Dark Souls II |OT2| Prepare to Vengarl

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When does that calibration release? Also what about the sky in the castle?

It says April 8th but I don't know if they are waiting on the 1.03 patch to be rolled out or if they are both coming out today.

Love that these rebalnced Calibrations exist. This gsme will end up pretty balanced in the long run I hope.

Yeah, they should have used this system earlier. They had it in Armored Core and could roll out balance patches quicker instead of waiting for certification.
 
I want this to be my second plat but getting every spell might push me too far...

yeah this shit it is ridiculous.
I'm going to make it threw though.

Not surprised to see so many boss nerfs. People are so nooby even in NG++
yep, I have summoned or been summoned by people and had to ask myself how did they make it this far?
 
The Last Giant now does even less damage to players and Well-Mannered Pate.
The Lost Sinner now has less HP and does less damage.
Royal Rat Authority now has less HP and does less damage
Duke's Dear Freja's laser breath now does less damage.
Enemies around Sinner's Rise now do less damage
Shadow Men in the Flexile Senty's Boss area in NG+ now do less damage

Those changes are completely unnecessary. Come on, From, don't listen to the whiners.
 
Wow, so I guess FROM really wants to discourage the heavy magic users. Crazy list of nerfs there.
imo they didn't nerf magic enough.

I was hoping they would change some of the heavy weapons swing speeds to be faster and nerf the ancient dragon a bit.

Also I wanted them to extremely lower devotions for some of the covenants.
 
Original Text: http://info.darksouls.jp/other/pc/information_detail/2014-04-08-01.html

Increase in casting time and decrease of damage for Soul Greatsword
Upward adjustment of the bullet speed "lump of Seoul to be tracked" magic "crystal mass of Seoul to be tracked", and a lower adjustment of stamina take the amount of darkness surgery "those who follow" (Unsure of the horrible Google Translate)
The downward adjustment of the amount of damage "torrent of Seoul" magic (I'm guessing a nerf in Soul Geyser or Soul Vortex)
Casting speed on recovery spells being lengthened.
Increased casting time and decreased damage for Wrath of Gods
Decrease in damage and increase in casting time for all Fire Storm-esque pyromancies. Might also include a decrease in damage for Forbidden Sun.

Magic jank defeated!

The boss changes seems unnecessary though
 
I'm sad that they nerfed corrosive urns. I was starting to have fun with breaking all those washing poles.

Everything else is seems good. Boss- nerfs are weird, but I don't mind them really.

I'm surprised that they didn't touch any of the weapon enchantments/buffs. Even with MLGS nerfed, people with elemental buff- comps will still be really strong.

But at least they're taking steps towards the right direction.
 
Duke's Dear Freja's laser breath now does less damage.

LOLWUT

How do people have trouble with this attack. You would have to literally not be looking at Freja to get hit by it. Assuming these nerfs are based on telemetry...jesus.

edit - I do think the Lost Sinner nerf will be really nice in NG+. NG is just whatever. Block and punish. Last Giant nerf is also fine by me. For a first boss I'd reckon he's a great deal tougher than the Asylum Demon in DS1. Throw new Souls players a bone. Pursuer will still fuck 'em up, anyway ;)

Also I wanted them to extremely lower devotions for some of the covenants.

Blue Sentinels and Brotherhood of Blood devotion requirements need to be nerfed hard.
 
Hexes do seem nearly untouched in these patch notes.

I'm sad that they nerfed corrosive urns. I was starting to have fun with breaking all those washing poles.

Everything else is seems good. Boss- nerfs are weird, but I don't mind them really.

I'm surprised that they didn't touch any of the weapon enchantments/buffs. Even with MLGS nerfed, people with elemental buff- comps will still be really strong.

But at least they're taking steps towards the right direction.

Strong, but far from ridiculous as the MLGS was/is. Most weapons don't have enough magic/lightning/dark scaling such that the buffs give large amounts of damage. Perhaps the dark crypt sword?
 
And for the love of Gwyn, let me offer more than one sunmedal at a time, they did it for souls, why not for covenant items.
 
Original Text: http://info.darksouls.jp/other/pc/information_detail/2014-04-08-01.html

Moonlight Greatsword can no longer be enchanted and buffed. Attack animation has been slowed / adjusted.
Damage will not decrease for every enemy that Soul Spear pieces trough.
Increase in casting time and decrease of damage for Soul Greatsword
Upward adjustment of the bullet speed "lump of Seoul to be tracked" magic "crystal mass of Seoul to be tracked", and a lower adjustment of stamina take the amount of darkness surgery "those who follow" (Unsure of the horrible Google Translate)
The downward adjustment of the amount of damage "torrent of Seoul" magic (I'm guessing a nerf in Soul Geyser or Soul Vortex)
Casting speed on recovery spells being lengthened.
Increased casting time and decreased damage for Wrath of Gods
Decrease in damage and increase in casting time for all Fire Storm-esque pyromancies. Might also include a decrease in damage for Forbidden Sun.

Its about time FROM got their mage staves out of their ass and realised how much of a hard on they had for magic. Was ridiculously overpowered compared to melee. Elementals do more damage than plain melee and you can buff them with Sunlight blade, or MLGS can be buffed with CMW. GTFO with that shit who thought of that bright idea.

They still need to sort out the hitboxes, elementals and scaling. Nearly everyone uses magic and buffs and why won't they. Quality builds give you less damage than INT/FTH builds when using melee weapons. Funny how a mage can have a greater dmg output on swords than a melee build, oh and they can also do buffs like SB and RB.

Also whose bright idea was it to not only introduce spices that lowered magic requirements but also making them farmable. SMH, people WoG, SB with only 10 FTH. Oh and Resonant flesh that gives you like 400+ health. At least have all of it scale like DkS.
 
The changes look good, except for the boss nerfs, which is pretty damn stupid.
Pyromancy nerf is fine, you can endlessly firestorm lock someone who just spawned.
 
I, for one, think its absolute bullshit that they are nerfing the Amana mages. That area was the ONLY really difficult area of the entire game, and they fucking nerf it.

For shame, From.
 
Those boss nerfs seem really odd, I can't remember them doing anything like that in the previous two games. The only boss that I've fought that I think needs to be balanced is the utter bullshit Ancient Dragon's flying AoE fire attack.

Glad to see some elements of magic getting nerfed. I hope that's only the start of it as I'm absolutely sick of how overpowered it is in both PvP and PvE. I'm not sure why From has such a hard-on for it.
 
Its about time FROM got their mage staves out of their ass and realised how much of a hard on they had for magic. Was ridiculously overpowered compared to melee. Elementals do more damage than plain melee and you can buff them with Sunlight blade, or MLGS can be buffed with CMW. GTFO with that shit who thought of that bright idea.

They still need to sort out the hitboxes, elementals and scaling. Nearly everyone uses magic and buffs and why won't they. Quality builds give you less damage than INT/FTH builds when using melee weapons. Funny how a mage can have a greater dmg output on swords than a melee build, oh and they can also do buffs like SB and RB.

Also whose bright idea was it to not only introduce spices that lowered magic requirements but also making them farmable. SMH, people WoG, SB with only 10 FTH. Oh and Resonant flesh that gives you like 400+ health. At least have all of it scale like DkS.

In PVP mage are really strong in the end game but sucks in the early/mid. InPVE, until you get at least a soul spear, mage are not compared to STR/DEX build.

I'm speaking about a pure mage build.
 
Like others, I am rather surprised about the boss nerfs. They weren't that hard and Lost Sinner just required a little reflexes. Interesting changes nonetheless.
 
Actually from a pure sorcery viewpoint mages got a buff. Especially love the soul spear piercing boost, damn thing didnt even work before.
 
They still need to sort out the hitboxes, elementals and scaling. Nearly everyone uses magic and buffs and why won't they. Quality builds give you less damage than INT/FTH builds when using melee weapons. Funny how a mage can have a greater dmg output on swords than a melee build, oh and they can also do buffs like SB and RB.

i think the only way to buff quality builds is to buff the DEX scaling. my quality build (40/40) feels so weak even when dual stancing (ultra) greatswords.

on the other hand the need to nerf aevelyn and i hope they will never touch my beloved (dual) caestus.
 
i think the only way to buff quality builds is to buff the DEX scaling. my quality build (40/40) feels so weak even when dual stancing (ultra) greatswords.

on the other hand the need to nerf aevelyn and i hope they will never touch my beloved (dual) caestus.

Aevelyn is so much fun and in serious pvp no one ever beat me with them.
 
In PVP mage are really strong in the end game but sucks in the early/mid. InPVE, until you get at least a soul spear, mage are not compared to STR/DEX build.

I'm speaking about a pure mage build.

No one has a pure mage build. They all use melee to have any chance in pvp. They only need to invest in the bare minimum stats for STr/DEX, infuse and all of sudden their DMG output will be higher than a melee characters and thats without buffs which they all have.

bascially:

40 STR
40 DEX

is weaker than

40 FTH
40 INT
+ whatever bare stats it needs to be used
infused weapon

the latter build also has spells, items that increase stats like Kings Crown, spices that reduce stat requirements and buffs.

Well done DkS2 team!
 
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