction effect applied by Black Knife Tiche wore off.
- Fixed a bug that caused summoned NPCs to behave differently than expected under certain circumstances.
- Fixed a bug that where the unblockable bite attack of the Golden Hippopotamus boss would connect with players more easily than intended.
- Fixed a bug that caused text to display differently than expected.
- Several other performance improvements and bug fixes.
Possible unstable performance fixes
To fix this issue, please verify the integrity of the game's files before restarting the game.
- For the PS5 version of the game, unstable framerate may be improved by using the "Rebuild Database" option from the device’s safe mode.
- In some PC versions, Ray Tracing may be unintentionally enabled and cause unstable performance. Please check the Ray Tracing setting in the "System" > "Graphics Settings" > "Raytracing Quality" from the title screen or in-game menu.
- In the PC Version, the message "Inappropriate activity detected" may appear without cheating.
App Ver. 1.12.3
- In the PC version, unstable framerate may be caused by third party applications that control mouse behavior. Deactivating these third party applications may improve performance.
Regulation Ver. 1.12.4
In PS4, PS5, Xbox One and Xbox Series X|S versions, Regulation files can be downloaded by logging in to the server.
If the Regulation Ver. listed in the lower right corner of the title screen is not 1.12.4, please select LOGIN and apply the latest regulation before enjoying the game.
Online play requires the player to apply this update.
A:Anyone not absolutely fucking retarded would be using godrick's greatrune and a soreseal, bringing you to 20 from the baseline of 10. BecauseThe 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.
You doing a bit here?Such fucking bullshit from these retards claiming vigor is what makes the difference
You forgot your meds or are you genuinely THAT dumb/retarded?The benefits you gain in ER by exploring and grinding over a speedrunner with a fucking club and like 4 items are pretty much negligible, because it's a shitty action game with a thin veneer of exploration and RPG mechanics that don't actually matter.
That's how we measure games now, the % in character power gained. Diablo 3 best game ever (with D4 struggling to take the crown). Roll them billions % devs or your games aren't worth shit.It's not remotely comparable to the other games I mentioned, where the difference between two characters is massive.
Its not even something anyone who has done PvP would consider debating. When you hit a "downscaled" over-levelled phantom at RL 60 and do absolutely fuck all damage you don't question the effect of level based negations. You'd never even think to question it. Invaders can tell what level a phantom is by how many runes you get for killing them, but you can tell long before that by how little damage they take. That's why low level reds carry poison mist blood affinity antspur rapiers and rot pots, or drawstring blood grease raptor talons or star fists. There's not much else you can do to hurt these guys.You might have done the low level runs but you clearly have no clue about the power of a high level char. Also your math is very iffy.
My lvl 30 med load char dies from 1000 physical dmg. My lvl 232 char with light load needs 6800 physical dmg to die and at med load 9000. Those aren't meaningless differences.
DS had less sources of power so they were stronger. They added more systems and lowered the individual impact but the overall diference after leveling and gathering loot is still "massive".
"Levels do fuck all" is the DUMBEST shit I've heard anyone say about the souls games. By far.
There is no way that's true. There simply isn't that much mitigation in the game, not in a way that stacks like that unless you're including retarded shit like buffs that last less than 10 seconds or prevent you from rolling.My lvl 232 char with light load needs 6800 physical dmg to die and at med load 9000
Here’s a video on how powerful stacking vigor and defense can be:There is no way that's true. There simply isn't that much mitigation in the game, not in a way that stacks like that unless you're including retarded shit like buffs that last less than 10 seconds or prevent you from rolling.My lvl 232 char with light load needs 6800 physical dmg to die and at med load 9000
There is no way that's true. There simply isn't that much mitigation in the game, not in a way that stacks like that unless you're including retarded shit like buffs that last less than 10 seconds or prevent you from rolling.
There is if you start pumping your Scatman Blessing:There is no way that's true. There simply isn't that much mitigation in the game, not in a way that stacks like that unless you're including retarded shit like buffs that last less than 10 seconds or prevent you from rolling.My lvl 232 char with light load needs 6800 physical dmg to die and at med load 9000
Is this a conversation about power at level 1 or at a reasonable level for the DLC? Because you would absolutely should not be using Godrick's greatrune or a soreseal in the DLC. +5/10 vigor at a point where you should already be leveled to the vigor softcap is going to be massively worse than Radahn's/Morgotts's runes which give 15%/25% more health. The soreseal would also be gimping your physical defense on top of that.A:Anyone not absolutely fucking retarded would be using godrick's greatrune and a soreseal, bringing you to 20 from the baseline of 10. Because
B: All the other great runes are utter dogshit, especially Malenias, which is like vampirism in the same way that sewage is like soup, and the soreseal is way better than anything else at level 1.
C: The opaline tear is obviously the reason you can take two hits at baseline health to begin with. If you're getting hit more than that in the fight you're getting fucked over too badly to heal anyways and your health is irrelevant. Again, this is nowhere close to something like the capes you get in Monster Hunter, which let you take multiple attacks without suffering damage, and can be used more than once per fight. The benefits you gain in ER by exploring and grinding over a speedrunner with a fucking club and like 4 items are pretty much negligible, because it's a shitty action game with a thin veneer of exploration and RPG mechanics that don't actually matter. It's not remotely comparable to the other games I mentioned, where the difference between two characters is massive.
If the stats in ER actually mattered, you wouldn't have herds of retards extolling how incredibly useful 5% more health is in a game where you die in 3 hits.
Well they rewards exploration. These OP weapons they they put as loot would probably require redesign of rest of the game.There is if you start pumping your Scatman Blessing:There is no way that's true. There simply isn't that much mitigation in the game, not in a way that stacks like that unless you're including retarded shit like buffs that last less than 10 seconds or prevent you from rolling.My lvl 232 char with light load needs 6800 physical dmg to die and at med load 9000
Whether the choice to have a simple collectathon upgrade outperform the top tier damage boost AND mitigation talismans from the base game by the time you leave SotE's starting area is a good design choice is up for debate.
I stand corrected, crab meat is better than I gave it credit for. Never had access to it myself, killed that guy when we met, I thought it was like 10% for 30 seconds or so. Ditto for the talisman I never used. Still doesn't really matter, since most bosses do elemental/status damage, will juggle your ass if you try to reapply those buffs, and you won't have a bunch of them except for NG+ or like, 3 bosses left. But yeah, if you want to go back to Liurnia and tank a watchdog hammer in some random dungeon, you'll have 9000 ehp.Here’s a video on how powerful stacking vigor and defense can be:
Yeah I was ignoring that shit. Presumably the DLC enemies all scale their damage anyways so it's a wash.There is if you start pumping your Scatman Blessing: