Lazlo Woodbine
Member
Can not agree more. I played through on impossible for both my NG and NG+ runs. It really highlighted the flaws in the game design.Dorrin said:Enemy encounters just had too many enemies and they were too fast.
Enemy spawns are too erratic and their speed...far too fast for the DS mechanics to adequetly deal with. The roll is next to useless 9 times out of 10 because the recovery animation leaves you very vunerable for too little ground gained.
I barely used stasis in DS3 because a lot of the time enemies are already in the lunge animation by the time you've seen them (esp. on the higher difficulties). Again - like Stasis - Kinesis is even more superfulous in regards to general combat. I never found myself relying on it like in some of my best momments in DS1&2.
When I was still in the flotilla section, I was finding myself picking up arms and legs and getting pounded by pickaxe's (every necro can spawn a pickaxe, nice imersion building there) before I could find a useable projectile. I soon learned. It's so so dumb, and an obvious way to force the whole 'oh god I need 5 more Tungsten' microtransaction bullshit earlier on in the game.
The speed and spawn rate also pretty much destroys any BFG-style enjoyment I might have had from the new weapon crafting. The underslung force gun (shotgun variant with stasis attachment) was basically my best friend and go-to for the whole game. You need that or, like you said, a rocket launcher with safety gaurd to deal with enemies on the higher difficulties effectively.