Intheflorsh
Banned
I would have agreed with OP after my first playthrough.
Then I
Then I
git good'ed.
Making your way through the level again after dying to the boss is essential to Souls. Sometimes it's a long way, sometimes short. Sometimes it's easy, sometimes hard.
What matters is that it's interesting and engaging, like pretty much any level in Demon's Souls is. There are several instances in DS2 where to get to the boss, all the player has to do is fight through a literal corridor filled with difficult enemies. Black gulch, Drangleic castle and Undead crypt come to mind. It's terrible level design. Other instances like Huntsman's Corpse come close to the way Demon's Souls was designed, but inexplicably botch it utterly. Why would there be a shortcut that just leads to another bonfire, and then no shortcut to the boss?
DS2 is just a poorly designed game in many respects. I don't really fault the team, it seems clear from interviews that the game had to be totally restructured at some point, maybe due to technical issues.
Great post. Now watch as no one attempts to refute your claim because everything you say is true but proceed to say insubstantial things like "Dark Souls 2 gameplay is more fluid".
In reality, it's very easy to understand the reasons why people dislike it:
- The gameplay mechanics are severely downgraded
- The gameplay mechanics are tied to a stat, even though this is primarily an action game
- The world design is nonexistent. People keep bringing up this commonly cited example because it's just egregious: you can take an 'up' elevator from the top of a high tower and reach an underground castle with a moat made of lava.
- Enemy encounter design is extremely repetitive and not at all thought through.
- Cheap enemy AI that perfectly tracks you, has literally unlimited stamina, inconsistent attack recovery time and unlimited poise
- Awful hitboxes
- Wonky "physics." Getting hit by a giant with a sword in Heide's tower of flame doesn't even knock you down; it just makes you flinch.
Except for the fucking bullshit challenge areas in the DLC. Those fucking horses in the frozen outskits gave me PTSD.
There is no underground castle in the game. The area with the castle sinking into the molten lava is on top of the mountain. You can see the sky when you're in that area. The reason why people keep mentiong this example is because when you're in Earthen Peak, the background mountain isnt close enough for it to look like the elevator going up to the mountain. Or people didnt really notice the mountain in the background.- The world design is nonexistent. People keep bringing up this commonly cited example because it's just egregious: you can take an 'up' elevator from the top of a high tower and reach an underground castle with a moat made of lava.
We need a bingo card for DS2 threads. It's the same gifs, videos, Earthen Peak, B-Team, Miyazkis touch, backstabbing that gets brought up every time.
I liked DSII for the most part.
Except for the fucking bullshit challenge areas in the DLC. Those fucking horses in the frozen outskits gave me PTSD.
How about you don't assume his issues make the combat in dark souls 2 less fluid than any other game in the series. Moreover, why do you feel we need to rebuttal an argument where one of the points dismisses player vs npcs phantom balance and the other makes a general statement saying animations are terrible and then cherry picking examples as if they are the rule.
Shameful post tbh.
Do we know if Dark Souls 3 and 2 are connected lore-wise/story wise?
They are in some way. There's thrones.
I find it telling you chose to quote me instead of replying to his post. Point proven.
And where did I say that his issues are to do with fluidity of combat? My point was that whenever someone praises Ds2 combat the main thing they come up with is how "fluid" it feels to play. That is such a nebulous statement and doesnt look into the finer details of what makes it "fluid", if it even is. I and many others have posted so many times on why Ds2 combat actually isnt more fluid and go into detail about why that much more than those that say its gameplay is better than DeS/Ds1/BB.
Also what is your definition of fluid combat.
I think people overdo it with their compensatory explanations for why people feel the way they do about the game.
It's a simple (and sometimes intentional) heuristical error. People fallaciously approximate that Dark Souls 2 only seems like garbage because of how great the previous game is, leading to distorted conclusions like "Dark Souls 2 is great, just not a great Souls game."
This is similar to when people claim nostalgia is the only reason why people like certain games. Meta factors are given way too much weight and overshadow actually judging the game on its merits. It's really annoying. (Yes, I'm aware I've gone meta in order to attack the excessive focus on meta factors which lazily dismisses negative opinions).
In reality, it's very easy to understand the reasons why people dislike it:
- The gameplay mechanics are severely downgraded
- The gameplay mechanics are tied to a stat, even though this is primarily an action game
- The world design is nonexistent. People keep bringing up this commonly cited example because it's just egregious: you can take an 'up' elevator from the top of a high tower and reach an underground castle with a moat made of lava.
- Enemy encounter design is extremely repetitive and not at all thought through.
- Cheap enemy AI that perfectly tracks you, has literally unlimited stamina, inconsistent attack recovery time and unlimited poise
- Awful hitboxes
- Wonky "physics." Getting hit by a giant with a sword in Heide's tower of flame doesn't even knock you down; it just makes you flinch.
To many, this is a series about exploration, clever map design, deliberate enemy placement and precise gameplay and combat. Dark Souls II botches all of those things. I say this without even touching upon subjective things like having memorable bosses and lore.
I get that some people are OK with all of the above because they put a higher priority on other things, but it really isn't shocking or hyperbolic when people who dislike the game talk about it.
...the main challenge in most of these fights is not losing your cool and doing something risky before the end. So really, the reason half of these fights are any difficult at all is because they're so boring you want them to end slightly quicker by seeing if you can maybe get a second attack off before rolling away again.
Empty hyperbole. That one area gets so much attention because it is an exception, rather than the rule.
Still the best Souls game, including Bloodborne.
Demon's and Dark 1 are unconditionally praised way to much.
Entirely untrue, certainly by my understanding of the actual meaning of "mechanics"in game design. Downgrade would imply simplification in terms of depth, complexity and functionality in the various systems of the game; whereas in actuality the opposite is true and easily demonstrable by a feature-set comparison.
Its a RPG as much as anything else, and reading between the lines the reference seems specific to ADP, as I can't imagine the complaint being about STR, DEX etc.
Bottom line though, you should know what it does and why it matters in DS2's stat configuration, and how its correct usage nullifies many of the complaints about the combat system.
Empty hyperbole. That one area gets so much attention because it is an exception, rather than the rule.
SOTFS has more variety in combat design than DS by a very large margin.
None of which appear to faze speed-runners and other high-difficulty players. I see a lot of complaints listed, but none of the points raised are actually that problematic.
Sorry, but all I see is a litany of reasons for why the game isn't to your personal taste. Which is fine, but if none of the issues listed ever caused a person any issues during their time with the game, its hardly compelling, incisive critique.
More like nit-picks blown up to be elephantine problems in re-telling.
There is no underground castle in the game. The area with the castle sinking into the molten lava is on top of the mountain. You can see the sky when you're in that area. The reason why people keep mentiong this example is because when you're in Earthen Peak, the background mountain isnt close enough for it to look like the elevator going up to the mountain. Or people didnt really notice the mountain in the background.
But then it's really, really weird that it looks like this from the outside:
There is a simplification in complexity, e.g. you can't aim roll attacks, among other things, some of which are nuances, but all of which are understandable complaints.
Unfortunately it's not an exception
I feel so underpowered and I have made zero progress. After Majula I went to the Forest of Fallen Giants and after a while ran through to the castle area. I've been stuck there since. .
Blame that on From Rushing the team to put the game out and allow enough time between its release and Bloodborne. It's not like the tea denied having to cobble the game together in the end due to deadlines.
Powerstancing, wider variety in weapons, far better balance in magics, durability actually meaning something, integration of the torch/lighting conditions into AI behaviour, yadada....
More than enough to compensate.
Bottom line, DS2 has more stats and better granularity of control at a systemic level.
Yeah, I know. It doesn't make the problem any better though.
Magic: I read that it was nerfed to hell in SOTFS. I haven't verified this.
Pretty much where I stand with regards to DSII's criticism.Sorry, but all I see is a litany of reasons for why the game isn't to your personal taste. Which is fine, but if none of the issues listed ever caused a person any issues during their time with the game, its hardly compelling, incisive critique.
More like nit-picks blown up to be elephantine problems in re-telling.
They also nerfed hexes considerably.I think it was mostly just miracles. They lowered the number of times you could use Lightning Spears.
Both games control like shit, but yeah, Dark Souls 2 is worse.
I agree with OP about everything he said. And I actually like DkS2. Just not as much as the other Soulsborne games.
My biggest gripe was Adaptability.
Having just replayed Demon Soul's, the praise is fully justified.
DeS is BeSt
This is an excellent point as well. Really adds to the feeling that nothing matters.Honestly the worst thing about Dark Souls 2 is the lack of proper "you got hit" animations.
I understand part of it was so that you can still attack immediately after being attacked (or roll, block, etc.) but the lack of any FEEDBACK that you've been hit usually causes me to not notice for a second or two in the heat of battle and make a poor choice as a result.
Once I noticed it (after it feeling so 'off' for the first couple of hours) I was better able to manage it but its by far the worst choice of the game and I say this as someone who ADORES DS2.
Bloodborne imo nailed the hit detection with the ability to quickly react after getting hit.
They also nerfed hexes considerably.
It was a very deserved nerf.
I may have to backtrack and look for this. I got to the first bonfire at the stream and then there is a ladder that leads to a castle area. Is there another way to go from that first bonfire?The other offender is being a few feet above water at sea-side Heidi's Tower, and then taking an elevator 100ft down to sea-side No Man's Wharf.
If you are a melee, the big 'booster' at the start is the Flame Longsword which is gettable after the 2nd fire in Forest (the one with the hag). With that you should be able to pick a bonfire, and farm up around it.
Power stancing is a cool idea that was poorly implemented on DSII and then vastly improved on the new trick weapons system seen on BB.
Not sure if I really liked the nerf, Hexes are totally shit on SOFTS DLC areas, like totally useless. I had to make a weapon and stop using Hexes altogether to beat the bosses.
ShhhhThe same thing happens in Dark Souls 1
This comic is dumb. It's whining that you can't circle-strafe cheese-BS everything anymore.Your rant pleases me. Also.
Nice bait. Not falling for it.People defending this game as a good Souls game don't get what makes a Souls game actually good. Now come at me, bros.
Except that plenty of players pick the master key and find Blighttown right away, too.The main issue is where NMW is placed in the game, timeline wise, compared to everything else.
If you take a look at Blighttown, by that time, a typical player has more than likely rung one bell, beat 5ish bosses, has at least a decent set of gear with some upgrades, has experienced a ton of of "cheap" ambushes, and has been playing ENOUGH to learn most of the mechanics of the game by that point. He has learned that stuff can come out of nowhere, that he can be swarmed, but he has the tools necessary to deal with those issues.
If you look at NMW, it's possible a typical player hasn't even gone to forest of the giants, went through Heidi's tower of flame where you have 1 at a time fights with slow giants, and has just beaten dragonrider. Now comparing NMW to blighttown, there are so many more cheap ambushes. Literraly 50% of the encounters in NMW are more than you bargained for. Try and attack the first dog? Corpse arises behind you. Charge the first archer, 1 viking comes behind you, 1 is shooting you from a ledge, and 1 comes out of the water. Charge one the 2nd houses? All 5 mobs come out and attack you. Go up the stiars? Some viking jumps down on you. Go past the stairs, you get swarmed by 4 dogs, get covered in black oil, and a fire archer is going ape on you.
EVERY ENCOUNTER IN NMW IS LIKE THIS.
Sure, in the ideal setup, someone beat forest, has some gear, preferably the flame longsword and some armor. But still, Blighttown is the product after a long buildup of teaching you to play. NMW is literally a baptism by fire for anyone new to the series.
NMW is in a game with less Miyazaki.Are you saying a difficult area shouldn't be accessible early in the game? If so, there are some skeletons from DS1 who would like a word with you. Seriously, both Souls game teach you to try another route if you are having trouble, how is NMW any different?
Good post. And yeah the humanoid ratio comparison was by me. Can't be arsed to dig the link right now, because I know people just ignore it anyway.Oh, look, it's the weekly "Let's all pile in on DS2" thread. I'm just amazed nobody's linked to that Matthewmatosis video yet.
Sure, the game had flaws. It's not quite as good as its predecessor. But it's still a very, very good game, and I'm still finding it thoroughly enjoyable after plugging ~200 hours into it. If someone tells me with a straight face that DS2 is a "bad game", I'm just going to assume they haven't, in fact, played any games that are actually bad.
Also, some of the things people find to complain about are downright weird.
"The transition from Earthen Peak to Iron Keep made no sense!"
No, it didn't, and it could (and should) have been executed better. But did it really ruin your enjoyment of the game? If so, I'm assuming you were similarly outraged when you first got to Darkroot and discovered it had magically become night-time. Or when you saw New Londo clearly visible from Firelink, but when you actually got down there it was apparently underground.
"Something something enemy placement! The game throws hordes of mobs at you!"
Yeah, it's terrible. DS1 would never.
Oh, wait, I just played through Undead Burg again (you know, the starting area for most players) and there were several spots where the game gangbanged me. People seem to have this weird case of false memory syndrome where they think DS1 and Demon's were just a series of duels where the player never had to worry about facing multiple opponents at once. And even the most commonly bitched-about instance of this in DS2, the knights in Lost Bastille, can be managed easily if you take things slowly by drawing the enemies one or two at a time instead of rushing in with all guns blazing.
"Reused enemies! Humanoid bosses in armour! Worst game ever!"
DS1 reused the Asylum Demon like three times. And Lost Izalith literally had a field full of Taurus and Capra Demons. Yet this is apparently acceptable because it was only one area and the rest of the game was so well designed. Also, I'm sure I once saw somebody provide a list of all the bosses from each game, and the ratio of dudes in armour wasn't actually much higher in DS2 (I can't remember which thread it was in, because these DS2 hate threads all seem to run together after a while).
Aye. One of the reasons I'm so fond of NMW was because of my first playthrough.Ambushes exist all over souls game. NMW ambushes are not cheap at all, you can see them coming if you take it slowly and are careful. If you rush yeah no shit you will get ambushed.
Miyazaki is back at the helm, so DS3 is safe. Any flaws it will have will be glossed over.Should be interesting to see how people rate them once DS3 is out.
Nah, the problem with the Iron Passage is that it's legit cheap. If you don't have a good bow, you are really, really screwed. Not just ranged options, it has to be a bow with poison arrows, because your magic can get silenced by those asshole astrologers, and they also cast spells that reduce your movement speed (making you fatroll) so you can't even run past them either, and unless your bow is super strong you need the poison otherwise they'll heal themselves. And the ghost archers have tons of health, are immune to poison, and their weird bow attack animation is unpredictable and there's little room to maneuver.Yeah, I feel we're just going in circles now.
Call me crazy but I rather like the Iron Passage. Isn't it what Souls fans wanted, making going to the boss a challenge instead of a 3 minute jog?
Um... what. They are leagues better than the boss soul weapons in Dark Souls. Like, every single boss soul weapon in Dark Souls was useless crap except the Chaos Blade. At least DS2 had several good ones, and the boss soul trading was far less annoying too.Wider variety in weapons: highly debatable. In PvE there's usually a best-in-class for your build which makes most other weapons obsolete; boss soul weapons were mostly trash. For PvP, I've heard both sides.
You read wrong. Spells are the same as in vanilla. A patch, applied to both games, did nerf some miracles, but that's it. A yet previous patch had slightly nerfed hexes, but they're still very powerful.Magic: I read that it was nerfed to hell in SOTFS. I haven't verified this.
Play Scholar. It's more useful than ever. Its use actually affects some enemies AI now.Torch: The torch is really simplistic compared to what was previewed, and barely gets any use in the game.
What.Power stancing is a cool idea that was poorly implemented on DSII and then vastly improved on the new trick weapons system seen on BB.
Not sure if I really liked the nerf, Hexes are totally shit on SOFTS DLC areas, like totally useless. I had to make a weapon and stop using Hexes altogether to beat the bosses.
Still the best Souls game, including Bloodborne.
Demon's and Dark 1 are unconditionally praised way to much.
To finish, here's some of that good DS2 enemy tracking, feat. Havel-clone.
https://fat.gfycat.com/YellowPointedFlycatcher.webm
https://fat.gfycat.com/GrandTheseBedlingtonterrier.webm
Yes, that's Havel cancelling out of his attack before it ends and almost seamlessly starting another attack before I've even finished rolling.
Dark Souls 2 is a great game but it has a lot of unfortunate rough edges that detract from the experience.
I was just showing a video of the 180 tracking jump, it wasn't meant as a carbon copy. The funny thing is Havel has an attack that has remarkable tracking that can 1 shot kill you, but the animation looks better than a lot of the Dark Souls 2 animations so people don't notice it as much.