Hell Swarm
Learned
- Joined
- Jun 16, 2023
- Messages
- 2,144
"I took damage from an off screen attack due to camera issues but that's perfectly fine"
From drone.
From drone.
If you'd watch the video above for more than a minute, you'd learned that abija defeated Nameless King without dying. Just saying."I took damage from an off screen attack due to camera issues but that's perfectly fine"
From drone.
I was deliberately positioned in a way to be behind the head of the dragon so how much the boss is visible was completely on me. I also knew the hit was coming but wanted to trade. Are you arguing From should override my intentions and force the boss always in view? How would that even work?"I took damage from an off screen attack due to camera issues but that's perfectly fine"
From drone.
ER does give infinite lock-on range, though. It breaks automatically where it thinks you might benefit from not being locked on anymore, since the boss is leaving the arena or something, but you can just press the button again to lock on to the Elden Beast or Bayle or whatever without incident. I genuinely have no idea what you're complaining about here. I guess I could see taking umbrage with the game making that assumption, from a UX standpoint? But it takes a momentary twitch of your thumb to turn it back on, and it genuinely is helpful to not lock on to bosses in some instances.The player dying to a CORE MECHANIC BREAKING in a situation where it should never break and has been solved by other games since the PS1 era is a critical failure. It's akin to your breaks failing in a car in terms of game design. And it's solvable and it's not been solved by From. What possible argument can you have for not giving infinite lock on range during boss fights? They're 1 on 1 with a single other thing in the room. There's never a reason for lock on to break and a boss to hit you from off camera.They are, yes. I and millions of other people have beaten every game in the franchise without issue, so there's obviously nothing critical going wrong. In hundreds of hours cumulatively put into these games I have spent maybe ten minutes being annoyed at the camera. That is an acceptable rate of failure.
Are you arguing the lock on feature should randomly break on you because er... just because it does okay? If you want it to break you push the button to break it. Other wise it should stay locked on until the enemy is dead.Are you arguing From should override my intentions and force the boss always in view? How would that even work?
Locking onto the boss is a player choice. The game forcing it to break for any reason is simply wrong. If I want to lock on then I should stay locked on. It's an essential part of using a shield and it breaking randomly is not acceptable.It breaks automatically where it thinks you might benefit from not being locked on anymore
Are you arguing the lock on feature should randomly break on you because er... just because it does okay? If you want it to break you push the button to break it. Other wise it should stay locked on until the enemy is dead.Are you arguing From should override my intentions and force the boss always in view? How would that even work?
Locking onto the boss is a player choice. The game forcing it to break for any reason is simply wrong. If I want to lock on then I should stay locked on. It's an essential part of using a shield and it breaking randomly is not acceptable.It breaks automatically where it thinks you might benefit from not being locked on anymore
Reddit complaining about the camera
Steam community complaining about the camera
GameFAQS complaining about the camera
I can find more but this is from 2017. From had 5 years to fix the camera for large enemies and they didn't. So.. Who wants to defend this retarded shit? Seriously.
My man Cvdf3- knows what's upAfter a while this phase of the fight will be incredibly easy to the point where you don't think about it. Which is good because phase 2 is a trip
But it doesn't break randomly. And having it break instead of having your camera spin all over because a fast enemy or ability make the lock point go suddenly behind you is certainly preferable. You also have control over this behavior with your positioning.Are you arguing the lock on feature should randomly break on you because er... just because it does okay? If you want it to break you push the button to break it. Other wise it should stay locked on until the enemy is dead.
"Just fix it bro."I can find more but this is from 2017. From had 5 years to fix the camera for large enemies and they didn't. So.. Who wants to defend this retarded shit? Seriously.
And yet Gundam Breaker 4 just came out with large enemies and the camera and lock on there works fine. Never breaks and never shows you a butthole.The fix is using both lock and free camera versus big enemies because there's no fix to having a horrible view from some positions when you lock to a specific point of a huge body.
It seems like it breaks in specific situations, rather than "randomly," and for a purpose.Are you arguing the lock on feature should randomly break on you because er... just because it does okay? If you want it to break you push the button to break it. Other wise it should stay locked on until the enemy is dead.Are you arguing From should override my intentions and force the boss always in view? How would that even work?
Locking onto the boss is a player choice. The game forcing it to break for any reason is simply wrong. If I want to lock on then I should stay locked on. It's an essential part of using a shield and it breaking randomly is not acceptable.It breaks automatically where it thinks you might benefit from not being locked on anymore
Reddit complaining about the camera
Steam community complaining about the camera
GameFAQS complaining about the camera
I can find more but this is from 2017. From had 5 years to fix the camera for large enemies and they didn't. So.. Who wants to defend this retarded shit? Seriously.
And yet Gundam Breaker 4 just came out with large enemies and the camera and lock on there works fine. Never breaks and never shows you a butthole.
Gee. I wonder why people think From fanboys are fucking retarded.
The game cannot be balanced around summons because that would make solo play impossible and would go against the point of summons (which is to make the game easier).
(it's an advanced spell of course it should feel powerful do you guys even know how mages work in fantasy settings?).
The DLC has quite a few new ones. I like the star-lined sword, but the freezing perfume bottle and the new eternal-sleep sword are also great backup weapons for a mage.I'm re playing ER and want to play as a Night Mage RP build. Recommend a good backup sword, preferentially curved(katana, scimitar, etc). I usedMoonlightDark Moon Greatsword in my normal mage run. But it would't fit aesthetically myself insertchar.
From the base game:I'm re playing ER and want to play as a Night Mage RP build. Recommend a good backup sword, preferentially curved(katana, scimitar, etc). I usedMoonlightDark Moon Greatsword in my normal mage run. But it would't fit aesthetically myself insertchar.
Fags have been roleplaying as Elden ring characters in youtube chat for years.
Elden Ring – Patch Notes Version 1.14
ELDEN RING Patch Notes – Version 1.14
Targeted Platforms
PlayStation 4 / PlayStation 5 / Xbox One / Xbox Series X|S / Steam
Final Boss balance adjustments
The following adjustments have been made to the final boss of “SHADOW OF THE ERDTREE”
- Changed the action pattern when the battle starts.
Adjusted some attack moves. Decreased the damage of some attacks. Decreased stamina damage of some attacks. Decreased the attack range of some non-weapon-based attacks. Improved the visibility of some attack effects.
PvP-exclusive balance adjustments
Equipment
Decreased the damage of Backhand Blades against other players. (The Smithscript Cirque's throwing attacks are not affected by this change) Decreased the damage of Spears’ dual wield attacks against other players. Decreased the damage of the Pata weapon against other players. The “Spread Crossbow” weapon will no longer cause the headshot damage motion when hitting another player.
Skill
Scattershot Throw
Decreased damage against other players. This skill will no longer cause the headshot damage motion when hitting another player.
Discus Hurl
Decreased the damage animation value generated by this skill when hitting another player.Weed Cutter
Decreased the poise value of follow-up attacks when using this skill against other players.
General balance adjustments
Equipment
Increased the attack speed of the uncharged version of the first heavy attack for the following weapon types:Dagger / Throwing Blade / Straight Sword / Great Sword / Colossal Sword / Heavy Thrusting Sword / Curved Sword / Twinblade Sword / Katana / Great Katana / Axe / Flail / Great Spear(Except Serpent-Hunter) / Halberd / Reaper / Whip (Except Urumi) / Hand-to-Hand Arts / Beast Claw.
After performing left handed attacks with weapons of the Great Katana category, cancelling into subsequent attacks using the right handed weapon will now take longer.- Hand-to-Hand Arts weapon type
Increased damage. Shortened the recovery time between some normal attacks and follow-up attacks. Colossal Sword weapon type
Increased the move distance when attacking. Increased the speed of the first normal attack. Backhand Blade weapon type
Decreased the attack speed of normal attacks from a crouching position. Small Shield and Medium Shield weapon types
Increased the damage negation of some shields when blocking physical attacks. Increased the guard strength of some shields. It will now take longer to be able to cancel into most actions after performing one-handed normal attacks with the Swift Spear. Extended the Smithscript Dagger’s throwing attacks range. Increased the attribute scaling of Rellana's Twinblade for lower Intelligence and Faith attributes. Rellana’s Cameo Talisman
Reduced the delay before the damage enhancement activates. Increased damage enhancement.
Weapon Arts
Light
Increased attack speed
Darkness
Increased attack speed
Dynastic Sickleplay
Reduced stamina consumption Increased poise damage of follow-up heavy attacks. Increased the movement distance of the first follow-up heavy attack. Adjusted the damage animation recovery time when the second follow-up heavy attack hits another player.
Shield Strike
Cancelling other actions to perform this weapon art will now take longer.
Moon-and-Fire Stance
Increased the light wave range, poise damage, and attack speed of the stance’s normal attack. Increased the poise damage from the stance’s heavy attack. Adjusted the damage animation recovery time when a stance’s heavy attack hits another player.
Devonia's Vortex
Increased attack power. Extended the attack range of the Great Hammer’s spin. Increased poise value and poise generation speed.- Adjusted the damage animation recovery time when a charged attack hits another player.
Spell
Rellana's Twin Moons
Increased attack range for the first and second attacks.- Reduced the knockback distance of the second attack.
Incantation
Aspects of the Crucible: Thorns
Increased attack power. Increased attack power, stamina attack power against guarding enemies. The close-range hitbox now follows the movement of the player
Aspects of the Crucible: Bloom
Increased attack speed, increased size of the hitbox. Shortened recovery time between using this incantation and follow-up actions.
Divine Bird Feathers
Decreased the minimum delay between consecutive hits. Increased range.
Furious Blade of Ansbach
Cancelling this incantation into rolls will now take less time. Increased poise damage. Increased enemy knockback distance.
Midra's Flame of Frenzy
Increased attack speed.- Increased Frenzy status buildup range against enemies.
Decreased Frenzy status buildup when using this skill.
Bayle's Flame Lightning
Increased attack power.
Bug Fixes
- Black Pyreflies items will now correctly reappear when resting at a site of grace.
Fixed a bug where performing a Light Greatsword heavy attack while jumping did not consume stamina. Fixed a bug where unintended Weapon Skills could be used when equipping the Ballista in the left hand. Fixed a bug that caused critical hit damage dealt to Taylew the Golem Smith when using certain weapons the be lower than intended.- Fixed a bug that prevented the player from acquiring runes when an enemy was killed while holding a shield.
Fixed a bug where casting the Inescapable Frenzy Incantation using the Staff of the Great Beyond would cause its hitbox to be generated incorrectly. Fixed a bug where whiffed backstabs with the Pata weapon had a smaller fist hitbox that intended.- Fixed a bug where some attacks of the Lizard Greatsword weren’t registered as strike attacks.
- Fixed a bug where Euporia could increase the attack power of other weapons when its luster is restored.
- Fixed a bug where the restored luster effect of Euporia was sometimes displayed on different weapons.
- Fixed a bug where the power of some Weapon Skills of a right-handed Falx changed depending on the level of the weapon equipped in the left hand.
- Fixed a bug where the enchantment effects of certain skills were being applied to some attacks that did not use weapons.
- Fixed a bug that could cause incorrect player motions to be performed when using lock-on for the following Skills.
- Wild Strikes / Spinning Strikes / Unending Dance
- Fixed a bug that caused the Rolling Sparks Skill to go through some terrain.
- Fixed a bug where the Blades of Stone Spell did not hit targets at a different height level correctly.
- Fixed a bug where some attacks of the Bayle’s Tyranny Incantation did not hit multiple enemies.
- Fixed a bug that caused the attack of the Bayle’s Tyranny Incantation to go through certain terrain.
- Fixed a bug where Godfrey’s Icon Talisman did not apply to some Skills, Spells, and Incantations.
- Fixed a bug that prevented the player from becoming translucent when the Crepus’ Vial Talisman is equipped and the Unseen Form Spell is used.
Fixed a bug where the hitboxes of some attacks of Rellana, Twin Moon Knight were different than intended.- Fixed a bug where the “Leave” option could not be selected in the inventory menu for some equipment.
- Fixed a bug that made some Site of Graces difficult to touch under certain circumstances.
- Fixed a bug in some areas where the invasion spawn-in position was different than intended.
Fixed a bug where the displayed name of certain areas was different than intended.- Fixed a bug in which, under certain circumstances, the combat state was not released after defeating an invading NPC.
- Fixed a bug that prevented some effects from being displayed correctly.
- Fixed a bug where the Watchful Spirit Incantation’s attacks were sometimes invisible to other players in multiplayer.
- Fixed a bug where the effects of some tools and incantations were not correctly applied when trying to deflect or cancel.
- Several performance improvements and other bug fixes
- Corrected a descriptive error in the game’s credit that was incorrectly added in patch 1.12;
Possible unstable performance fixes
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 " > "Ray Tracing Quality" from the title screen or in-game menu.
In the PC version, the message "Inappropriate activity detected" may appear without cheating. To fix this issue, please verify the integrity of the game's files before restarting the game.
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.
The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 1.14
Regulation Ver. 1.14.1
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 not1.14.1, please select LOGIN and apply the latest regulation before enjoying the game.
Online play requires the player to apply this update.
https://en.bandainamcoent.eu/elden-...medium=official_post&utm_campaign=ER-Patch114
Elden Ring – Patch Notes Version 1.14
ELDEN RING Patch Notes – Version 1.14
Targeted Platforms
PlayStation 4 / PlayStation 5 / Xbox One / Xbox Series X|S / Steam
Final Boss balance adjustments
The following adjustments have been made to the final boss of “SHADOW OF THE ERDTREE”
- Changed the action pattern when the battle starts.
Adjusted some attack moves. Decreased the damage of some attacks. Decreased stamina damage of some attacks. Decreased the attack range of some non-weapon-based attacks. Improved the visibility of some attack effects.
I love that FS never use any extensive DRM solutions and I still can play with prenerfed angels in The Ringed City while also legally owning all their recent gameshttps://en.bandainamcoent.eu/elden-...medium=official_post&utm_campaign=ER-Patch114
Elden Ring – Patch Notes Version 1.14
ELDEN RING Patch Notes – Version 1.14
Targeted Platforms
PlayStation 4 / PlayStation 5 / Xbox One / Xbox Series X|S / Steam
Final Boss balance adjustments
The following adjustments have been made to the final boss of “SHADOW OF THE ERDTREE”
- Changed the action pattern when the battle starts.
Adjusted some attack moves. Decreased the damage of some attacks. Decreased stamina damage of some attacks. Decreased the attack range of some non-weapon-based attacks. Improved the visibility of some attack effects.
Oh fuck you i was trying to do a no hit run on him and now they nerfed him. Like shit lmao. All i needed was a couple of days god damn. Should have done it yesterday but i didn't feel like playing, too tired.