Not every summon can be Jester Mother Effing Thomas.
Summons should do about as much damage as the player. After all, the boss gets a buff x every summons.
Not every summon can be Jester Mother Effing Thomas.
Summons should do about as much damage as the player. After all, the boss gets a buff x every summons.
So, am I the only one having trouble withThe Smelter Demon? He always seems to overwhelm me near the end of the fight.
Steelheart Ellie to a T, not quite sure what the whole idea was with her. Has caestus which isn't a problem really but she has light armor and just gets slaughtered.The NPC summons are weak
Maybe, I found it way easier to fight him alone though.
The NPC summons are weak
Carhillion, more like some day my teachings will do 24 damage to Fume :-/
There are onlybosses in OIK right?3Blue Smelter, Fume, & Sir Aloune(sp?)
I take on everything alone, though. Really only call summons when I already fought the boss before and found it boring.
So that means you are fighting all the bosses with summons?
this dlc epitomizes the shit-ai, enemy gangbang of DS2. Absolutely horrible approach toandlazy-devs Demon.Allone
Turned to complete shit after the.Fume Knight
You're right bro, the game should be more like it's vastly inferior predecessors. Who didn't like fighting the boring as fuck reskinned Demon's Souls intro boss 3 times in Dark Souls 1?
Because havingis good design?multiples of the same red phantom all spawn in the same area
Did you really just compare phantoms to bosses?
Yes i did, there's no excuse or reason to have something like that at all. How is that good game design?
Better yet give me an example of these apparently vastly inferior games having to devolve to such cheap methods of difficulty like having 4+ of THE SAME RED PHANTOM all spawn essentially in the same room.
Multiple different phantoms i've got no issue with but the same freaking phantom is outright lazy.
This DLC is an absolute grind geez,feels like there are more enemies in this DLC alone than some areas combined. It's like every room has upto 10 if not more enemies. Is there any real reason why the area before you use the ashen mist has 4 of the same damm red phantoms literally on the same staircase all funneling into a room with a 5th red phantom that's the exact same -_-, There's challenging from creative enemy use then there's annoying tedious difficulty by just packing a room full of enemies in the laziest possible way.
Also gain with the rejigged bosses and the humanoid bosses.
How is it bad design? Phantoms are just regular old enemies yet slightly harder. What's bad design about being one of the only multi-summon enemies series, besides them being a complete push over like every phantom in Dark Souls history besides Jester Thomas? There are a few that fight range while others go for melee & you have to keep track of both. Hardly poor game design, sounds like more of a case of scrubby nerd rage to me.
Yes i did, there's no excuse or reason to have something like that at all. How is that good game design?
Better yet give me an example of these apparently vastly inferior games ever having to devolve to such cheap methods of difficulty like having 4+ of THE SAME RED PHANTOM all spawn essentially in the same room.
Multiple different phantoms i've got no issue with but the same freaking phantom is outright lazy.
This sums up the difference between DS1 and 2's design philosophies.
They're all part of the same "invader". It's weird but I didn't have a problem with it or think it was bad or lazy. Not any different than having 4 of the same normal enemies in one room which all three games do (although DS2 definitely has more groups of enemies). It also provides 5x more chances at the very annoying to farm, so at least there's that.Mad Warrior Set / Blacksteel Katana
The only time I thought the groups were overkill in the DLC is in the run to. There's lots of rooms in the DLC with many enemies but they're set up so you can utilize the barrel guys / fire statues / verticality of the level. For the most part I really enjoyed this approach to the combat but I definitely got frustrated. You can usually peer into a room and figure out how to separate some of the enemies, and once you see guys coming out of ash the first time, it's fair game to expect.Smelter
Yeah, DS1 put 82 Taurus Demons and 76 Capra Demons in the same area. DS2 just uses normal enemies.
Yeah, DS1 put 82 Taurus Demons and 76 Capra Demons in the same area. DS2 just uses normal enemies.
The Taurus demons stay dead after you kill them.
The Capra demons are spaced out and don't aggro over such a large area.
wow thison NG+ is a fucking ASSHOLE what is he weak against ...goddamn... -__-smelter demon
Having a boss because a normal enemy later in the game is not a new phenomenon..
Maybe the Dragon Riders, Smelter Demon, Old Dragonslyer, Gargoyles, Artorias-reskin, Kalameet-reskin, Nashandra-reskin, & the Gank Squad didn't become regular enemies, but the design is lazy.
Duke's Archives with the crystal skeletons, the forest in the DLC with the scarecrows and stone knights, the hollows/baldur knights in the parish, the ass dinosaurs in demon ruins, the painting guardians/silver knights in Anor Londo...
They all use the same mechanic of throwing multiple enemies at you. It's nothing new.
Duke's Archives with the crystal skeletons, the forest in the DLC with the scarecrows and stone knights, the hollows/baldur knights in the parish, the ass dinosaurs in demon ruins, the painting guardians/silver knights in Anor Londo...
They all use the same mechanic of throwing multiple enemies at you. It's nothing new.
You can poison and toxic him if you want.
Somthing with 30STR and 50 DEX enables you to use the curved dragon greatsword along with a drangleic sword. CDS is 400 damage with B/S scaling and the drangleic is 270 damage with C/A scaling. Two strong DEX weapons maybe have a spear like Pates or Yorgh's on standby if needs be. For the rest just the standard stuff for any other melee build.Maxing a new dex character for the DLC. What's a good lvl 150 dex build?
Where's the honor in that?