Freeman76
Member
This guy is such a breath of fresh air, in a world where so many people think they should write reviews which end up saying the same shit as another 20 reviewers said before.
No, it isn't. You're just bad at the game. You spend thread after thread after thread bitching about Dark Souls 2 and can't rest until every single thing about it is regarded as worse than every other Souls game.
Playing with a bad build isn't the same as the game actually being notably difficult. Not only were you using Dex builds, which are almost always worse than Strength builds, but you decided not to use a shield, which is a completely senseless tactical choice.
Don't intentionally play a game poorly and then try to convince everyone else that the game is harder because of it.
are there really? In bloodborne they shield could totally feel like a hindrance and I didn't want any shield on it, but I'm playing DkS1 and DkS2 and I die in seconds without a shield, the evading doesn't work as good.
How good is a shieldless play in DkS3?
It's not playing the game poorly when you are aware the option exists but choose to go the harder route to enjoy the challenge. It's just another way to play the game.
The lighter you are the better your roll is
Harder than in any other dark souls game, but really fun because of that. Even if it's wrong to play like that and makes you a bad player, like some people says.
The world is more "similar" with demon's souls IMO.Reviews looking good but disappointing the world doesn't have that connectivity.
Psychological or not, I'm with you. I love my DS4 and used it to play through several games (hundreds of hours) on PC with DS4Windows, but at the end of the day, I hate seeing the wrong button prompts. (I definitely screw up the "x" input as well given the difference. It's the only one my brain seems to struggle with on the transition.) I just want native support. Switching out the button prompts with mods (Though I did do this with MGSV) is often a pain. As such, I'll play it with an Xbox controller just to make it match. I wish it didn't bother me, but it does.
are there really? In bloodborne they shield could totally feel like a hindrance and I didn't want any shield on it, but I'm playing DkS1 and DkS2 and I die in seconds without a shield, the evading doesn't work as good.
How good is a shieldless play in DkS3?
agreed in many ways thats the mastery of the design. Almost everything in the game is a push pull.but the lighter means also the weakest..
it is such a predicament, because evading is fun as hell, but 2 hits can totally kill in DkS with such weakness..
I never found something good to evade and take hits.
I find myself evading a lot more in DkS2, even if it is futile and the damn enemy tracks my position to land a perfect hit.
Is that bullshit still in DkS3? I think that's the only thing I hate of DkS2
I find myself evading a lot more in DkS2, even if it is futile and the damn enemy tracks my position to land a perfect hit.
Is that bullshit still in DkS3? I think that's the only thing I hate of DkS2
but the lighter means also the weakest..
it is such a predicament, because evading is fun as hell, but 2 hits can totally kill in DkS with such weakness..
I never found something good to evade and take hits.
but the lighter means also the weakest..
it is such a predicament, because evading is fun as hell, but 2 hits can totally kill in DkS with such weakness..
I never found something good to evade and take hits.
I find myself evading a lot more in DkS2, even if it is futile and the damn enemy tracks my position to land a perfect hit.
Is that bullshit still in DkS3? I think that's the only thing I hate of DkS2
I guess I'm the weirdo who thought that the open world in Dark Souls was a downgrade from Demon's Souls level system and Dark Souls 2 went too far in some places. So hearing that this is like Bloodborne mixed with Demon's Souls makes me unbelievably excited.
i-frames are not linked to a stat in DS3 correct? God I hated that about DkS2
Technically 2 points. One where the huge gap is and one with DS3 equivalent of the Hunter's Dream. Other than that you can go anywhere by foot with no interruption.
i-frames are not linked to a stat in DS3 correct? God I hated that about DkS2
i-frames are not linked to a stat in DS3 correct? God I hated that about DkS2
I don't want to spoil anything but you're forgetting another big exception. And Dark Souls 3 lacks in shortcuts between different areas as well, there's no Forbidden Woods> clinic for example. The progression is very linear for most of the game, it opens up a bit going forward but the consensus is that it's definitely the more linear souls game, and rightly so. Most of the areas are fantastic though, despite being a bit tropey
I guess I'm the weirdo who thought that the open world in Dark Souls was a downgrade from Demon's Souls level system and Dark Souls 2 went too far in some places. So hearing that this is like Bloodborne mixed with Demon's Souls makes me unbelievably excited.
"need to put some points in chicken drumsticks"
On streams of the first area, I saw some pretty crazy tracking from some of the bigger enemies like this fat dude wielding a giant axe. But to be fair, those were usually slower attacks that kind of baited the player into rolling early after which they got smashed. So I think it's more a matter of waiting properly for the evade on those.
but the lighter means also the weakest..
it is such a predicament, because evading is fun as hell, but 2 hits can totally kill in DkS with such weakness..
I never found something good to evade and take hits.
I find myself evading a lot more in DkS2, even if it is futile and the damn enemy tracks my position to land a perfect hit.
Is that bullshit still in DkS3? I think that's the only thing I hate of DkS2
A.I is closer to BB, so yeah. Lower stamina consumption helps with that, but enemies has more movesets to punish rolling
There's a lot of tracking still, but there was also a lot in Bloodborne. Like BB and DS2, it differs wildly from enemy to enemy.
One of the later bosses has some pretty hilarious mid-jump rotation and tracking.
On streams of the first area, I saw some pretty crazy tracking from some of the bigger enemies like this fat dude wielding a giant axe. But to be fair, those were usually slower attacks that kind of baited the player into rolling early after which they got smashed. So I think it's more a matter of waiting properly for the evade on those.
agreed in many ways thats the mastery of the design. Almost everything in the game is a push pull.
Shieldless play can be good, but learning encounters and enemy patterns will be rough. It's just part of the overall defensive toolkit, and you need to really justify not using it.
In Souls games, your defensive toolkit is...
- Max HP
- Self-healing
- Roll distance
- Roll quality
- Running
- Shield blocking
- Parrying
- Damage reduction from armor
- Zoning
Not using a shield is sacrificing a bit a bit of roll-distance for almost completely removing Shield Blocking, which is a 100% reduction in most circumstances, or ~90% in others. You're losing a lot, and even occasional blocking tends to justify their weight for beginners.
BUNCH OF STUFF
The way these games are designed, I take any claims if linearity or lack of "secrets" with a grain of salt because odds are someone reviewing this game at launch missed tons of content.
BUNCH OF STUFF
that is exactly some of my concerns about the reviews, and not only because of areas, but also in terms of magic, miracles and weapons, these games usually have a ton of content that is not visible to people until later playthroughs or even help of other people who already discovered it
The way these games are designed, I take any claims if linearity or lack of "secrets" with a grain of salt because odds are someone reviewing this game at launch missed tons of content.
indeed, that is some of the things I really digged about DkS, also one of the things why it is so replayable.
This'll be the lowest rated From Soft game in years. 84 on MC so far. I guess the formula has run it's course for critics. I expected this though.
that is exactly some of my concerns about the reviews, and not only because of areas, but also in terms of magic, miracles and weapons, these games usually have a ton of content that is not visible to people until later playthroughs or even help of other people who already discovered it
As for i-frames, I've seen no real studies yet. Honestly, it could be correlated with weight slightly, but I've seen no studies, and that would be surprisingly difficult to parse out based on videos because you are changing two things at once. But it generally seems lower than BB, by a fair amount.
It really feels like I have more at very low weights but it's completely non-scientific
Strictly talking about non-optional content BB is more linear. There are exactly 3 orders that can be taken to complete the game and they all only vary by the order of the first 2 bosses (CB,FG,the rest or FG,CB,the rest or FG,BSB,the rest)
Or they can review it whatever way they choose. Why is that comment a problem?I'll never understand reviews that take points off because the game "is not for everybody". They should be judging the quality of what was developed not the amount of people it appeals to.
The nightmare-ish tracking in BB was mostly in the Chalice Dungeons. The zombie looking dudes had the most insane tracking of the franchise. For Dark Souls 2, the early Mace fatties you encounter are one of the most notable enemies where they "lock" fairly late in their animation. 95%+ of enemies don't lock that late.
As for i-frames, I've seen no real studies yet. Honestly, it could be correlated with weight slightly, but I've seen no studies, and that would be surprisingly difficult to parse out based on videos because you are changing two things at once. But it generally seems lower than BB, by a fair amount.
There is one side zone that I guarantee 95% or more of players playing blind will miss. Probably closer to 99%, in a like WTF kind of way. (It's also not connected at all, so it doesn't really counter most of the reviewers' arguments about connectivity and linearity, and is purely endgame).
Ya as I said in my review few games known how to say "this attribute does this" but then still somehow has mystery about how it works within the entire build. There is a lot of initial explanation in statistics backed up by a good deal of healthy experimentation within the game design. Thats only helped by hor the enemies interact with the games levels.
I'll never understand reviews that take points off because the game "is not for everybody". They should be judging the quality of what was developed not the amount of people it appeals to.
The Dark Souls franchise isn't universally appealing.