forgot one thing: levelling up gives you 2HP/SL (dude in stream started with swordsman and at SL 55-60 had something like 1000HP with only 11 vitality (i refuse to call it vigour
)), so vitality (both of them
) pretty much confirmed for dump stat
hmmm... the more i think about it, the more "limited respawns" sounds like a completely retarded idea, especially with the more frequent/denser bonfires and less souls/enemy.
first, in that stream yesterday i noticed regular mobs give little in the way of souls, while bosses give assloads (at least early on). now, most will think that this makes the game harder, but if you think about it, it actually makes it easier because with so little souls to lose (and you don't have to care about "used" humanity any more!), losing souls during the level becomes almost meaningless since you'll be spending almost exclusively the boss souls (not the itemized soul!) anyway in majula after teleporting at the inevitable "post-boss bonfire", so with far less tension everything becomes easier (no stress of losing souls since you'll have few anyway). but, with regular enemies giving so little souls, farming for souls is "viable" (lol) only for hardcore aspies like Vaarna who have no problem spending dozens of hours doing boring grinding to make the game easier, so in the end it only makes the game easier for noobs since now they can go through levels just through sheer attrition. i'm probably reading too much into it/being overly harsh since most of the decent players won't even notice it (unless you're farming for specific items), but it does seem like it goes against the "idea" of Souls games. dunno
btw, starting gift mild spoilers


hmmm... the more i think about it, the more "limited respawns" sounds like a completely retarded idea, especially with the more frequent/denser bonfires and less souls/enemy.
first, in that stream yesterday i noticed regular mobs give little in the way of souls, while bosses give assloads (at least early on). now, most will think that this makes the game harder, but if you think about it, it actually makes it easier because with so little souls to lose (and you don't have to care about "used" humanity any more!), losing souls during the level becomes almost meaningless since you'll be spending almost exclusively the boss souls (not the itemized soul!) anyway in majula after teleporting at the inevitable "post-boss bonfire", so with far less tension everything becomes easier (no stress of losing souls since you'll have few anyway). but, with regular enemies giving so little souls, farming for souls is "viable" (lol) only for hardcore aspies like Vaarna who have no problem spending dozens of hours doing boring grinding to make the game easier, so in the end it only makes the game easier for noobs since now they can go through levels just through sheer attrition. i'm probably reading too much into it/being overly harsh since most of the decent players won't even notice it (unless you're farming for specific items), but it does seem like it goes against the "idea" of Souls games. dunno
btw, starting gift mild spoilers
since "petrified something" is confirmed to be obtainable in game (streamer found it yesterday in nu-Sen's), i guess that "seed of a giant" is a better starting gift since it apparently can interact in some way with a tree-like thing on the way to the sentinels boss (read the vague description somewhere yesterday
)
