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Dyz
Dec 10, 2010

Ulio posted:

Good to know. I did dex build at launch , now mage and probably gonna do one more before dlc. I totally forgot guard counter, I remember using shield once to check shield bash which is a great ash of war.

Also the ranged mage is getting tedious close to the end, you power through almost everything. I want to get into the thick of it again.

gavel of haima and deaths poker were mainstays for my unga bunga int character.

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nopants
May 29, 2004
the optimum build in bloodboorne is to beeline for the shiny shield on your back while you twohand the biggest hammer or sword you can find

nopants fucked around with this message at 23:28 on Apr 23, 2024

LazyMaybe
Aug 18, 2013

oouagh
guard countering is cool and well designed and all but I would often rather just nosell something's attacks and poke them back with a sharp stick.

-t. monster hunter lance player

Oxxidation
Jul 22, 2007
did some prep work for the DLC on my NG+ character, if all you need to do is reach miquella's cocoon then i should be all set

wonder if this might be the first fromsoft DLC i managed to out-level. i'm 185 and rolling +10 starscourge blades. enemies still hit very hard but it doesn't mean much when my every swing is like dropping a sharpened refrigerator on them

Epic High Five
Jun 5, 2004



Oxxidation posted:

did some prep work for the DLC on my NG+ character, if all you need to do is reach miquella's cocoon then i should be all set

wonder if this might be the first fromsoft DLC i managed to out-level. i'm 185 and rolling +10 starscourge blades. enemies still hit very hard but it doesn't mean much when my every swing is like dropping a sharpened refrigerator on them

TWO sharpened refrigerators! Probably my favorite weapon in the game, even if it's not a min/max choice by any means. Being paired also means you can still guard counter because the powerstance is on R1

It was funny my first playthrough before anybody knew they had +30% damage to gravity type enemies, being among the vanishing few who thought the fallingstar beast and Astel weren't a big deal at all

There is mention of a secondary leveling system, possibly like the giant souls from DS2 but nobody really knows, so being overleveled or not hopefully shouldn't be a big issue. I think going through on NG+ is going to be something mere levels aren't going to spare you from.

Skippy McPants
Mar 19, 2009

I hate the Shunning-Grounds so much. Such an awful area. It's got every miserable enemy in the game. Lobsters, Omen, even a loving Revenant, and the whole place is a twisting brown soup of double-backs and dead-ends.

Every time I get there, I end up betting the game down for a few days because the prospect of clearing it out makes just... tired.

Zwingley
Sep 20, 2011

"My dear Seth, you look absolutely dashing!"

Hair Elf
if you aren't running heal specifically for revenants

...why, actually? nevermind where else this could have gone

Skippy McPants
Mar 19, 2009

I forgot to put a heal on, cause I swapped that slot with Flame Cleanse Me!

Skippy McPants fucked around with this message at 05:10 on Apr 24, 2024

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

LazyMaybe posted:

guard countering is cool and well designed and all but I would often rather just nosell something's attacks and poke them back with a sharp stick.

-t. monster hunter lance player

I mean, sure, Monster Hunter weapons are hilariously fun to use. Even the bowguns have fun shenanigans like loading up a magazine of machine gun ammo and going ham on whatever is vaguely in front of you.

Now I want an Insect Glaive in Elden Ring so that I can fight dragons in the air and laugh at them.

a primate
Jun 2, 2010

Skippy McPants posted:

I hate the Shunning-Grounds so much. Such an awful area. It's got every miserable enemy in the game. Lobsters, Omen, even a loving Revenant, and the whole place is a twisting brown soup of double-backs and dead-ends.

Every time I get there, I end up betting the game down for a few days because the prospect of clearing it out makes just... tired.

I actually really like it as one of the most confusing places in the game. I kind of wish they broke it up a bit with some pretty parts (like a big green waterfall of sewage or something) just so that there was something nice to look at. Feels very Last of Us PS3 Brown otherwise.

No Dignity
Oct 15, 2007

Sometimes the level design should hate you. I hate that area but that's what makes it good too

Catgirl Al Capone
Dec 15, 2007

a primate posted:

I actually really like it as one of the most confusing places in the game. I kind of wish they broke it up a bit with some pretty parts (like a big green waterfall of sewage or something) just so that there was something nice to look at. Feels very Last of Us PS3 Brown otherwise.

the subterranean stunning grounds

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
Not one of their better sewers tbh

No Dignity
Oct 15, 2007

I respect what a nightmare it is to navigate, it feels like it breaks some cardinal rule of level design conveyance on purpose

scary ghost dog
Aug 5, 2007

No Dignity posted:

I respect what a nightmare it is to navigate, it feels like it breaks some cardinal rule of level design conveyance on purpose

it really makes you feel like youve found a dark secret when you reach the lowest rooms

Oxxidation
Jul 22, 2007
always fun to hit that one zone in a fromsoft game that’s like “YOU ARE NOW ENTERING A PLACE WHERE NOTHING GOOD EVER HAPPENS”

a primate
Jun 2, 2010

Similar feeling when I found that flattened… thing at Stormveil.

Cash Monet
Apr 5, 2009

Skippy McPants posted:

I hate the Shunning-Grounds so much. Such an awful area. It's got every miserable enemy in the game. Lobsters, Omen, even a loving Revenant, and the whole place is a twisting brown soup of double-backs and dead-ends.

Every time I get there, I end up betting the game down for a few days because the prospect of clearing it out makes just... tired.

To me the worst part is the death blight toads, they're terrible in Dark Souls too. You go from fighting to running back and forth out of range of the instakill clouds. Brings the game to a screeching halt.

Meowywitch
Jan 14, 2010

ban all bassilisks

Mustached Demon
Nov 12, 2016

Meowywitch posted:

ban all bassilisks

I think they're cute. Little gecko looking buddies.

Ulio
Feb 17, 2011


scary ghost dog posted:

melee mage with carian slicer, greatsword and piercer is an extremely fun build. carian slicer even has jump and roll attacks

Ya I dabbled with that for some of the fights vs shielded opponents. I am made out of paper though so I feel like I need to stay out of range.

Luceo
Apr 29, 2003

As predicted in the Bible. :cheers:



Mustached Demon posted:

I think they're cute. Little gecko looking buddies.

When I ran across them in ER, I think I first saw those eyes and was like :buddy: IRL. It was like meeting an old friend. :unsmith:

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


The funniest thing about the shunning grounds is sticking yet another mindfuck troll catacombs down there.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
I don't mind the confusing layout of the shunning grounds but the enemy selection does bother me a bit. It's full of enemies who are so tanky it's basically pointless to actually engage with them, and enemies that are mostly harmless if you're careful but force you to wait patiently for their bullshit to disperse (the poison flowers + the curse frogs), two of my least favorite design patterns in Fromsoft games generally.

Grayshift
May 31, 2013
Beast-Repelling Torch makes them harmless.

Augus
Mar 9, 2015


I like the shunning grounds especially the catacombs in there that are designed to gently caress with you

basilisks i just run forward and kill them quickly since they don’t spray the mist backwards

Epic High Five
Jun 5, 2004



Shunning grounds rules, it's exactly what you're told it's gonna be, it's still got a central chamber linking all its twisty awful paths together, some good loot including a Somber 7, fun dungeon with one of the situationally best talismen in the game, significantly harder than the city above it, literal surprise corpse pit with horrible enemies, it's got it all. I never really feel like a build is complete or worth a drat if I can't clear out everything down there before I leave dragontown.

OwlFancier
Aug 22, 2013

The descent at the end was beautifully atmospheric.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Oxxidation posted:

always fun to hit that one zone in a fromsoft game that’s like “YOU ARE NOW ENTERING A PLACE WHERE NOTHING GOOD EVER HAPPENS”

one zone? i thought that was just the entire world in all their games

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Wafflecopper posted:

one zone? i thought that was just the entire world in all their games

Majula is incredibly comfy

Fister Roboto
Feb 21, 2008

Epic High Five posted:

Shunning grounds rules, it's exactly what you're told it's gonna be, it's still got a central chamber linking all its twisty awful paths together, some good loot including a Somber 7, fun dungeon with one of the situationally best talismen in the game, significantly harder than the city above it, literal surprise corpse pit with horrible enemies, it's got it all. I never really feel like a build is complete or worth a drat if I can't clear out everything down there before I leave dragontown.

It's my favorite dungeon of the game. I love all the little shortcuts you can open up back to the main grace.

Dr. Video Games 0031
Jul 17, 2004

Node posted:

Majula is incredibly comfy

just don't gently caress with the pigs

a primate
Jun 2, 2010

I don’t know how anyone can complain about the cute little death geckos when there’s a pit with 3 lobsters in it

Cash Monet
Apr 5, 2009

Tuxedo Catfish posted:

I don't mind the confusing layout of the shunning grounds but the enemy selection does bother me a bit. It's full of enemies who are so tanky it's basically pointless to actually engage with them, and enemies that are mostly harmless if you're careful but force you to wait patiently for their bullshit to disperse (the poison flowers + the curse frogs), two of my least favorite design patterns in Fromsoft games generally.

Greatshield guard-counters can trivialize Omens. You have to dodge their magic, but their melees turn into a non-issue.


Beat Malenia with a 25 Giant Crusher with Lions Claw and blood infusion. Pancaking her with Lions Claw is great, it feels like your using a looney tunes mallet. Plus if you hit her with an R1 after she gets up you can get her to recoil than hit her with another R1 to stance break her. I've never unga'd more bunga.

Dyz
Dec 10, 2010
You can stunlock omens with jumping attacks, only their non-weapon moves give them hyperarmor*

*except for that one combo those axe wielding ones do.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
I'm aware. "Build full stagger -> critical attack twice to kill an enemy that generally can't or won't follow you anyways and gives a pittance of souls even if you do bother to kill them" doesn't really do anything to dispel what I'm talking about.

I usually full-cleared areas in DS3 (up until the DLC) because most enemies will die to 2-3 hits with a level-appropriate big weapon and soul payouts for actually fighting stuff stays relevant for way longer (compared to Elden Ring where it feels like all your progress comes from either bosses or a brief period when entering a higher-level area for the first time, which then trails off very quickly).

In Sekiro, killing enemies recharges your resurrection meter and also they occasionally drop Spirit Emblems. Also sen is separate from XP and sen prices are relatively static, so that's even more incentive to pick fights unless you're already completely topped off and beelining to a boss.

Elden Ring does something similar with its flask recharges for killing enemy pods... but only in open world areas, not dungeons. So in dungeons you're right back to "why would I even bother to fight for all risk and no reward?"

Tuxedo Catfish fucked around with this message at 16:35 on Apr 25, 2024

scary ghost dog
Aug 5, 2007
in general, souls games encourage full-clearing an area the first time so you can safely dig through nooks and crannies to find loot, and subsequent runs only really require facing the enemies that are threatening, who are usually also the enemies with a chance to drop unique weapons. i think they did a good job building this structure

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Elden Ring also has problems with loot distribution in general. For some reason they made the bizarre decision to concentrate weapon upgrade mats in specific zones, so that doesn't really function as a carrot a lot of the time. Flask upgrades almost exclusively come from open world exploration, so that's another universally-relevant reward that doesn't really apply to dungeon-based incentives.

Unless you do a full-blind run where you don't know where anything is yet, most of Elden Ring's dungeon loot is either highly build-specific (and thus useless to any character outside of that build) or stuff that just isn't very appealing, period.

e: Admittedly a lot of this is just fallout from the decision to make an open world game in the first place, which effectively ruled out the approach where they can assume the player will progress through every zone or nearly every zone in a relatively fixed order. If you just scattered those weapon and flask upgrade mats everywhere DS3-style without changing anything else about the game, there would be way more of them than you ever needed and then you're right back to them being pointless again, just for a different reason.

Tuxedo Catfish fucked around with this message at 17:00 on Apr 25, 2024

CommonShore
Jun 6, 2014

A true renaissance man


Tuxedo Catfish posted:

Elden Ring also has problems with loot distribution in general. For some reason they made the bizarre decision to concentrate weapon upgrade mats in specific zones, so that doesn't really function as a carrot a lot of the time. Flask upgrades almost exclusively come from open world exploration, so that's another universally-relevant reward that doesn't really apply to dungeon-based incentives.

Unless you do a full-blind run where you don't know where anything is yet, most of Elden Ring's dungeon loot is either highly build-specific (and thus useless to any character outside of that build) or stuff that just isn't very appealing, period.

e: Admittedly a lot of this is just fallout from the decision to make an open world game in the first place, which effectively ruled out the approach where they can assume the player will progress through every zone or nearly every zone in a relatively fixed order. If you just scattered those weapon and flask upgrade mats everywhere DS3-style without changing anything else about the game, there would be way more of them than you ever needed and then you're right back to them being pointless again, just for a different reason.

imo the smithing stones are the biggest problem here, particularly the non-somber ones. I can't remember offhand which number I get stuck on, but one of the lower-level stones (3 or 4) is stupid rare and it sometimes feels easier to sequence break to get the loving bell bearing in Altus than it is just to upgrade it normally.

I also find it dumb that it's 12 of each stone. That sucks and compounds the problem. The drop rate of non-somber stones should be notably increased and all monsters should drop some of the lower level ones up to the relative zone level, meaning that an enemy that's in a zone that's scaled against the upgrades from smithing stone 4 should drop 4/3/2 at least.

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skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
Yeah I complained about that a lot when I was regularly building characters. It’s gotta be intentional dynamic but it’s still nuts. If you want over 2 standard weapons, you’re gonna be buying rocks…and that’s IF you know where everything is.

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