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Fire Barrel
Mar 28, 2010

Rough Lobster posted:

Not gonna lie, I've been totally ignoring crossbows this whole time, but I usually always carried one in my other shield slot in the other games. I've had a great time with my pyro having ranged option in the other hand to compliment melee, so I'll probably give it a shot. In fact it's pretty rare to see one in pvp so I can see it being pretty effective.

Oh man if crossbows could do a charge attack ala the shortbow it'd be great for parry spammers.

I believe the Avelyn does.

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Fire Barrel
Mar 28, 2010

Rigged Death Trap posted:

One weapon and one damage type. But compared to DS2 STR weapons they were absolutely unfavorable.
In DS2 you would never take a quality or a dex weapon over a greatsword if you wanted numbers, DS2 was absolutely amazing for heavy weapons. The Greatsword and FUGS and other UGS and GS dominated the meta for a reason. The rapier and thrusting swords were good but with the poise removal in 3 it rose to new heights.

The other great reason for Dex weapons, Bleed and poison, both were nerfed in damage and application speed. DS2 wasnt great for DEX or Aux effects, and relied more on straight damage.

That was one of my big issues with DS2. STR/straight damage tended to win out in terms of weapon damage, even for weapon classes like the straight swords. Made pvp really boring to see all those great weapons all the time. And it felts as though some of those weapons, like the Drakeblood GS, swung almost as quickly as a straight sword, though that might just be me remembering the troubles I had initially with the Drakeblood knights and less the pvp scene.

Though thrusting swords and dex weapons like katanas could hold their own well enough, even with their weaknesses in 2.

Fire Barrel
Mar 28, 2010

QuarkJets posted:

DS3 PvP is dominated by longswords and thrusting swords. Like Dex weapons in DS2, you can choose something else but you're seriously under-optimized.

I'd rather have the large variety of strength weapons in DS2 (and actually good sorcery PvP) than what we got in DS3

Sorceries can still blow people up in duels, you just need to commit entirely to speccing magic damage. Also, while there was more variety in DS2, I distinctly remember lots of people still running around with really similar loadouts if they were using heavier weapons (including str friendly straight swords). And, generally speaking, I found myself never using quality builds in 2 since dark infused weapon alone did more consistent damage. (Although, I did often strip down to nothing but the vanquisher ring and a crown and had lots of success in duels.)

I will agree, though, that DS3 pvp is dominated by fewer weapons. Not just straight swords (usually the goofy looking dark sword)+estoc, but the same katanas, halberds, and great weapons. Also the same weapon arts and, in rare instances, the same few spells, but that is likely a result of the less than stellar offerings for offensive casters. DS3 probably offers the fewest options of the souls games. Wish they had built on and tweaked 2 rather than scrapped it and returned to 3.

Fire Barrel
Mar 28, 2010

Gus Hobbleton posted:

While I like the Oceiros theme, I feel it's missing things without Oceiros talking. I don't remember, have any other souls games had bosses talking in the middle of fighting? For some reason I really like that little touch and it makes them feel more interesting in some way I can't really put my finger on.

fake edit: I guess there was Paladin whats his name and Maiden whats her face in Demons, which also happened to be one of the best bosses in the series.

Eh, I thought the best fight in DS was the false king. Garl Vinland and Maiden Astraea were fine, but I wasn't really big on it. I think I just really didn't like the valley of defilement.

Also, while the fight itself is a bit less than stellar, Aldia talks during his fight if I recall correctly. I actually liked whenever Aldia would show up too. Just sort of blow the player back. (And Micolash talks during his fight, but that's not a souls game)

Fire Barrel
Mar 28, 2010
Dumb question, but how does the obscuring ring actually work? It seems like sometimes people can see me right away, regardless of what I'm doing at the moment.

Fire Barrel
Mar 28, 2010

SynthOrange posted:

Deprived all day every day

I started as a deprived in DS3, but I heard that it's somehow the worst class in the game. Which would be weird if it is.

Fire Barrel
Mar 28, 2010
Eh, I don't really mind sub optimal builds I guess since I haven't really noticed that slowing me down in any of the souls games. I can appreciate that the classes actually mean something though. Initially I was going to be a warrior or assassin, for my int/dex build, but I figured why not just roll out with deprived!

Fire Barrel
Mar 28, 2010

RyokoTK posted:

I just rewatched the Dark Souls 2 opening cinematic for the first time since my very first playthrough, after skipping it like a million times on every subsequent character.

Is the plot of DS2 really, honestly that the PC wants to become Hollow and journey to an ancient kingdom because it sounds like a fun challenge to overtake? It's a bit on the nose about why the game exists at all.

(I like DS2 a lot.)

e: Basically Drangleic is the Everest of Darksoulsland: people only go there and fight the tough baddies because they're there.

Honestly, I'd be down if more RPGs used that as the plot. If Dragon's Dogma 2 ever comes out, that would be perfect for the game's major plot. Seeking glory and fame you go adventure. Then maybe you get weird dragon powers and start to adventure more and meet tons of weirdos and monsters in the process!

But if I recall correctly, Paracelsus is right. You're trying to lift a curse.

Fire Barrel
Mar 28, 2010
Fought dancer for the first time on ng+. Broadsword+Carthus Rouge and minimal dodging turned the boss from the hardest fight in the game for me to one that clipped me once and went down pathetically quick. I think dodging too much sets you up for getting punished on the grab move and the actual dance. Still might not bother with the ring stuff, though the patch notes said blue phantoms work better so it might be worth a shot. Might be the first souls game since vailla DS2, though, that I'm ready to put down for a while.

Fire Barrel
Mar 28, 2010

ScorpioMajesty posted:

Now that I think about it, I've never played a pure dex or strength build in any souls game. I've always done some sort of magic build. I don't think I'm missing much because I always work a weapon in to the build and never play pure magic either. Pure archer would be tough to pull off to I bet.

Honestly, if you want to go pure melee/no magic, then I think 40/40 STR/DEX is always a better choice than dedicating everything to one stat (unless you're planning on really beefing up said individual stat). In 3 I was running dex/int build that skewed towards melee and I don't think I was really that much more effective than my current quality build which can still apply items or use carthus flame swathe.

And you get more options than a pure STR/DEX build.

Fire Barrel
Mar 28, 2010
I'm a bit mixed on higher magic resistance among enemies in in 3. To an extent, I can understand it being annoying. On the other hand, magic is usually dominant in fantasy games to the point where non-casters suffer. It's especially bad in turn-based games with hard class systems since a lot of times casters don't just do more damage, they get more abilities and skills, while fighters, on the other hand, basically just exist to get hit until magic casters gain enough levels to not really need them. It's a nice change of pace. And, after dueling enough casters, is still possible to get 2 shot by mages spamming attack spells.

I would've had more utility spells for wizards to weaken enemy resistances and the like. Make casting more reliant on using a mix of debuffs and then following it up with the damage (although that probably wouldn't work super well in the Souls gameplay system).

Also, as far as off-hand items go, I usually cycle out shield/buckler/dagger. Don't really like two-handing straight swords or weapons that are ostensibly one-handed swords. Don't see the point in getting super annoyed with the parrying tool in the off-hand either. I honestly find gank squads all with the same great weapons or dark swords worse.

Fire Barrel fucked around with this message at 17:41 on Jun 13, 2016

Fire Barrel
Mar 28, 2010

skasion posted:

The problem with buffs and debuffs is that they're going to be either kind of tedious or kind of useless. If you need to use them to deal respectable damage then they're boring way of drawing out fights by giving you a few seconds of pointless poo poo to do just so you won't suck; if you don't need them then what's the point? In my opinion they needed to take magic further in the direction of stuff like soul greatsword, lightning stake, and sacred flame -- stuff that is intended to be used in combat rather than from a distance, that acts as a distinct sort of close range attack, is a lot more interesting to work with. There's room for direct ranged damage spells, and delayed damage spells, and even buffs and debuffs, but when the most effective way to play a wizard is stay 15 meters away from the enemy and cast magic missile, that's what people will do.

Yeah, that's kind of the issue. The more complex utility caster/specialist really doesn't function super well outside of a party system in my opinion. Or maybe a class like a cleric, which miracles sort of do to some extent. As it stands ranged casters are really the best way to go, since you need to spec entirely for damage. And while more close range magics could've been cool, you run into an entirely different problem if you make it as versatile or effective, if not better, than melee up close. I think it's just kind of hard to really figure out a good, balanced approach to magic in the Souls games largely due to the nature of the gameplay itself. Moreover,

Also their new rpg is going to be a first person successor to King's Field!

Fire Barrel
Mar 28, 2010

AttackBacon posted:

I mean I know we are being hyperbolic and that getting stunlocked in PvE is super annoying but it's not completely outside the realm of believability. The lightest love taps you can receive in this game are probably from a 4-6 foot long 100+ pound giant rat or dog leaping at you. Even in full armor it's not insane for that to push you around a bit. I guess the dagger hollows or axe thralls might be wimpier but they're also weird preternatural undead that can cling to ceilings and poo poo for like decades so...

Edit: ^^ Lol I got halfway through and they took it down. Haters! Nioh looks pretty neat, I don't like the non-editable protagonist (big reason I don't like the Witcher much either) but I like the setting a lot and Koei-Tecmo/Team Ninja has made alright action games in the past so maybe it'll be good!

On the other end of this, though, we're playing characters that can wield stupidly impractical weapons, get kicked by giants and roll back up, cut/stab through armor thicker and stronger than stone and even come back to life. A 100lb+ rat isn't the really a crazy threat for someone like that. Thinking about it like that means it's not just mechanically annoying but also just weird, considering the characters we play deal with tons of stuff that normal humans could never hope to achieved.

Even though I tend to play light or medium and go roll heavy, DS3 generally seems to have less satisfying combat at points than 2 or BB.

Also, I spent a little time with the Nioh demo and it seemed like there could be a good game in there. Combat is generally fun and could probably use some tweaks. Lackluster designs for levels though. Don't really mind the protagonist not being editable, since I think sometimes it makes more sense for games to stick with one, but he does look a little goofy.

Fire Barrel
Mar 28, 2010

RyokoTK posted:

Considering you need to be completely kitted out in very precise equipment and invest in damage stats far more than anyone else just to hang at end-game, and at that point you get completely dusted really easily in PvP, nah, From definitely doesn't love magic.


So why do they have a class where you start with the weakest weapon and offensive spells? It sounds like that's more the game's fault for having the only effective offensive spell be various flavors of magic missile.

While this treats magic worse than the others there really isn't a ton of room for non-offensive spells in this style of game. They could use a lot more dynamism, but utility spells would be too niche to really be relied upon (beyond buffs/enchantments). And that it takes such a commitment to be good at magic, though perhaps not fully thought out in DS3, isn't necessarily a problem, at least in my opinion. I've said it before, but too many games basically make magic overpowering, so there needs to be some way to balance it out. Hamstringing it to the extent that it limits character builds isn't great, but it does prevent from being to easy to rely on it as a crutch. Also, if you're kitted out properly, you can still 1 or 2 shot players with a few different spells. I even occasionally see casters rolling with flashsword.

Fire Barrel
Mar 28, 2010
Perhaps it could've magic in pve could've been balanced out a bit more by putting in some enemies that either require and item to hurt, like the ghosts in DS1, or offensive spells. If done well, that could have forced players predominantly relying on physical attacks to plan a bit more before certain encounters.

Fire Barrel
Mar 28, 2010

Domattee posted:

All the drat time. Can be really useful as an invader though. The host is trying to hide curled up behind some bushes and gets foiled by spontaneous lighthouse syndrome.

Is this some sort of PC issue? I've done a lot of PvP and I have never encountered glowing hosts, yet I hear it happens in both PvP and PvE. (Playing on the PS4.)

Fire Barrel
Mar 28, 2010

Vargatron posted:

The dumbest thing about DS2 darkness was that the torch was a limited use item and could only be lit by bonfires and other lit sconces.

I kept a torch in my left equip slot in DS3 and it was really helpful in a lot of areas.

Only use I've found for a torch in DS3 is just killing those bleed-inducing maggots if I whiff a dodge against certain enemies. Other than that, nothing in the game really needed it. As for torches in DS2, after running around a bit you should have a bunch to basically not even notice that they're limited use items (at least in SotFS). Not great, but not terrible. Then again, I found the gutter a bit less tedious than blight town, even on my first playthrough of DS2 vanilla on the PS3. Something about Blight Town really annoyed me. Although the swamp which followed wasn't that bad, beyond those dumb mosquitoes.

And I think DS2 handled auto summons in a number of ways. Also kept the blue eye orb and sin, which was quite useful. Even at level 150, I would sometimes get invaded by blue phantoms during subsequent runs of the game with that character.

Fire Barrel
Mar 28, 2010

Jaaam posted:

Nobody who plays video games is cool in the first place so this doesn't matter.

Seriously though, shields are like training wheels for souls games, a whole new game opens up to you once you ditch it. The shield reliant playstyle is very limiting, and needing to dodge everything makes you much more aware of enemy timing and positioning.

That's kind of my issue with the way shields work in the souls games. They could be so much cool, but I guess it would be too tough to allow for actual attacks and the like with medium shields. Maybe a power stance type of move set, but with a 1handed weapon and a shield. Also, I never found just tanking damaging to be particularly effective, so I roll and dodge more than block even while using a shield. Far easier to position your self during fights that way.

I guess greatshields would be good for tanking though.

Fire Barrel fucked around with this message at 23:30 on Jun 15, 2016

Fire Barrel
Mar 28, 2010

Million Ghosts posted:

playing a living mountain of beef dragging around a huge greatshield is a pretty fun gimmick, but shields get so stale especially after how many Souls games. i'm glad Bloodborne opened up more people to the idea of leaving the shield at home.

Yeah, I think BB's combat, overall, on point for the most part. Perhaps a bit too easy once you got use to it, but definitely the most satisfying gameplay of the Souls games. Would've liked to have seen some of the weapons tweaked a bit, but the sliding, parrying/visceral attack, and overall pace of the game's combat made for a very engaging experience.

As for shields in ARPGs, I think Dragon's Dogma handled it really well. A bit over the top for some contexts, but the fighter blended mobility, blocking/parrying, and power. You're not just a boring tank - which is often my issues with the ways game depict fighters in armor or using shields, or both. You're not just taking huge blows on the shield - you're parrying, attacking, and moving into the action. These are all much more enjoyable, at least in my opinion. I mean, most "medium" shields weren't metal and weren't really cumbersome things just to soak up hits.

Fire Barrel
Mar 28, 2010

RabidWeasel posted:

More realistic shield and weapon combat would be cool but probably hard to balance in the same way as having more realistic attack animations. It's just easier to follow what's going on when everyone makes huge, slow telegraphed movements.

You could eschew realism for dynamism, but ultimately that really wouldn't fit the more deliberate flow that marks combat in the Souls games. At least you can still be mobile with rolls and the like - and not just be a tank - with small and medium shields.


SL 120 on the PS4 and I actually managed to get summoned twice as a blue phantom. Wasn't ready each time, but now that I know it can work, I may try it out. Patch maybe helped?

Fire Barrel
Mar 28, 2010

Obligatum VII posted:

Straight Swords are boring because they, generally, look boring, both the actual sword and their moveset. The Ithryll sword gets props for the cool ice effect. Amusingly it's probably the weakest straight sword though. The heavy price it paid.

The dual katanas are about as versatile as a straight sword, but I feel way more cool executing a combo with them than I do a straight sword cause they ooze style.


Those katanas are arguably the best bleed weapons in the game ever since the ninja leap gained hyper armor. Their combination of versatile moveset, power, bleed build-up, hyper armor, and anti-parry option (since ninja leap also cannot be parried) are something that no other weapon can claim to have all of.

I think the katanas probably look worse than the straight swords on the basis that they look kind of silly due to their length. Really spindly and the like. I also feel like combos with weapons would have been better if it was easier to chain light/heavy moves together. I feel like BB, with it's mode switches, allowed a little bit of that.

As an aside, it seems like I've been running into a lot more people just using twinblades and spinning all over after the patch. Ran into a host with two phantoms all spinning at me in the prison. It was pretty weird and I am almost positive the patch didn't change anything about those weapons. Probably just some bad luck.

Fire Barrel
Mar 28, 2010

Domattee posted:

The spin can't be parried and does solid damage. On a miracle buffbuild you can get 800+ damage in one combo.

I could've sworn I've parried spins before. But they can certainly do A LOT of damage.

Fire Barrel
Mar 28, 2010
Straight sword spam is definitely an issue, especially with the dark sword, but I really do find most people tend to spam a whole lot more regardless of the weapon being used. Katanas and straight swords definitely have normal attacks spammed quite often, but then certain weapon arts get used constantly. Some ugs users spam too, but I'm not so sure you can actually parry those strikes. DS2 seemed more of a mixed bag but I distinctly remember having more varied duels/invasions, whether I was running around with nothing but a crown and using the vanquisher seal or stalking around as an urn.

From the little forays into pvp I had in BB, it seemed like spamming was less of an issue there, but some weapons were definitely imbalanced. I could tell when my reiterpallasch was outclassed by some of the other weapons (though it's attack pattern more than made up for it.)

And I think I've basically given up on the ring achievement just because my blue phantom summons are laughably inconsistent, despite the fact that I'll often get swarmed by blue phantoms as an invader. The lack of sin and blue eye orbs, when taken with the dodgy auto-summoning, just makes it super tedious. Just ends up feeling like a waste of time there.

New Concept Hole posted:

Having tested it, I'd say if your timing's good enough to take advantage of counter damage, you're better off going for a parry. Getting counter damage is definitely not as generous as it was in DkS1 or 2. It's probably too far in the opposite direction instead.

Using rapiers for the bulk of my NG, counter damage seemed pretty noticeable. With or without the CMW applied, I would drop some serious damage on enemies/other players with well timed pokes. Maybe, though, I was just underestimating the damage Ricard's Rapier could do naturally.

Fire Barrel
Mar 28, 2010

New Concept Hole posted:

The thrusting swords can get in pokes where other weapon classes would have to settle for a trade. Counter damage is seemingly tuned moreso to that style of play, as opposed to letting slower weapons exploit a miss for more damage. In other words, Rapiers have the right balance of fast to swing, fast to recover that makes them well-suited for hitting the counter frames, while everything else isn't as good at that. IMO this make it a crappier counter system than they've had before.

It's definitely more limiting, since it makes counter damage less attractive unless you're using a good thrusting weapon. There's a reason I really don't bother with the Leo Ring after turning more to the broadsword/knight sword and halberds and the like.

Fire Barrel
Mar 28, 2010

Humans Among Us posted:

This was the vid about Leo Ring i saw iirc

https://www.youtube.com/watch?v=IwzOsgP9V5U

This video makes it seems like the best counter-heavy style is one that uses heavy weapons rather than thrusting weapons, though that's not particularly surprising considering how effective heavier weapons usually are in the souls games.

Though it really seems like you have to dump into vigor or else you can't actually stand to trade too many blows.

Fire Barrel
Mar 28, 2010

HaB posted:

If you are on PS4, I have a character with all rings which can drop whatever you need for the achievement to pop. I know it works, because that's how I got the achievement myself. :)

Thanks for the offer! At this point, though, I'm not so sure I'm going to do it any time soon, considering I've yet to get to NG++. Might go back to the rings later, but at the moment I've resigned myself, when I do play, to just invading as a mad phantom and irritating as many players as possible.

Fire Barrel
Mar 28, 2010

Floodkiller posted:

I played a shield using coward for my first playthrough, and found that Pontiff has the glaring blind spot of right behind him. As long as you hold a shield up to block the occasional swing that reaches wide or his reactive back swing, you can just stay in that spot and slash him once or twice with a quick weapon whenever he is winding down from an attack.

Phase 2 you have to get more aggressive with, or you will be overwhelmed by the number of attacks, but they are also more telegraphed and easier to dodge in my opinion.

I found a shield to make that fight tougher since he can chew through stamina and can really punish a lack of mobility. 1st time I used the parrying dagger and the second time on NG+ I used a buckler/grass crest combo. Mainly rolled around to fight him and parried when possible.

Fire Barrel
Mar 28, 2010

Guess my experience with the series is pretty different! I probably would put it at DS1>DS2SotFS>>DS3>>>DS2 Vanilla. I'm only on NG+ in DS3 and, while I still like the pvp, I'm not sure I'll run through it as much with this char or others as I did in previous games, including BB. I'm not quite sure what it is about the game, but I just haven't enjoyed it as much as SotFS. Generally dislike the weapon arts, even if the speed of the game is better, and I think that overall mechanical balance is pretty rough. As far as level design is concerned, I think it tends to be as good or better than DS2 for the most part, but there are some areas that I just don't think are all that interesting. Anor Londo, and the stuff directly after Sulvyahn, the Smouldering Lake, Demon Ruins, Profaned Capital, and the Untended Graves all ranged from boring to dull for me. I definitely enjoyed the early areas and felt that, at its best, the levels were tightly designed and densely packed, but they weren't perfect. Admittedly, I think they tend to fit together better than DS2 and probably didn't hit the dullness of the lows of DS2, but I still think DS2, and its DLCs, have some solid level design throughout. Also, I think DS1 and 2(DLCs included) have higher points in the sound track, even if 3 does have some really good individual tracks.

And as for PvP specifically, I feel like it's a mixed bag in this one. The speed is really nice, but there seem to be more issues with phantom range and, in my experience, few build varieties being used than in SotFS. I also do like the fact that parrying is, more or less, like DS1. I felt that the parrying system in 2 was a bit too tight for its own good, even if some people really appreciated the timing required for it. Just seemed to clash with the overall flow of the game in my opinion.

Guess this one doesn't click with me as it does for other people. Still, not a bad end to one of my favorite series.

That said, I think Bloodborne may also be coloring my opinion a bit, though, since I felt the gameplay and world design was so on point in that one. Music was really good too.

Edit: Overall, though, I think this Souls games and Bloodborne are all really solid and great example of what you can do with gameplay-centric action rpgs.

Fire Barrel fucked around with this message at 15:08 on Jun 21, 2016

Fire Barrel
Mar 28, 2010

RyokoTK posted:

I really don't understand people saying that DS2 is hard for hard's sake. The turntable thing is definitely pretty lazily executed but DS3 does the exact same poo poo, it's just animated better (and they couple it with enemies violently arcing throughout charging or leaping attacks). There is certainly a running motif of being on a journey of adversity, but that's only realized in the Covenant of Champions and Bonfire Ascetics, which are completely optional mechanics. Otherwise, what honestly is a bullshit death in DS2?

I never got that either. I mean, some enemies hit very hard and a lot of bosses are basically dodge or die, but I didn't find the game terribly difficult or arbitrary. Maybe the big cat monsters in the Ivory King DLC come close. And, as a rule, I tend to dislike hard for the sake of being hard unless it is done quite well, so I actually try to look for this stuff as I'm running through certain types of games.

Also, I will agree that the multiplayer covenants were tedious in DS2, especially with the ridiculous numbers involved, but I still enjoyed those more since they worked more regularly for me.

Fire Barrel
Mar 28, 2010

RBA Starblade posted:

Having played some Demon's Souls now I'm going to put it at DS1 > Scholar > DS2 > DS3 > Demon's > BB. DS3 would top that but DS2's pvp is far and away better than how it ended up in 3, and the online bullshit really turned me off from replaying too much. It's a pretty close race between DS1, 2, and 3 though. Demon's is cool but pretty dated, and BB is what it is. I didn't buy its dlc though.

Actually out of curiosity with BB's dlc, did that shield trick weapon's shield form they were showing off in screenshots actually amount to anything useful?

No shield trick weapons in the DLC, but if you mean the Whirl-a-gig saw, I've seen some people use it to great effect.

Also, I agree that Demon's is quite dated at this point, even if it is still fun to spool up every now and then. BB seems to be more of a successor toe DeS, with a more pronounced emphasis on horror and things like consumable items. The warp points (the lanterns) are even separated by distinct areas, even if the world is all connected.

Fire Barrel fucked around with this message at 15:23 on Jun 21, 2016

Fire Barrel
Mar 28, 2010

That spell, or one like it, was super dangerous in SotFS. I remember some invaders constantly spamming me with it in Aldia's Keep and actually having trouble countering with one in particular. Just stripped down, chased, and punched him to death, but that really drove home how dangerous that spell was.

Fire Barrel
Mar 28, 2010
I think DS2 and DS3 probably are about the same in terms of music, especially if you take DLC into account. DS3 has a few standouts, that may jump above DS2, but personally I don't find most of the music as memorable as the previous game. Both are better than 1. That said, neither game comes close to Bloodborne's music.

Generally, I feel a bit mixed on DS3's designs. I think it has some very smart, and densely packed, area designs which outshine a lot of the areas in 2, especially outside of the DLC areas, but I think they may have clicked for other people more than they did for me. I think weapon/armor design are about the same between the games, though, since this series tends to do a good job there (even with weirdly proportioned handles and such).

Fire Barrel
Mar 28, 2010
I actually found the Twin Princes kind of tedious the first time I fought them. Second time around wasn't so bad, but ehh. Guess the princes just had my number.

As for music, while I like BB the most, Demon's Souls may have the most memorable tracks of the Souls games. Still like the others though. Surprisingly, I found nameless king to be easier than these two

Blacktoll posted:

Real talk, other than straight swords -- all other weapons are oversized and look dumb.

I agree, but the Souls games are leagues better than lots of RPGs in terms of weapon/armor design. Even the over the top stuff still looks more reasonable than stuff from poo poo you see in Divinity or DA. And, regarding straight swords, it's clear they based most of them on longswords, meaning the long handles meant for two hands actually work. Some, however, look weird with long handles, like the broad sword. Also, I still think the broadsword should've gotten a thrust attack. The dark sword looks really silly no matter what.

Internet Kraken posted:

Its the same kind of music featured in DS1 & 3 so I genuinely don't get how you can like those but hate DS2.

Also, I agree with this. Even in the base game I felt there were quite a few good songs.

Fire Barrel
Mar 28, 2010

Mzbundifund posted:

Yeah I was wondering about this, and have a question for all you PvP savants.

I basically never use weapon arts because they're slow enough as is, and if I'm not already two-handing my weapon then forget it. The ones where you have to go into a special stance first just add even MORE time before you can get your attack off. I think I've only ever seen one person use a weapon art against me in PvP, and it was so obvious that even my inexperienced garbage reflexes were able to dodge it easily. Am I just supposed to be good enough at reading ahead that I can burn all that time before my attack comes out, or is it another vestigial system like poise and durability that practically nobody uses?

I missed this, but if it helps, I don't really use weapon arts all that much and use them even less in pvp. Mixing in blocks, parries, kicks, and lots of different attacks seems to be enough to usually best players and, at this point, it's been working out quite well for me. Lots of vertebrae from invasions/duels.

Mystic Stylez posted:

Are there any other instances of NPCs like Great Swamp Cuculus where you must summon them in order to get items? Or any kind of fuckery that locks you out of things, besides having to beat Phantom NPCs? This sucks.

Some phantoms, like Black Hand Gottherd, have gestures. I find it kind of annoying to be honest, since it can be very easy to miss - especially if your tendency is to avoid summoning for boss fights. Had to get all of these things in my NG+ run for that reason.

Fire Barrel
Mar 28, 2010

Iretep posted:

the reason people are summoning more is because its a lot easier, not because there are more invaders. garg area is always a hell scape of low level invaders 24h but people dont summon defenders because you get constant summoning failed. gank squads werent that big of a problem in 1 and 2 anyway due to the nature of combat in it. you could twink yourself out to murder people pretty well so ganks werent a big deal. this time around if you cant kill people in 2 hits theyll get full health back and the means to punish healing arent as good as they were in 2. plus invading is a lot more ballanced so you have to think pretty hard to get a big advantage over the host damage wise. basically invading is the most ballanced its ever been while the host is strongest he as ever been too. in 1 invader had a big advantage compared to the host and 2 you could punish chugging so who cares what the advantage was.

Maybe it was a console thing, but I had tons of issues with gank squads in 1. Especially near the kiln where lots of people liked to duel. I would often get summoned and see people waiting behind rubble and stuff. 2 I had basically no problems with gankers outside of the bell areas, but then I also cheesed the hell out of those encounters. Especially when I could summon Glencour in SotFS. Just wait to get invaded and turn the tables on em! Pretty fun to farm chunks that way.

Fire Barrel
Mar 28, 2010

Zebrasectomy posted:

I've gotten bored with ny duel wielding quality build and now that I'm in ng+ I'm thinking about trying something new, like an int/Dex build, or maybe even trying a heavy are build (I haven't used shields or large weapons since undead burge in ds1).

What have your experiences with magic been like so far? I'm looking for some fun build ideas. I probably won't be doing much PvP for awhile if that matters, and unfortunately I used up all my titanite slabs on fuel wielding weapons, although I did also max my pyro and one staff (can't recall which one... crystal sorcerer staff maybe?)

Generally it seems like if you want to do magic as a primary means of offense then you should probably just focus on that, rather than int/dex or int/str. Balanced builds or ones that skew towards physical aren't going to have a lot of luck with offensive spells. On my NG run of DS3 I ran an int/dex build using a rapier, buckler/dagger, and cmw. Only offensive spell I used was great soul arrow and that was basically just an alternative to my bow for ranged enemies. You really have to spec for offensive spells which, while definitely limiting, could be seen as a means of preventing people from being good at everything with a single character.

For strength weapons, though, you could just forgo shields in favor of two handing weapons almost exclusively. They already try to encourage that in DS3 with weapon arts and some of the two hands have pretty exploitable arts. Also, it's easy enough to roll your way through fights with minimal to no blocking. I mean even with a quality build I ran in NG+, which used shield/broadsword, I spent more time rolling and only blocked occasionally.

Also, I've actually seen people spam the hell out of spin moves in pvp situations and do relatively well. Especially if they have helpers.

Fire Barrel
Mar 28, 2010

TaurusOxford posted:

Maybe Fromsoft thinks that if they give us the ability to refight bosses that we won't be compelled to make new characters?

I would almost think that incentivizing NG+ runs and allowing respecs would lessen the likelihood of new characters being made. In DS2 and 3 I never really felt compelled to make new characters. Even less so in 3 where you can alter appearances too.

Fire Barrel
Mar 28, 2010

Guillermus posted:

Was a fun run. Sorcery is drat powerful in Demon's Souls, I have yet to do a full sorcerer run in DS3 but in DS2 I felt really underpowered in the DLC areas.

From everything I've read, and have experienced myself with my int/dex build, sorcery in DS3 requires a great deal of commitment in terms of both stats and the equipment you use. Otherwise it underperforms in a lot of situations, though I may be overstating it since I mainly used cmw and then a bow for ranged enemies. Just tended to be more efficient.

Also, my favorite spell in Demon Souls was anti-magic field. I tended to roll with faith builds and that always but a damper on magic users. Managed to foil more than a few invaders that weren't expecting to get a knight sword to the face.

Fire Barrel
Mar 28, 2010

WaltherFeng posted:

But heavy weapons aren't useless in any of those games because they have hyper armour during attack animations.

Mind you I'm only talking about poise that makes you invulnerable to flinching when you aren't even doing anything, which IMO was stupid when it was introduced in Dks1. I don't know why people want it back.

If the only reason is that people want armour to be useful, then adjusting weight and defence ratio of heavy armour is a much simpler fix.

Still kind of silly that rats and basic undead are among the most dangerous enemies in the game specifically because of how easily they can stun/interrupt the player. Doesn't really encourage me to slap on really heavy armor.

But, when I last pvp'd, it seemed that weapons which give good hyper armor are quite popular, especially since some weapons in the game have really generous tracking with their moves.

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Fire Barrel
Mar 28, 2010

Filthy Hans posted:

Also giving the dead fire keeper's eyes from future Firelink to the fire keeper will kill the plot (I think, haven't tested)

It only does this if you go through with summoning her after beating the lord of cinder. Also, you can take them back at any time without any real issues, at least from what I remember.

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