Cryomancer
Arcane
Re playing the DLC and now everything is much easier. The lion boss, I took hours in my first run and now, beat him in 3 tries. Did they nerfed the game or I become less shitty?
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.
Couldn't beat him until they nerfed him.so Hell Spawn can fuck himself
Couldn't beat him until they nerfed him.so Hell Spawn can fuck himself
Sure they were lyric. You complained you couldn't do it pre nerf in the post.
Lol, no. People have used that and more, including things like just running away or jumping to glitch out the move. The hubris, man.I'm pretty sure i'm the first one to pull that trick on the diving bomb attack
Is pretty much the de facto strategy I think most people figured out and used for that move, me included.I also figured you can just go inside him while he is doing that teleport thing and while there you can just buff up lmao
Lol, no. People have used that and more, including things like just running away or jumping to glitch out the move. The hubris, man.I'm pretty sure i'm the first one to pull that trick on the diving bomb attack
Is pretty much the de facto strategy I think most people figured out and used for that move, me included.
There were also improvements to be made. For example, there are multiple openings during some of Radhan combos where you can easily R1, or even pull a guard counter if you are cheeky enough, to maximize damage that you didn't use.
More openings are also good, unless you banked on high single hit damage
No, running away is actually a safe way of doing it if you don't use that Ash of War in your build. No need to time it, just run, you give up damage opportunity, but is one of the safest. The "hardcore" mode would be to roll to end up close to him when he falls to maximize damage.In every video i've watched after i killed Radahn people ran away. Why? Because that's the "hardcore" thing to do. They wanna show off to the world where as i don't have that hurdle. I love figuring out ways to "edge" my bets like that and i enjoy finding ways to make use of dead spaces. I also absolute despise having to run away from anything so i didn't even consider trying that at all.
Yes, and healing too. I think it would also be possible to use a range attack or spell aimed to where Radahn is going to stand once his attack finish so it hits when he becomes vulnerable again, to edge up extra damage, but I wasn't using any ranged options when I was practicing the fight, so I cannot say if it would work. Potentially it could allow to use a slow but strong spell if possible.Yeah but did you think of buffing while you were standing there?
I understand. A shame though. Perhaps using shield rampart may allow for it, though I can see how it would make more cumbersome to use Square Off to punish at the end, but maybe it is possible to change to 2-handing the sword fast enough to do so. Also perhaps dodging the first attack of the combo may do the trick?Oh those i had to give up on them because i constantly ran out of stamina. Like i know you can squeeze in an R1 during the slow double slash attack, or the one that ends with the ground slam there's a delayed attack during that combo where you can slap him in the mouth with a quick slash but i had to sacrifice those since i couldn't afford them.
Medium Shield guard boost has been improved significantly, some of the better ones have guard boost only a few points below that of the Haligtree Greatshield, Golden Greatshield and Black Iron Greatshield.
No, running away is actually a safe way of doing it if you don't use that Ash of War in your build.In every video i've watched after i killed Radahn people ran away. Why? Because that's the "hardcore" thing to do. They wanna show off to the world where as i don't have that hurdle. I love figuring out ways to "edge" my bets like that and i enjoy finding ways to make use of dead spaces. I also absolute despise having to run away from anything so i didn't even consider trying that at all.
The hardcore mode would be to roll to end up close to him when he falls to maximize damage.
Your mode is the "smart" one, using a skill to maximize damage and with more generous timing, with the only caveat that is build dependent.
Yeah, and healing too. Is not that smart.
I hit him with a Square Off as he was trying to fly away, and with another one right after he landed. That's two very hard hits i got for free just for using an Ash of War. Even if people would figure out how to pull a trick like that they wouldn't use it because they are afraid people would claim they are doing the boss "in easy mode".
An Ash of War is not a "build" though. Everybody can slap that thing on a shield and put in the second slot like i did.
For instance, another thing i discovered is that if you don't hit him with a critical hit in the first phase, you'll spawn right next to him instead of far away in the second phase. So instead of having to run back to him for 30 seconds i was able to just bust him up right away, or throw pots at him to rot him if he did that Light of Miquella thing. I love that shit.
If you check all the RL1, no Scadutree blessings videos they are all the same. It's actually kinda of boring it's like they are all perfecting the same strategies to show they can do it, without relying on creative tactics.
It's a genius move.
I hit him with a Square Off as he was trying to fly away, and with another one right after he landed. That's two very hard hits i got for free just for using an Ash of War. Even if people would figure out how to pull a trick like that they wouldn't use it because they are afraid people would claim they are doing the boss "in easy mode".
I do not exactly agree with that. It seems natural to hit him as much as possible, and when you are optimizing a fight hitting him as he flies away and then when he come backs is natural. The reason people runs away is that is easier to dodge that way, is a consistent low effort strategy.
It is totally part of your build. Every weapon, AoW, talisman and armor piece are part of your build
Specially because now there is a huge pushback against the "git gud" crowd.
The meteor? You can roll it, but have to do it twice and time it. The Vow is a better method quite honestly.I'm pretty sure the fact you can't roll through the bomb is why they do it. Even Vow of the Indomitable doesn't last long enough, which is why i had to then follow that up with a roll to survive the whole thing.
Is not about limitations, just people have different strategies and loadouts, that is all.I mean even the accusation that i'm only able to do what i'm doing because of my "build" implies there is something inaccessible about my set up for people who chose a different character progression, but if it's just a matter of swapping gear around, i don't see where the limitation is.
I see it differently. People are tired of being told they play their games wrong or that they shouldn't use good options or mechanics because they have a chip on their shoulders about it. There are also many more new players for ER, like a lot, who don't give a shit about that "git gud" mindset and get angry for being told how to play. Finally, it is also an argument against complains about the game being "too hard", pointing out how giving up so many tools is making the game unnecessarily hard for the complainers. without mentioning that limiting yourself to base attacks and/or AoW and just rolling/jumping is quite boring, like playind DMC and using the basic combo and dodging only; it may get the job done, but is not very fun nor the best way to play.Yeah i saw that but to me it just seems like the opposite extreme and it usually seems to come from a place of jealousy and sour grapes more than anything else.
Agree, I consider that having multiple tools at one's disposal and adapting is one of the most fun ways of playing Souls in particular and RPG and action games in general. I hope next game they make levels harder and encourage players to use multiple weapons and tools. Lord of the Fallen had a cool system where ranged ammunition recharged at "bonfires" and made ranged weapons an important part of your arsenal, designing bosses and encounters around it regardless if you played casters or fighters. Would be neat if From tried something similar, Sekiro kind of already has it with the ninja tools.I'm not opposed to getting good, and i like to get good myself. It's just that this emphasis on always doing things the hardest way possible is a bit monotous.
You can roll it, but have to do it twice and time it.
For real? Now i'm compelled to try it.
When i even saw Ongbal running away from it i just assumed it wasn't possible.