Dark Souls II - Page 98
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Simberto
Germany11032 Posts
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Excalibur_Z
United States12180 Posts
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The_Australian
Australia458 Posts
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Simberto
Germany11032 Posts
On June 24 2014 16:13 Excalibur_Z wrote: I'm not disagreeing, especially for this particular part of the game, but I do think it's funny how Simberto is consistently the first one to say it. It's a trigger warning for him! It's because i am greatly disappointed with that fact. I really enjoyed how DS1 made melee feel good and the focus of the game, while DS2 tells you at all corners "Bet you wish you were a caster, eh?, eh?" With constantly having unreachable guys on ledges, multiple enemies all the time, at least one of which is a ranged that can actually track you pretty well unlike in DS1. Regarding caster strategy in Shrine of Amana: Learn the save spots. Turn on Homing soul mass there. Walk forwards dodging until it fires, it oneshots the guys under water. Walk back into a save spot. Repeat. When you never have to find time for attack animations, dodging the shit is surprisingly easy. Of course you can cut the thing shorter once you know where shit is and which enemies you can attack with your sword and/or casts. | ||
Deadelious
Vatican City State30 Posts
On June 24 2014 16:24 The_Australian wrote: The depressing thing is this is my second char. The first time I did this I was pure melee, and found it easier then the pure caster I'm rocking now. I just cant get past the end bit with the 3 melee guys and 3/4 range mages... Visions of despair! Well you could still use a Bow and snipe them right after they render in. | ||
Oakstream
Sweden240 Posts
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Yrr
Germany796 Posts
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Nimix
France1809 Posts
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Yrr
Germany796 Posts
Agility increases the amount of invincibility frames (iFrames) you get when a roll starts. So I found a list of breakpoints. For example 90 agility give you 9 iFrame, 100 agility give you 12 iFrames, and so on. So if it is counted in frames and not time does the framerate (PC) influence the time I'm invincible and is reducing my framerate giving me more time in invicible mode? | ||
Simberto
Germany11032 Posts
On June 25 2014 00:04 Yrr wrote: I need some information about iFrames. Agility increases the amount of invincibility frames (iFrames) you get when a roll starts. So I found a list of breakpoints. For example 90 agility give you 9 iFrame, 100 agility give you 12 iFrames, and so on. So if it is counted in frames and not time does the framerate (PC) influence the time I'm invincible and is reducing my framerate giving me more time in invicible mode? I am pretty sure that in this case, they have normalized it to be not dependent on your framerate. | ||
Yrr
Germany796 Posts
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Yoav
United States1874 Posts
On June 24 2014 15:46 The_Australian wrote: Every time I die I too hollow bit by bit along with my stalwart player character. The Curse is real. That's my read on the lore in general. That "going hollow" fully is represented in game by you, the player, saying "fuck this" and walking away. The strength of will your character needs to not go mad is simulated by your strength of will in continuing to play the game. It's like a real-life willpower check! | ||
ZasZ.
United States2911 Posts
On June 24 2014 16:34 Simberto wrote: It's because i am greatly disappointed with that fact. I really enjoyed how DS1 made melee feel good and the focus of the game, while DS2 tells you at all corners "Bet you wish you were a caster, eh?, eh?" With constantly having unreachable guys on ledges, multiple enemies all the time, at least one of which is a ranged that can actually track you pretty well unlike in DS1. Regarding caster strategy in Shrine of Amana: Learn the save spots. Turn on Homing soul mass there. Walk forwards dodging until it fires, it oneshots the guys under water. Walk back into a save spot. Repeat. When you never have to find time for attack animations, dodging the shit is surprisingly easy. Of course you can cut the thing shorter once you know where shit is and which enemies you can attack with your sword and/or casts. My first playthrough of DS2 was my first playthrough of any Souls game and I did it as almost exclusively melee and it felt fine. There are a couple of areas, like Shrine of Amana, where having ranged capability helps but isn't necessary. But then again, our disagreement may lie in my opinion that it isn't faulty game design to expect players to not railroad their characters completely down one method of combat. It takes very little investment to have a decent bow and a handful of arrows on hand for when they are helpful, or to have some token attributes spent on having cursory magic capabilities. I can't recall any "unreachable" enemies on ledges. There was always a way to get to them, and very few were actually a threat from down below, you just find safe areas until you can get up and reach them. And yeah, having a ranged enemy among a group of melee enemies adds to the difficulty, but isn't that the point of these games? It would be kind of boring if you only ever fought single melee or single ranged enemies. Of course melee is harder, that's just how it works. It's much easier to design enemies that are more punishing in melee than at range, than doing it the other way around. The trade-off to that is that for me, melee combat is much more enjoyable and dynamic than aiming down sights and casting over and over. | ||
Dangermousecatdog
United Kingdom7084 Posts
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ZasZ.
United States2911 Posts
On June 25 2014 04:07 Dangermousecatdog wrote: I would consider it bad game design where there is a consistent feeling where you feel the game would had been more fun or just plain easier if only you had chosen to do magic and there is a section of the game which is pretty hard to do without range combat and with a bow/crossbow it is just a snorefest. There's no point treating any game like it is a beautiful child immune to critisms. So yeah there is plenty of bad game design in Dark Souls 2. I wasn't trying to say there weren't design flaws, there definitely are. But the most "fun" way to do a section of the game is and always has been subjective. I found melee combat to be more fun than range or magic in all areas of the game, but there were areas where it made more sense to use my bow so yeah I'll pop that out and then get back to melee. To me, that's not bad design because the whole game isn't like that. I don't buy the argument that the WHOLE game would have been more fun as a caster, and if someone is making that argument then maybe they should have played as a caster? That's one of the best thing about Dark Souls is that if you find a play style that appeals to you, fucking roll with it. If I had gotten frustrated with melee combat at some point and tried magic and loved it, I could have kept with it. If the argument is that neither melee or magic is fun then yeah I can see where the disappointment comes from. | ||
Yoav
United States1874 Posts
On June 25 2014 02:52 ZasZ. wrote: I can't recall any "unreachable" enemies on ledges. Off the top of my head, how about the Forest of Fallen Giants, in the Turtle dude area, those two guys with bows on the ledge? On June 25 2014 02:52 ZasZ. wrote: Of course melee is harder, that's just how it works. It's much easier to design enemies that are more punishing in melee than at range, than doing it the other way around. Maayybe. But there are plenty of ways of punishing ranged users without hurting melee. Hell, like half the monsters in the game have a specialized ranged attack; it's just generally really easy to evade. Powerful charge attacks help too, but in this game charge attacks are basically free hits on the boss. Just making bosses faster, or rooms smaller, has a similar effect. Giving a boss a silence effect would help against casters. Bosses that actually dodge ranged attacks would help too. On June 25 2014 02:52 ZasZ. wrote: The trade-off to that is that for me, melee combat is much more enjoyable and dynamic than aiming down sights and casting over and over. No disagreement here. I think the frustration is knowing we could cheese past all the hard parts instead of playing the game properly, and that it cheapens the "I beat Dark Souls 2 on NG+" brag line if anyone can cheese the game. | ||
Excalibur_Z
United States12180 Posts
On June 25 2014 07:27 Yoav wrote: Off the top of my head, how about the Forest of Fallen Giants, in the Turtle dude area, those two guys with bows on the ledge? Maayybe. But there are plenty of ways of punishing ranged users without hurting melee. Hell, like half the monsters in the game have a specialized ranged attack; it's just generally really easy to evade. Powerful charge attacks help too, but in this game charge attacks are basically free hits on the boss. Just making bosses faster, or rooms smaller, has a similar effect. Giving a boss a silence effect would help against casters. Bosses that actually dodge ranged attacks would help too. No disagreement here. I think the frustration is knowing we could cheese past all the hard parts instead of playing the game properly, and that it cheapens the "I beat Dark Souls 2 on NG+" brag line if anyone can cheese the game. You can kill those snipers in the Forest of Fallen Giants, there's a ladder next to the giant memory that leads to a ledge where you can drop down and kill them. There's even a chest there. | ||
SigmaoctanusIV
United States3313 Posts
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Yrr
Germany796 Posts
At the moment I'm using a uchigatana but almost all weapons seem to be faster. Something fast but no no-range thing as dagger or alike. And is there any good strat vs chariot lance users because they stagger me with their first hit and get the opportunity to get multiple hits. It hits faster than my uchi and I cant stagger them but if I roll past them while they attack, they have enough time to roll away before I can land a hit. | ||
abmab
Poland2 Posts
Any suggestions for a good dex PvP weapon? At the moment I'm using a uchigatana but almost all weapons seem to be faster. Something fast but no no-range thing as dagger or alike. And is there any good strat vs chariot lance users because they stagger me with their first hit and get the opportunity to get multiple hits. It hits faster than my uchi and I cant stagger them but if I roll past them while they attack, they have enough time to roll away before I can land a hit.] Mirrah Greatsword/Old Mirrah Greatsword (they are identical) - it's basically greatsword with A scaling in dex. Also it has pretty decent moveset (very similar to the throne defender greatsword), you have quick two-handed R1 attack, and also thrusting TH R2, so it's quite flexible. | ||
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