Dark Souls 2: Scholar of the First Sin announced for PS4/XBO/PC - April 2015

its wierd you have to be way more precise with your actions in DS2 than BB though. BB is a lot more forgiving for missing a hit or not dodging an attack.

At times I just spammed dodge and felt like a god. It was like a 0.3sec window where I actually could be damaged as long as I timed it right. When I got the routine down I began finding the game quite easy. It's unforgiving if you just run in and spam R1 as you'll die without a doubt, but that goes for DS1/DS2 as well.

One of the bosses that had many adds (you'll know which one I mean if you've played that far) couldn't even hit me once. Dodge, sprint, sidestep, hit boss twice, run away, dodge, roll, sprint -> repeat until dead.
 
Another great example of From's myriad attempts at counter-balancing invasions that dried up completely since no one invaded so no one accrued sin. The entire covenant system except for Bell and Rat Bros fell apart when From decided that no one should be invading anyone else.

Honestly there are echos of this in BB, with only being able to invade in areas with sinister bells. Makes me wonder if From is just phasing out the invasion mechanic as a cornerstone of the series.

The Bell and Rat areas were some of the best/original ideas in the game. They are genius.

That said, I don't have a big problem with a Soul Memory style system, it's just the way they implemented it. It should have been allocated by souls spent rather than souls accrued, and even then, only for certain things.

Being penalized because I like to play dress-up Souls and buy every piece of equipment is ludicrous. Ditto for less skilled players that had to stock up on life gems. If it was just based on spent levels, equipment levels, and magic levels, that would have been a lot better.
 
Yeah, but that's a much different beast (pun intended) than the super diverse all magic builds in DeS, DkS and DkS2. Everything you just described is just augmenting melee options. In DkS2, you could go full on caster. No such option in BB.

Some guys even did damage tests against the crows. Not a single spell will one-shot them, even with super high arcane stats, whereas a fully levelled weapon with decent scaling will. And the spells can cost up to 10 bullets each to use. It's a big investment for little payoff.

Agreed if you want to go full caster in BB you're going to have a bad time. Hopefully they balanced magic without over nerfing it in DkS2 I want to actually try and make a magic build on SOTFS.
 
The Bell and Rat areas were some of the best/original ideas in the game. They are genius..

Oh yes Belfry Luna with 6 player multiplayer ... I see crazy fighting coming up^^ it's gonna be pure chaos. 3 Player fights in that small area were already super intense.
 
Another great example of From's myriad attempts at counter-balancing invasions that dried up completely since no one invaded so no one accrued sin. The entire covenant system except for Bell and Rat Bros fell apart when From decided that no one should be invading anyone else.

Honestly there are echos of this in BB, with only being able to invade in areas with sinister bells. Makes me wonder if From is just phasing out the invasion mechanic as a cornerstone of the series.

I found it quite disappointing that over a 33 hour playthrough I got invaded once despite leaving multiple bellringers alive to see if someone would come.

That guy didn't even get in a single hit on me as I died from frenzy (area effect, not mob) while avoiding him... I didn't know that the invader wouldn't take damage from it at all, so it kinda pissed me off. He didn't use any sedative like me and had full health.

First and only fight in BB and it just felt so cheap the way it ended....

Oh yes Belfry Luna with 6 player multiplayer ... I see crazy fighting coming up^^ it's gonna be pure chaos. 3 Player fights in that small area were already super intense.

Ah yeah. That's going to be awesome.
 
The Bell and Rat areas were some of the best/original ideas in the game. They are genius.

That said, I don't have a big problem with a Soul Memory style system, it's just the way they implemented it. It should have been allocated by souls spent rather than souls accrued, and even then, only for certain things.

Being penalized because I like to play dress-up Souls and buy every piece of equipment is ludicrous. Ditto for less skilled players that had to stock up on life gems. If it was just based on spent levels, equipment levels, and magic levels, that would have been a lot better.

You might have a point. Obviously spending souls on upgrading weapons is going to take you a lot further than spending them on leveling up in just about every instance, whereas spending them on base items from a store or losing them outright obviously shouldn't factor in to your character's sum power. This is why I wasn't inherently against the system when it was announced, because there's really no way to see its repercussions until you hit endgame. I agree that if they were a bit more selective about what souls counted the system would have worked fine. We'd be able to choose when to stop leveling again, which would address my primary complaint.
 
I don't think I've ever heard anyone defend Soul Memory before.

The thing is twinking was already dealt with by making invasion items consumables and making them annoying as hell to obtain until NG+ - we didn't need another bad mechanic thrown in there to fuck with co-op too. Did From include it to intentionally ruin their game's online community? No. But it's clear that they gave the repercussions all of 5 minutes of thought before pulling the trigger. Why do we need two bad solutions to a problem that was never a big deal anyway?


Then you didn't read my posts =P

I still think it served its purpose. Sure, it created new problems, but we got rid of the one that prevented unnecessary frustration for newcomers. FromSoft implemented some measures to ensure PVP wouldn't be frustrating for newcomers too in Bloodborne and so far I haven't been invaded not even once :P, while even with Soul Memory I have been invaded, I have invaded and I've been summoned in several occasions; being a member of Drangleic Police Department is probably the worst experience when it comes to covenants though.
 
You might have a point. Obviously spending souls on upgrading weapons is going to take you a lot further than spending them on leveling up in just about every instance, whereas spending them on base items from a store or losing them outright obviously shouldn't factor in to your character's sum power. This is why I wasn't inherently against the system when it was announced, because there's really no way to see its repercussions until you hit endgame. I agree that if they were a bit more selective about what souls counted the system would have worked fine. We'd be able to choose when to stop leveling again, which would address my primary complaint.

yeah, I wonder if they tried a bunch of things but found that player experience was the largest determining factor of dissatisfaction coming out of unwanted PvP fights.

Basic matchmaking for most games have hidden stats that determine who fights who and how ranking is done because just using wins and losses isn't good enough to prevent gankers, twinks, or just overskilled players stopping at a certain level and blowing people out of the water.

Soul Memory was probably seen as a simple way to judge overall "experience" because regardless of whether you were going through the world or staying in a single spot and killing player after player in PvP, you were "ranking up".

Having it so that it was only based on level of character/equipment/spells doesn't factor in the actual skill of the user. Even Street Fighter has a ranking system so that less skilled players aren't constantly fighting very skilled opponents.

And to anyone who thinks it is fair/good/whatever and that the new players should just "get good", they are pretty short sighted. And it's for a multitude of reasons:

1) PvP in Dark Souls is unrequested
2) The more skilled players win, the better they get and the more they dissuade new players from wanting to engage in PvP
3) You end up with a highly skilled, incredibly small community. New players are the lifeblood of a game.
4) Putting new players against very high skilled players is not the best way to teach them how to play the game. Playing against people who are continuously just a bit better than you is. Player X vs Player X+1000 doesn't teach Player X anything...they don't even know what they are looking at. They should be playing Player X+10 so they can analyze their faults and grow in knowledge and skill.

This is actually a super difficult design problem to overcome, especially in a game like DS that doesn't have set builds and the build combinations are so wide.

That said, the brackets are enormous at the top levels and NG+ has a ton of PvP going on.

I mean, are you really disappointed that someone who has 6 million soul memory can't fight someone with less than 1 million, especially since the soul payout as the levels go up isn't exponential?
 
Then you didn't read my posts =P

I still think it served its purpose. Sure, it created new problems, but we got rid of the one that prevented unnecessary frustration for newcomers. FromSoft implemented some measures to ensure PVP wouldn't be frustrating for newcomers too in Bloodborne and so far I haven't been invaded not even once :P, while even with Soul Memory I have been invaded, I have invaded and I've been summoned in several occasions; being a member of Drangleic Police Department is probably the worst experience when it comes to covenants though.

That's the thing, though. I agree that curbing PVP up to a certain point is perfectly fine to ease new players into the world before dropping invaders on them, but as I said before they already had measures in place to deal with twinking - consumable invasion items that are inconvenient to obtain until NG+.

Let's illustrate this by imagining what a player has to do to set himself up as an invader. He'll get a few free cracked orbs at the start and he'll need to use at least one of them to win and obtain a token of spite, but after that he's going to have to go to Heide's to find Licia, then return with her to the trick room and pay souls to unlock Huntsman's Copse, defeat Executioner's Chariot, and then assuming he has the token, join the Blood covenant. Titchy Gren doesn't sell cracked orbs at this point, so he has to use his token to duel people in the arena. Naturally it's going to be tough going for a low-level twinked out character to reliably beat opponents in the arena often enough to become a genuine nuisance to new players in early areas. But anyway, assume he wins more than he loses - now he's got a stock of cracked orbs to invade with. But who in their right mind is going to waste their hard-earned orbs on defenseless newbies in the forest of Fallen Giants at this point?

The very act of having to work to troll people is all the deterrent against twinks we need. It's so good a deterrent in fact that it's successfully deterred normal invasions, too, rendering all PVP outside of the Bell towers and duel spots completely lifeless. And you think we needed soul memory on top of this to break invasions more than they already are? I'm just not seeing it. SM failed at everything it set out to do.
 
Okay, so doubters can just rest easy. I had the German stream on in the background and checked back on it, and they were fighting
some brand new, really weird boss
. I switched it off since I didn't want it spoiled more than that, but there's some actual new stuff in there, not just moving mobs around.
 
Funny, I find DS2 looks a bit better than Bloodborne. More varied and wider color palette.

BB has better assets, but DS2 on a PC runs in way higher resolutions and better FPS (and AA).

So you could argue that BB is a good looking game on a weak platform, while DS2 is an okay looking game on a strong platform.

Matter of choice I think.
 
Where is this on Steam? Also, it's out tomorrow and I still don't fucking know how it's going to look on PC,

Will it be anything like what was promised prior to the downgrade?
 
You guys are bananas.

DS2 is a gorgeous game.

nJeb.jpg

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screenshot_2014-08-30qpkr4.jpg

Took those from the PC screenshots thread, a couple of them are from Durante himself.
 
You guys are bananas.

DS2 is a gorgeous game.


Took those from the PC screenshots thread, a couple of them are from Durante himself.

I wish all of DS2 received such quality treatment in terms of graphics. Some areas in the game just look butt ugly even without comparing to pre-downgrade footage.
 
Some places are really ugly I agree and it does look worse than Dark1.

Still it has some nice looking areas here and there and overall isn't ugly.

Yeah maybe calling it ugly is a little harsh. The game is pretty inconsistent though. Some areas look really REALLY bad. But there are some pretty places.

I dont mind that much though. Its still a really good game.
 

Not sure I follow. I honestly can't think of a reason why I would need a second weapon equipped even with the annoying durability issue in PVE. In pvp, sure I totally understand having more than one weapon but not for pve. I won't disagree some weapons are better than others in certain situations but in that case I can just go into my inventory and pull it out. I don't need to have it equipped at all times. Maybe its because I like to have a decent roll and have little to no vitalty on my characters but I usually only have my armor, weapon I'm using, a bow, and either a pyro glove or staff or chime on me. If I need something else, I'll just get from my inventory. No real reason to have it equipped.
 
Hi,

I played and loved Bloodborne and started playing SOTFS. I'm up to Undead Crypt doing a strength build and wanted to reallocate my points to do a pure DEX build for PvE. I've searched for an hour and watched YouTube vids, but can't find any specific to my needs advice.

Can anyone offer a build for stats and if you're feeling especially helpful, weapons, armor, and rings?
 
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