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Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
I don't buy that much if any consideration was given to allowing SL1 runs. I think pyro in Dark Souls 1 was done as it was simply to differentiate that branch of magic from sorceries and miracles, which each have their own stat. Connecting it directly to the power of the flame was a neat way to highlight the primal, less sophisticated nature of pyromancy (though really, like all Souls mechanics, it was done primarily for gameplay reasons). And the Deprived class is nothing more than a typical RPG blank slate as opposed to a preset. Games like Fallout have the exact same thing.
 
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Not leveling up in a game that has level up mechanic definitely seems like artificial restriction to me. Never found the idea of SL1 runs appealing. Hell, I don't even like that soul level meta shit where players stop leveling up for the sake of matchmaking. Never did it. Yes, those type of restrictions aren't as limiting as some of the retarded shit streamers come up with but I do think they're in the same ballpark.
 

Silverfish

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"challenge runs" are basically "speed runs". pipeline to tranny.

Challenge runs often take longer than playing normally though. They couldn't be more hetero.

Not leveling up in a game that has level up mechanic definitely seems like artificial restriction to me.

You're missing out. Demon's and Dark 1 are honestly better at SL1. Dark 3 and Bloodborne put up a meatier challenge, but can also be pretty frustrating. Dark 2 is a slog because of agility. Still interesting just because of how powerful you can become. Not a From game, but I know you're big on Nioh, which is very rewarding at SL1 if you're sufficiently familiar with its systems.
 

Lyric Suite

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I don't buy that much if any consideration was given to allowing SL1 runs. I think pyro in Dark Souls 1 was done as it was simply to differentiate that branch of magic from sorceries and miracles, which each have their own stat, and connecting it directly to the power of the flame was a neat way to highlight the primal, less sophisticated nature of pyromancy (though really, like all Souls mechanics, it was done primarily for gameplay reasons). And the Deprived class is nothing more than a typical RPG blank slate as opposed to a preset. Games like Fallout have the exact same thing.

I disagree. You spend souls on the flame instead of yourself. Pyromancers were clearly intended to remain at SL1. Both Laurentius and Quelana have very low stats in Dark Souls. You are trading the power of souls for the power of the flame. It's only because the game throws a billion of souls at you that you can level up both in reality the intended way was one or the other.

I also don't think it was a coincidence that fire and chaos don't have a stat scaling for their damage.
 
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Damned Registrations

Furry Weeaboo Nazi Nihilist
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Except the way the cost of levels scales means that you'd be an absolute retard to not gain levels along with pyromancy even if the game had 1/10th as many souls.

Probably my best build in DS1 was pyro flame with the blacksmith giant's hammer and that one shield that can parry but also deflected like a great shield that drops from the asian guy. 16 Str to wield both, dump rest into vitality and you're a walking tank with a decently powerful weapon with good range, speed, damage and stun, plus pyromancy for backup.
 

Bloodeyes

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With all I'd heard about the final boss I thought I'd need a few days of hard practice to beat him. I didn't have the energy for that so I'd been putting it off. Today I sat down to do it. This way my third attempt:



The lion at the start too me more tries.
 

Suicidal

Arcane
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Messages
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Just finished the DLC.

I had fun with it up to a point but I expected more.

Environment design is top notch as usual and I liked that the map was more elaborate but ultimately it's still huge fields full of enemies you've already seen, copy pasted bosses and low tier smithing stones and crafting materials.

Most new dungeons are bad or mediocre. Shadow Keep is the only one that I really liked.

The side dungeons are reused the same way as in the main game. There are 3 jar themed dungeons where you go down in a spiral pattern. There are 3 forge dungeons where you have to flip switches to open the way forward and where there is no boss. There are 3 catacombs where you go down an elevator 2 times and each has some sort of trap or gimmick. All of them are filled with the same monsters. Very few new monster types in general as well.

Out of all the new bosses, I thought only 3 were genuinely good. Renalla, who's basically a more fair Malenia without any retarded attacks that will kill you if you happen to be standing in the wrong place when she starts charging it, Messmer, who's an overall very fun human boss (but phase 2 was kinda lame with all the ulcerated tree spirit styled attacks that flail around randomly and clip through terrain) and, surprisingly, the Skibidi Avatar, who's one of the best designed multi-phase bosses From has made. Every other boss ranged from okay to absolute putrid dogshit, with Metyr taking the number 1 spot for me, somehow managing to combine every shit mechanic they've ever given a boss (attacks that you cannot avoid if you stand in the wrong place when it starts, attacks you cannot avoid if you stand in the wrong place that also will kill you from full health if you don't avoid them, attacks you cannot avoid period without using evasion spells or arts, summons that fuck with your targeting, charge moves that make its entire body hurt you on contact).

Also the way they handled DLC progression was very lame. When I heard DLC would have its own progression I thought there would be interesting bonuses or powers you collect by overcoming the DLC challenges, but I guess I expect too much from a $40 DLC with 2 year dev time to a game that made over a billion dollars in sales. It's just a bunch turds you can collect that simply increase your damage and defense. This is very similar to a boring difficulty slider and it made me very hesistant to use them.

Complaints about difficulty are very exhagerrated I think. I wanted to see how far I can far I could go without using any skibidi fragments and I ended up only using them on Radahn and Bayle. If I had been using them from the start I don't think bosses other than Radahn and Messmer would have taken me more than a few attempts. For example, I fought Bayle for like 15 minutes before deciding that the boss was garbage and going to fight Radahn. While fighting Radagn I upped my skibidi blessing level from 0 to 12, decided to take a break, went back to Bayle and killed him on my first attempt. And I didn't even use any cheese shit like bleed.

Speaking of Radahn, what a shit fucking final boss. It's an existing boss model, slightly altered, with a lot of moves and combos taken from other bosses and in the second phase every swing is acompanied by explosions and lots of particle effects. This is a boss I would expect to see in a mod, and not a $40 DLC.

So basically the DLC is just more Elden Ring that doesn't elevate the game in any way and has all of the same problems except now the problems start annoying you even more because you are already aware that they exist from playing the base game. It also feels extremely phoned in with cut corners wherever possible.

I liked it less than the DLCs to the other Souls games. I feel like the DS3 DLCs have as many new good bosses while having much fewer of them overall, have more good dungeons (because the entire game consists of dungeons) and waste less of your time.
 

Lyric Suite

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Except the way the cost of levels scales means that you'd be an absolute retard to not gain levels along with pyromancy even if the game had 1/10th as many souls.

By that argument you can also say only a retard would decide not to farm souls so they can take their character to SL300 and just stomp everything. The game still isn't balanced for that kind of high levels all the same. What the player can do and what the devs intended are two different things. Sure, you can max the glove AND take your character to SL200 if you want to. Still doesn't mean the SL1 thing wasn't intended by the developers.
 

Hell Swarm

Learned
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I don't buy that much if any consideration was given to allowing SL1 runs. I think pyro in Dark Souls 1 was done as it was simply to differentiate that branch of magic from sorceries and miracles, which each have their own stat, and connecting it directly to the power of the flame was a neat way to highlight the primal, less sophisticated nature of pyromancy (though really, like all Souls mechanics, it was done primarily for gameplay reasons). And the Deprived class is nothing more than a typical RPG blank slate as opposed to a preset. Games like Fallout have the exact same thing.

I disagree. You spend souls on the flame instead of yourself. Pyromancers were clearly intended to remain at SL1. Both Laurentius and Quelana have very low stats in Dark Souls. You are trading the power of souls for the power of the flame. It's only because the game throws a billion of souls at you that you can level up both in reality the intended way was one or the other.

I also don't think it was a coincidence that fire and chaos don't have a stat scaling for their damage.
Another post by lyric and another thing completely wrong.

Dark souls got a massive rebalancing when the DLC came out. They almost tripled the amount of souls dropping and made it much easier to get hold of upgrade materials. Pyro was not intended to suck up all your souls because originally you had to really pick how to spend them. They didn't give you excess souls to dump into equipment until the DLC dropped and they dumbed the game down for faggots like you.
With all I'd heard about the final boss I thought I'd need a few days of hard practice to beat him. I didn't have the energy for that so I'd been putting it off. Today I sat down to do it. This way my third attempt:



The lion at the start too me more tries.

"Hey guys, only my third try. Watch me stack buffs and twice try to glitch the bosses attacks". How strange.. only 3 tries and yet you're acting like you've seen this boss fight before. While using meta builds.. It's all so 3 tries and absolutely no advanced information.
Complaints about difficulty are very exhagerrated I think. I wanted to see how far I can far I could go without using any skibidi fragments and I ended up only using them on Radahn and Bayle. If I had been using them from the start I don't think bosses other than Radahn and Messmer would have taken me more than a few attempts. For example, I fought Bayle for like 15 minutes before deciding that the boss was garbage and going to fight Radahn. While fighting Radagn I upped my skibidi blessing level from 0 to 12, decided to take a break, went back to Bayle and killed him on my first attempt. And I didn't even use any cheese shit like bleed.
What was your build? People saying bleed is cheesy in this thread tend to be playing completely broken stuff. The shards make a huge difference in damage unless you're already bursting for 4 figures which is likely what's happening here.
 

Suicidal

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What was your build? People saying bleed is cheesy in this thread tend to be playing completely broken stuff. The shards make a huge difference in damage unless you're already bursting for 4 figures which is likely what's happening here.

I didn't really have a "build", but I had an RP idea for my character that I started out as a priest and over the course of the game I started using more and more heretical spells and weapons, like frenzy fire, black fire that the foreskin cultists were using, etc.

For most of the bosses in the DLC I used the gargoyle sword that shoots forward a black wave that I also used in the main game or the holy lightsaber (that I didn't use in the main game but decided to try it out in the DLC and found out that it staggers things like crazy) + buffs + some black fire spells when the opportunity presented itself.

I tried Relanna's dual blades because I also liked using the magic + fire sword from the main game thinking they were a better version of it but turns out they were a worse version.

The only DLC weapon that fit my RP idea that I liked and found a use for was the fire dagger I got from one of Messmer's inquisitor knights.
 

Lyric Suite

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Dark souls got a massive rebalancing when the DLC came out.

Which has shit to do with how the game was balanced originally when they made the pyro class and concept.

For me it is obvious that they anticipated or "allowed" for the possibility of a SL1 run. I don't know how Demon Souls worked but i wouldn't be surprised if they saw people were doing SL1 runs and said to themselves "wouldn't it be cool if we actually designed the game to allow for that possibility?". Hence the pyro class. And by "allow" i mean to make it actually viable for a normal player, even if it could be still argued the pyro class is a build in hard mode.

It all fits toghether and conceptually the idea you are pouring all your souls on the flame and not yourself is just so damn cool. And anybody who tried a pyro run should know how damn powerful such a class can be even if you remain at SL1. The glove DOES blanace the lack of levels and stat scaling in your weapons (which the fire infusion also makes up for, with lighting given as an extra option for get around fire resistant enemies). In fact the shit you can do with a pure pyro set up is just ludicrous:



I'm starting to think FromSoft is just smarter than the players if people fail to see how much of this is actually intended.
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
Another way to interpret the implementation of pyro is that there's a democratising aspect to it. With the other magics, how powerful your character is reflects how learned or faithful he is and how much time he has spent studying/praying/whatever. In terms of role-playing, your stats reflect who you are, so anyone with a lot of points in intelligence is a mage or an aspiring mage, with lots of faith you're a cleric, etc. With pyro, you feed your souls directly to the flame, so pyromancy is essentially open to anyone, no matter his background, innate characteristics or other pursuits. This also fits with what Laurentius says about where pyromancy stands in relation to the other disciplines, and just who he is in general.

But anyway, whatever you think about that, it seems clear to me that they meant for you to use every tool at your disposal, and anything else is a self-imposed restriction. Didn't the grand moff Miyazaki himself say he's bad at the games and so makes use of every trick in the book?
 

abija

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Well at the very least is a good design exercise to see how players not spending souls primarly on levels would fare. The games offer various ways to spend souls and at least early game those choices are meaningful.
 

Anonona

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I doubt From designed pyromancy with SL1 in mind. After all, they seem to regret the choice of making the flame scale only with its level so they changed it in DS 2 and 3, now necessitating INT and/or Faith, and haven't really revisited the idea neither in Bloodborne nor ER. It looks more like a case of trying to make Pyromancy unique and distinct from the other two, as well as a good option for non Int/Fth builds but they overtuned its strenghts, which is the reason it is so popular for SL1 runs. From's games have never been ones to really nail their RPG designs, from Demon's Souls to ER they have some big oversights and weird choices, as ER many nerfs to both PVP and PVE attest to.

Also many games have level 1 runs, specially jrpgs, doesn't necessarily mean that they were designed with them in mind, more like a side effect of players mastering the systems.
 

Ravielsk

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I doubt From designed pyromancy with SL1 in mind. After all, they seem to regret the choice of making the flame scale only with its level so they changed it in DS 2 and 3, now necessitating INT and/or Faith, and haven't really revisited the idea neither in Bloodborne nor ER. It looks more like a case of trying to make Pyromancy unique and distinct from the other two, as well as a good option for non Int/Fth builds but they overtuned its strenghts, which is the reason it is so popular for SL1 runs. From's games have never been ones to really nail their RPG designs, from Demon's Souls to ER they have some big oversights and weird choices, as ER many nerfs to both PVP and PVE attest to.

Also many games have level 1 runs, specially jrpgs, doesn't necessarily mean that they were designed with them in mind, more like a side effect of players mastering the systems.

I could accept that Pyromancy was made with SL1 runs in mind if it was done this way in the later games. It would make sense for them to look at the popularity of SL1 challenge runs and design certain parts of the game around that but for that to be the case those runs would first have to first exist and be popular. However neither was really true at the time of DS1 release, those runs really only took off after the PC release when the series actually reached what could be described as mainstream recognition.

Even then I would argue that these sorts of challenge runs did not really pick up in popularity until DS2 but I could be misremembering that. Either way they absolutely were not a staple at the time of DS1's launch.
 

Lyric Suite

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I could accept that Pyromancy was made with SL1 runs in mind if it was done this way in the later games.

Nothing preventing them from changing their mind later.

I still say it's not coincidence that in Dark Souls 1 the SL1 class happens to be specifically a pyro, with the pyro hand accepting souls as if it was an alternative to leveling, and with pyro oriented infusions being uniquely devoid of stat scaling. Lastly, the fact the pyro class is the only one that starts at SL1. There's too many factors that converge in indication there's at least an invitation to try it.

SL1 runs "not" being a thing at the time can actually be shown to prove the point: what if SL1 runs became a thing BECAUSE of the pyro class?

The pyro flame being something one can tap into without actually claiming to "own" it, or to be the source of that power, it being completely separate from any personal trait of the character wielding it, sort of leads then to the ultimate possibility of someone being devoid of ANY kind of personal power or skill or ability or any learning of any kind still being able to wield the flame and tap into its powers.

So both conceptually and mechanically everything just points to the possibility for the player to be able to do this. The mechanics allow for it. The lore allow for it. How is it not intentional.
 

Lyric Suite

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But anyway, whatever you think about that, it seems clear to me that they meant for you to use every tool at your disposal, and anything else is a self-imposed restriction. Didn't the grand moff Miyazaki himself say he's bad at the games and so makes use of every trick in the book?

But that's precisely what makes me think the possibility of playing as a SL1 was intentional, because the pyro hand actually makes up for the lost levels. You are not really penalized by chosing not to level the same way you are in all the other Souls games where they decided to ditch this idea in favor of the Wretch etc. Even at SL1, you can wield the exact same power as any other high level characters. You are just going about it in a different way.
 

Anonona

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Nothing preventing them from changing their mind later.
And nothing indicates that it was their intention either. But I'll say that common sense does point to any change being to "correct" or "improve" perceived flaws in their design, just as DS1 Estus Flasks were used to correct the problem of overabundance of curatives in Demon Souls. And specially when DS2 didn't abandon DS1 gameplay philosophy (slow and methodical combat) yet was the first one that received such a change. Not even ER has it, and of all "Souls" it is that prioritized the least "balance" in favour of freedom of build and its RPG systems.

So both conceptually and mechanically everything just points to the possibility for the player to be able to do this. The mechanics allow for it. The lore allow for it. How is it not intentional.

Not really. Because then how do you explain lightning infused weapons having the same quality despite lightning spell requiring investment in Faith? From's lore shouldn't really be taken too much into account when it comes to gameplay choices. Also you have more than enough souls to level the flame and your character, the cost is not so step. The only reason it is so expensive is that it doesn't require stones of any kind unlike weapons, so they had to balance with an higher soul cost.

But perhaps the biggest indicator that it wasn't meant to be used for SL1 is the fact that PVP exist and one of the biggest problems DS1 had was "twinking", where players used upgrade weapons, armors and/or pyromancy but stayed low SL and invaded low level players. This was a design flaw that From didn't take into account and that they tried to rectify on the next games, either by removing such options or adding mechanics like the infamous "soul memory". From never planned for players to stay low SL with upgraded equipment, because if they had, they would had taken measures to avoid the issue in PVP, which they started doing next games (and with the DLC I think, but I may be remembering wrong). Ergo, it is more logical to assume it was an accident instead of something intentional.

There is also the attunement mechanic, which meant that if you wanted more than 2-3 spells you needed to level it up. The fact that combustion spells were broken as shit doesn't mean From designed the system with the idea that the player would only use 2 spell at the time. Add the fact that Dex increases casting spell and there is even more reason to think that they did wanted the player to level up even if they are using pyromancy.


From's has always be a bit "sloopy" when it comes to fine tune their games. Happened something similar to AC3 when they introduced the "overheat" mechanic. It was intended to be a new type of damage while also a new element to take into account when designing mechs, but it was so ridiculously overtuned in AC3 that weapons with good heat damage dominated the game completely, and had to be balanced on the next installments. And that wasn't the only issues the AC3 saga had, as Nexus for example you only need to equip 2 chainguns and you pretty much won, and of course they were nerfed on the next versions. From games have a lot of "soul" (pun intended), but they had always been a bit clumsy when it comes to game design.
 
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Lyric Suite

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Well, first, you need an alternative damage type in case fire doesn't work, so lighting was a good candidate for that (why doesn't lighting have faith scaling on weapons then?). Second, lighting in this game is associated with fire. Gywn, the Lord of "Cinders", Kiln of the "First Flame", whose soul can grant the player the "Sunlight" Spear, which does lighting damage though the sun is bourne out of fire etc. There's an association between the first flame and the fire of pyromancy, which if i remember was a result of the witches attempting to create a second flame.

Second, i would suggest that at the very least, there probably was an expectation that a pyromancer was going to be lower in level than other classes. That's because the player is given the choice to use souls either for their character or for the pyro glove, and it's not a given that everybody has the surplus necessary to level up both at the same time, certainly not in the early game. Even if they didn't think about the possibility of not leveling the pyro at all, there was at least an expectation a trade off had to be made, hence the need to bolster the resulting weakness in character level by offering a weapon infusion that didn't hinge on stat scaling. From there, it's a very small step to make from deciding not to level at all, or see how far one could get if one prioritizes the hand exclusively (as it turns out, you can make it all the way to the end).

The fact remains that Dark Souls 1 is the only Souls game where you can end up with a SL1 character that isn't in fact that far behind a regular character in terms of power.

As for PvP, i'm not entirely sure how much that would factor in here. I certainly don't think they expected twinks and it's not like the pyro is the only class that can be twinked out to harass low level players. I would also assume PvE was their first priority when designing the game, hence why it never even occurred to them to have a matchmaking for the weapon upgrades originally. They weren't expecting people would create low level characters with maxed weapons to go harass low level players.


There is also the attunement mechanic, which meant that if you wanted more than 2-3 spells you needed to level it up. The fact that combustion spells were broken as shit doesn't mean From designed the system with the idea that the player would only use 2 spell at the time. Add the fact that Dex increases casting spell and there is even more reason to think that they did wanted the player to level up even if they are using pyromancy.

It's not that they didn't "want" the player to level the pyro. It's more that they allowed for that possibility, which is a logical possibility given the inherent mechanism of the flame glove and the lore behind it. I mean i made that assumption way back then and back in the day i had zero clues SL1 runs were a thing and basically had no idea how anything in the game even worked. I just saw the pyro glove, saw that the pyro started at SL1 and instantly made the assumption it was a kind of alternative playstyle where you leveled the hand instead of the character. It just feels like an obvious leap of logic to make, especially since this was game known to be "very hard" so why wouldn't they tempt or dare the player to make an hard core choice (while making sure that option was still viable).

I mean, ultimately, ask yourself this. Why wasn't the deprived the SL1 class? Why the pyro specifically? If you don't consider the existence of the pyro hand and the way it works, one could say the choice was kinda of arbitrary. For all intended purposes, you could even say they had an expectation that people were going to try to do SL1 challenges, and normally they would pick the deprived to do it (as they do in all the other Souls games). So instead of making the deprived the SL1 class, they picked the pyro, the one class that can still be viable even at SL1, to sort of "soften" the path of trying to beat the game with a low level character.
 
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Anonona

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Second, i would suggest that at the very least, there probably was an expectation that a pyromancer was going to be lower in level than other classes [...] there was at least an expectation a trade off had to be made, hence the need to bolster the resulting weakness in character level by offering a weapon infusion that didn't hinge on stat scaling. From there, it's a very small step to make from deciding not to level at all, or see how far one could get if one prioritizes the hand exclusively (as it turns out, you can make it all the way to the end).

sorry for shortening the message, didn't want the post to occupy to much space
I can agree on From expecting the possibility of Pyro being lower level, even without facts to back it up it is not too hard to imagine. After all you have to sacrifice levels to upgrade the flame, and the fire/lightning weapons being there to compensate for lower offensive stat investment. I think they probably expected players to focus on HP, Stam, Max. load and Attun., but as it happens with any dedicated fanbase they started going for SL1 runs, and pyro was one, if not the easier SL1 option. I think it was more of a happy accident as Demon's Souls didn't really have anything equivalent, and it seems to me they ported a lot of the gameplay from DeS to DS1 but may have not think everything through.

I disagree on the lore reasons sadly. Even back then From addmited in some interviews to write the lore as they went along, it was never a priority and some "lore" issues are bound to happen.

As for PvP, i'm not entirely sure how much that would factor in here. I certainly don't think they expected twinks and it's not like the pyro is the only class that can be twinked out to harass low level players. I would also assume PvE was their first priority when designing the game.
Considering that the things that were changed (pyro, fire/lightning/chaos infusions) were the most popular on "twink" characters, while Raw, which was considered inferior in DS1, remained until ER, I'll say it probably was a big factor. I think the remaster may had put some kind of weapon matchmaking to try and combat it.
 

Lyric Suite

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Don't forget pyro is the ONLY SL1 character in the game. The lowest one after it is the Cleric at SL2. All the others are higher than that, the highest being the deprived. I think that's kinda of interesting in lieu of the fact the deprived became the SL1 option thereafter in all future Souls games up to Elden Ring as well. I think the pyro may have been designed to soften that path, and they came out with a cool lore to justify it in game (which is why for me the pyro is the most interesting SL1 run in all Souls games, even if it is by far the easiest. Because the lore behind it is just too cool. When you are running around wearing rags with zero stats and yet you can still obliterate even end game bosses it's amazing conceptually).
 

Anonona

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I mean, ultimately, ask yourself this. Why wasn't the deprived the SL1 class? Why the pyro specifically?

There is a good mechanical reason, specially if you consider that it's total stats are still the same or almost the same as the other higher level classes despite being SL1; they are taking into account that they need to spend souls leveling their flame, so starting at the lowest level possible allows them to gain some stats cheaper than other classes while still having a very decent stat allocation that allow to go for multiple builds, which goes well with pyromancy as it can be used in pretty much any build. Very useful if they want to go for a specific weapon and need the minimum stat requirement without spending too many souls.

Plus having to level attunment, probably the reason magic classes start at lower levels, to compensate.

DS2 skipped the pyromancer class and only reappered in DS3, where the upgrades for pyromancy and other types catalyst were standarized to be similar to weapons and now it scaled with stats, so now it needed to be balanced as the other magic classes, as they no longer have the need to spend so many souls on it. Deprived being SL1 is probably just a way to make it the "blank state" class. Bloodborne actually had 2 of those and they seem to have gone with the same idea in DS2.

ps: Also Queelag. You cannot use pyromancy alone to kill her, specially at release. If the intention was to use Pyromancy alone they kind of dropped the ball there, probably need at least a raw weapon.
 
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Bloodeyes

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"Hey guys, only my third try. Watch me stack buffs and twice try to glitch the bosses attacks". How strange.. only 3 tries and yet you're acting like you've seen this boss fight before. While using meta builds.. It's all so 3 tries and absolutely no advanced information.
I'm just better at this game than you. Hard to believe I know. I don't know what the fuck you mean about glitching his attacks. My buffs were crab and physick. My build is my level 168 invasion build that I made throughout my playthrough. Its a 50 faith melee build that's made to be a heavy armored paladin/rogue that buffs pve before attacking coop players then runs off to heal with spells and ambush again.

The current meta is not prayerful strike. Its claws of night, backhand blades, rakshasa great katana, greatsword of damnation and impenetrable thorns. Sorry I know how to make a proper build you 40 vigor scrub PvE'r but ERPVP is my hobby and I have a Twitch channel devoted to it. It just so happens that good PvP builds are also generally good in PvE.
 

Hell Swarm

Learned
Joined
Jun 16, 2023
Messages
2,144
SL1 runs "not" being a thing at the time can actually be shown to prove the point: what if SL1 runs became a thing BECAUSE of the pyro class?

Sorry Lyric, SL1 runs were happening but it was hard to stream the PS3 and uploading to youtube was a pain due to segment sizes. But there are a few SL1 videos floating around. The usual challenge run was +7 difficulty rather than SL1 though.
I'm just better at this game than you. Hard to believe I know. I don't know what the fuck you mean about glitching his attacks. My buffs were crab and physick. My build is my level 168 invasion build that I made throughout my playthrough. Its a 50 faith melee build that's made to be a heavy armored paladin/rogue that buffs pve before attacking coop players then runs off to heal with spells and ambush again.
And you just happened to know the directions to run to glitch Radahn's attacks.
I have a Twitch channel devoted to it.
HAHAHAHAHAHAHAHAHA! What a fucking loser.
 

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,949
SL1 runs "not" being a thing at the time can actually be shown to prove the point: what if SL1 runs became a thing BECAUSE of the pyro class?

Sorry Lyric, SL1 runs were happening but it was hard to stream the PS3 and uploading to youtube was a pain due to segment sizes. But there are a few SL1 videos floating around. The usual challenge run was +7 difficulty rather than SL1 though.
I'm just better at this game than you. Hard to believe I know. I don't know what the fuck you mean about glitching his attacks. My buffs were crab and physick. My build is my level 168 invasion build that I made throughout my playthrough. Its a 50 faith melee build that's made to be a heavy armored paladin/rogue that buffs pve before attacking coop players then runs off to heal with spells and ambush again.
And you just happened to know the directions to run to glitch Radahn's attacks.
I have a Twitch channel devoted to it.
HAHAHAHAHAHAHAHAHA! What a fucking loser.

I still don't know what you mean about glitching his attacks. My fight against him was a complete mess where I bashed through most things with prayerful strike and tried to roll what had broken my hyper armor in my first attempts. I ran away from his phase transition the first time, failed to do it the other times and I ran in to his flying attack. That's all the running I recall doing. My kill on him wasn't a master class in skill, but that's not really my point. Shit players are complaining this boss is unfairly hard. I am an average to bad player within my friend group (still far better than a crybaby scrub like you), yet I bodied him without having to learn him properly just by having a sensibly made build and choosing the right weapon and talis from my loadout. Also by having the common sense to try and move out of the way of his big attacks which is apparently glitching. OK buddy.

Having a Twitch channel is a better hobby than being a cryhard on the Codex by the way. I really enjoy what I do and like the people I have met doing it. Its not something you could possibly shame me for.

Edit: Yeah I just rewatched the fight. At no point do I do anything that could remotely be considered glitching. You're full of shit and coping because you are bad.
 

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