Elwro
Arcane
A bit weird, but I have to say there's something to it (from RPGWatch): http://www.forbes.com/sites/michaelthomsen/2014/04/25/is-dark-souls-ii-the-worst-game-ever-made/
Does the DaS1 phenomenon that got called a "dead angle" hit (why did they copy completely unrelated Guilty Gear terminology?) still happen? I thought that glitch was a big tipoff about their MMORPG style netcode because they can't actually maintain proper hitbox collisions.
Edit - if you don't know what I'm talking about, the essence of it is that when you hit another player in PvP (this may happen to some degree in coop against monsters, too) the game compares the angle of rotation of both players to see if the player that's struck is able to block the attack. Normally this does stuff like make it so if you hit someone in the back while they are facing in the other direction with their shield up, the game knows to let the attack go unguarded. But because of the hitbox-agnostic way they implemented it, this also has the rather insane side-effect that you can hit someone through their guard if you are facing away from them; e.g. if you run up to someone that's guarding, turn around, and do a 360 degree attack like Wrath of God, it will ignore their shield.
A bit weird, but I have to say there's something to it (from RPGWatch): http://www.forbes.com/sites/michaelthomsen/2014/04/25/is-dark-souls-ii-the-worst-game-ever-made/
The Excrement of Action
Released this week for PCs, Dark Souls II is the sequel to what I have long thought of as the worst game ever made, a work that demonstrated how and why videogames could become, to paraphrase Jeanette Winterson, the excrement of action, an elaborate network of interrelated parts oriented around an end goal of staggering waste. Like its predecessor, Dark Souls II is an open world combat game offering players a seemingly infinite variety of ways to do the same thing over and over again. You can kill with a sword, or magic spells, or giant clubs, or spears infused with fire. You can kill by striking first, or using a shield to block and then counter, or wear no armor and agilely roll beneath your enemy’s attacks then hit them from behind. But in every case you can only drain the fixed number of health points each enemy has, wiping them from the world, removing them from your path so you can move further along, where you can try another variation on the same basic idea.
The game only teaches players about itself. The amount of time and effort spent in learning its lessons is dramatically outweighed by the significance of having that knowledge. What good does it do me to know that Intelligence scaling for magic users becomes half as effective after level 40? What have I learned by knowing that The Rotten’s overhand smash attack can be dodged by rolling directly into it, or that his offhand sweep attack will automatically cause damage even when your character is several feet away.
Sen's Fortress has changed from an out-of-the-way building, to the next step in your quest, to a nigh-insurmountable challenge, to an old friend.
Watcher/Defender seem pretty good from my few attempts. Their presentation is terrible, they're not intimidating at all, Defender has an extremely dull moveset, and the music is very forgettable. But the fight itself is quite fun, like a much more technical O&S.
I agree with praetor on this.
This is (surprisingly) one of my least favorite bosses of Dark Souls II, because I do not like how the difficulty is.
Ornstein and Smough were enemies with more telegraphed yet more interesting attacks, they were always attacking, and their movesets and overall behavior were very different. This also gave them more personality, so to speak. They were also hard to block, at least, harder than most other bosses.
Watcher and Defender have very similar movesets, and they do not use their special attacks very often (like Watcher's Wrath of the Gods). They spend most of the time walking towards you and their attacks are (almost) always uninteresting fast swings. Several of their attacks are quite hard to dodge (especially if you want to get attacks in) but they are very easy to block, even with an unupgraded shield, and they do not have that much HP. In the O&S fight, I found myself dodging all the time while trying to find windows to attack one of them, in the case of Watcher and Defender I usually find myself walking backwards with my shield raised and throwing very safe attacks at the end of their combos. They seem to encourage this boring style of play.
Ironically I think the best dual fight in this game is double Pursuers, but that's not even a boss fight. It's a shame, really, it would be nice to have them replacing the dual Dragonriders.
Flexile Sentry + the two Suspicious Shadows is also an amazing fight, but it was sad to see that they overnerfed the Shadow's HP. They now die in like 2-3 hits, which is a shame. They really complimented Flexile's weaknesses and made the fight last longer which made the water element more noticeable.
A bit weird, but I have to say there's something to it (from RPGWatch): http://www.forbes.com/sites/michaelthomsen/2014/04/25/is-dark-souls-ii-the-worst-game-ever-made/
A bit weird, but I have to say there's something to it (from RPGWatch): http://www.forbes.com/sites/michaelthomsen/2014/04/25/is-dark-souls-ii-the-worst-game-ever-made/
But then, sometimes he'll actually move in the air before breathing fire, which is impossible to anticipate as far as I know.
You have to stay in front of him and then you can anticipate all his moves. It's a contra-intuitive boss like Sif: in that case you had to rush him always, in this case you have to bait him (by standing right in front of his nose).
Also, the ancient dragon is not so stupid: from the air he can breath fire under him, in front of him and on long range. But once you learn his pattern, is quite easy. I beat him naked with a BKH. He drops an Giant soul.
Bed of Chaos was not optional that's why the comparison doesn't stand.
Watcher/Defender seem pretty good from my few attempts. Their presentation is terrible, they're not intimidating at all, Defender has an extremely dull moveset, and the music is very forgettable. But the fight itself is quite fun, like a much more technical O&S.
would you care to elaborate on this? because, unless i'm misunderstanding what "more technical" means, i strongly disagree. O&S complement each other, they have diverse movesets and phase 2 of the fight has 2 possible scenarios, while TD&TW are bigger sized regular sword&board mooks who have more health and damage, with a simple sword&board moveset and next to no threatening attack (only D's sword impale, which suffers from the same wonky hitbox problems as every other grab attack in DaS2), not too different one from the other (W is slightly faster and has less health... that's about it), but overall they're a really simple fight where the only difference between phase 1 & 2 is they deal slightly more damage (and D drops his shield iirc), kinda like Smough 2.0 if you let kill him last, except easier. the only slightly challenging part of the boss here is when they both have their shield up so you have to have a bit of patience, but you already dealt with similar scenarios in the game before (particularly the sentinels who arguably have a more diverse and challenging moveset), so it's pretty much just them having a bit more health. in my opinion, they're a more boring version of O&S (kinda reflected by the kill/death stats on farfire... really, really low for a late game boss)
P.S.: Watcher has a WoG attack? never saw it, neither solo nor in the dozens (if not hundreds) of times co-oping them . like a combo the Pursuer does, when he does 2 pokes behind the shield and then a vertical smash (i've only seen it in a video). way too many attacks are way too rare
Wait, Demon of Song has an attack he can use without opening his "mouth"?
Dark Souls always had the same issue with super rare moves but it's more apparent in this game. For example, how many of you know that the Centipede Demon could jump back and start shooting fireballs out of its many mouths? This game seems to have way more rare attacks, though.
I can also imagine them making an AI pattern as the default with the intention of tweaking it for higher difficulties on NG+, but never actually getting around to implementing that part.Dark Souls always had the same issue with super rare moves but it's more apparent in this game. For example, how many of you know that the Centipede Demon could jump back and start shooting fireballs out of its many mouths? This game seems to have way more rare attacks, though.
I think this happens because they only use particular attacks at certain range bands, certain angles (e.g. player is standing on right flank, etc.), and against certain player states (e.g. in long recovery, back turned, holding shield up for a long time, etc.) that the fight logic rarely generates. I think they probably give a boss a full moveset, then iteratively tune it and some moves get pushed into small niches.
dude, backstep parry literally invalidates every melee weapon other than whips, ultras and greathammers (whose 2H movesets cannot be parried).
plus, it's way waaay easier to pull off than any of the more advanced backstab (i.e. more advanced than the basic backstab) techniques in DaS1.
and people really overstate the backstab problem in DaS1 PvP. BS fishers (on PS3 at least) were barely more common than cheaters (on PC), and very easy to counter backstab. plus, you really had to know what you were doing with heavy weapons. i never managed to be good with them, but i've fought plenty of folks that "wrekt d00ds" with the heaviest weapons (zwei being a classic example, as was the large club).
chain backstabs were stupid, but most people realized the retardation and were quickly de-mode (i don't think i've been chain-BSed a single time in the whole of 2012. sure, i'm only one sample, but if they were as prevalent as people make it out to be, like f.e. giant dads, i should've faced at least one or two in a year, no?)