I think it is because it shows mostly the ghosts of player who die(since that mechanic it is tied to their bloodstain) and one of the few ways to die in Majula is to jump off the cliffs.Is there some special reason why players are jumping to their deaths from the Majula cliffs near the Emerald herald that I am not privy to?
"Be wary of bleeding but hole"Secret Ahead, Try jumping.
Zep--
The name censor can go sick a but hole indeed. Fight the good fight mein freunds.
Question since you guys are on lore: why are the giants different? Are they different giants? You guys spent all this time talking about stuff but no one mentions why the giants are basically earth elementals with but holes for faces.
I think I am going to try a low SM run or maybe a no death/no bonfire run. And by that I mean rage. I gotta look up if you can light bonfires in the no bonfire run or if you seriously have to walk/run everywhere as here are quite a few places hat are a one-way trip without the feather/darksign/bone.
I'm pretty sure Sif is a wee little babby at the time of oolaicile and in the main game he's fully grown.Velstadt and Vendrick are visually big simply as a mechanism to make them seem intimidating/important. I do not think they are actually 'giants' the way the real giants are. Not sure about the Old Knights and Drake keepers but From likes to take liberties with their character sizes purely as a mechanic to make the characters seem more dangerous and powerful.
For instance, Sif is huge in game but his real size is when you can summon him to help you against Manus.
Have you actually played NG with a caster? For most bosses there is simply no such thing as "out of range" and most normal enemies close the distance very quickly. It's the same dodging you do as a melee char except casting spells takes longer than attacking with a weapon. And you have no armor, no shield, no poise.That is only one melee build and it isn't a viable strategy against many(Most of them unless the character is built right) bosses.
Magic is much easier than melee. Melee is more involved regarding learning enemy patterns(Since you need to get in range of their attacks) and how best to attack them. Magic characters are able to beat bosses that are challenging as a melee character by just staying out of range and spamming attack spells until the boss is dead.
But what about Ceaseless Discharge? That thing was literally standing at the bottom of a cliff while it swiped at you. I think creatures with powerful souls manifest themselves differently. For the player, this works as changing your stats, but for enemies, they can become gigantic and start firing lazor beams since they don't have to be worked into a customizable system that won't break when they walk outside the spot you meet them.
Also, weapon sizes don't mean shit. It's not like the demon weapons are the right size either, but it'd be retarded to argue that the stray demon is actually about your size when it can clearly smash through an entire structure, or you can land on it with a plunging attack.
So I think everything really is the size it appears to be- it's just that it doesn't reflect any sort of racial difference necessarily. It's more of a reflection of how that character perceives itself being given form by the power of their souls.
Plenty of enemies have unblockable attacks, and unless you have an insanely high stability, you can't block most groups for long like you could in DS. And then you have guard breaks, like you said, which can REALLY fuck you over.haha. no. greatshields are as powerful as they were in DaS1 (except now there's no Artorias GS with 88 stability), only the mediums are nerfed considerably in their stability and somewhat in resistances (thank satan for that). the only notable change is that some enemies (mostly NPC phantoms) have and actually use guard breaking moves (that are piss easy to avoid, btw), and that the penalty for blocking with little to no stamina is a guard break (again thank satan for that). harder? yes. a lot? not even close
Playing with shield is a LOT harder in DS2, and many encounters are much easier to do with dodge rolling, than trying to go at them with full on heavy armor and shield.
Try blocking vendricks tripple vertical swipes and tell me how that works for you. Or block the fire attack of any dragon in the game (try it even with a fully upgraded gyrm shield), or block the old iron king attacks.Playing with shield is a LOT harder in DS2, and many encounters are much easier to do with dodge rolling, than trying to go at them with full on heavy armor and shield.
Like which exactly, even Smelter can be shieldtanked without dodging once if you want to play like a fag and have a shield with right resists.
I don't agree in general. I think melee/ranged is about as hard in Ds1 for different reasons(sometimes you really want a ranged attack, sometimes the staggering and faster swing time of melee(and covering a bigger area) is better). I do agree in Ds2 though, none of the enemies have any good way of closing gaps and still being offensive. Compare to Ds1, where even if you roll back from an attack, the follow up can possibly hit you, or the enemy can do a quick jump/lunge attack to catch you(likely dodging the ranged attack in the process)In any event, ranged (not just magic) will always be much easier than melee in Souls, simply because you can attack without making yourself vulnerable. You also have fun stuff like Homing Soulmass which basically lets you never worry about timing. Finally, some spells are simply overpowered in terms of how much damage they do for their stat requirements and amount of casts - Lightning Spear and GRS being the most obvious offenders.
In general, From definitely took it upon themselves to make life harder for melee with a lot of enemies and encounters, but weren't nearly as concerned with ranged.
Try blocking vendricks tripple vertical swipes and tell me how that works for you. Or block the fire attack of any dragon in the game (try it even with a fully upgraded gyrm shield), or block the old iron king attacks.
Yes, some bosses can be tanked, but for most of them, it's better and easier to just dodge roll away from their attacks.