Fixed a bug that sometime prevented players from advancing NPC Nepheli Loux’s questline
Fixed a bug that causes the playable character to die when trying to descend from a spot near Bestial Sanctum
Fixed a bug that prevented Ash of War, Endure from taking effect
Fixed a bug in multiplayer that allowed players to teleport others to incorrect map coordinates
Sellen's field of research has involved sacrificing hundreds of other mages in the pursuit of primeval glintstone sorcery. Jerren was a wandering sellsword until Radahn convinced him to serve as his right hand.
If you want rewards
Siding with Sellen grants you Jerren's armor set and Sellen's head piece. Sellen also remains a vendor, technically. Siding with Jerren grants you Sellen's head piece and Sellen dies.
0
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
Ended up going with ethics
For such a powerful sorcerer, she was incredibly easy to kill
I've done Sellen's quest to completion if you have questions
When I met her she was chained to a wall speaking nonsense
.
Is the quest already over?
Short answer, no
Vague spoilers:
You have come across one of the later steps in the questline, sounds like. I don't believe you've found the starting point. Remember that place, though.
I've done Sellen's quest to completion if you have questions
When I met her she was chained to a wall speaking nonsense
.
Is the quest already over?
Short answer, no
Vague spoilers:
You have come across one of the later steps in the questline, sounds like. I don't believe you've found the starting point. Remember that place, though.
megaman, to start the questline you have to find sellen
at waypoint ruins in limgrave
that is her in weeping peninsula, but, well, you'll get back to that eventually
Pretty annoying how you can easily find her there near the beginning of your playthrough, and can't do anything about that situation until probably dozens of hours later.
Also they really just listened to the Rocky Horror bit of "Anticip..............ation" on repeat while designing boss moves this time around huh?
Yes and no. He's literally waiting to see what your input is going to be and reacts to it. If you try attacking him he'll immediately counterattack as soon as you press the button, but if you back off without rolling he'll sometimes lower the weapon and move into a new pattern.
Crucible Knights will do the same thing and end combos early if you're not in sufficient range while using some moves in direct response to you, like healing provoking the charging thrust.
0
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
Pretty annoying how you can easily find her there near the beginning of your playthrough, and can't do anything about that situation until probably dozens of hours later.
it kind of tricks you into trying attacking her since nothing else seems to work too
Pretty annoying how you can easily find her there near the beginning of your playthrough, and can't do anything about that situation until probably dozens of hours later.
it kind of tricks you into trying attacking her since nothing else seems to work too
Are there other NPCs that are easy to accidentally piss off or can I use this as a reminder to hit up Turtle Pope? I think that's the only NPC I've accidentally attacked.
Pretty annoying how you can easily find her there near the beginning of your playthrough, and can't do anything about that situation until probably dozens of hours later.
it kind of tricks you into trying attacking her since nothing else seems to work too
If you attack an NPC for any reason you kinda had it coming unless they specifically tell you to spank them on the bottom with your heaviest weapon or something.
Pretty annoying how you can easily find her there near the beginning of your playthrough, and can't do anything about that situation until probably dozens of hours later.
it kind of tricks you into trying attacking her since nothing else seems to work too
She seemed pitiful enough so I didn't attack her. Ever since I found my first turtle I've actually waited for something to attack me first.
Fuck those undead bones that cower at first then stab you with a torch.
I know I am alone on liking the delayed hits more than the non-stop spammy ones, at least in this game (the non-stop spammies were awesome in Sekiro).
Just looking for minor cues in their movement that are tells for when you should roll, jump, or parry.
I get mad at the animations sometimes because I did a lot of sword fighting so I’ll fight some boss with a rapier and they will chamber their arm all the way back before thrusting and I will be like “you fool! You absolute donkey! You are telegraphing and slowing your attack and getting nothing for it! Extend only!”
And then I realize I am thinking this about an enemy that also inflates and rolls at you for an attack and laugh and go back to playing.
Inquisitor on
+2
BaidolI will hold him offEscape while you canRegistered Userregular
Pretty annoying how you can easily find her there near the beginning of your playthrough, and can't do anything about that situation until probably dozens of hours later.
it kind of tricks you into trying attacking her since nothing else seems to work too
Are there other NPCs that are easy to accidentally piss off or can I use this as a reminder to hit up Turtle Pope? I think that's the only NPC I've accidentally attacked.
This isn't a case of me attacking the NPC, but I had a fight with a big bear that damaged an NPC incidentally and so I had to go ask for absolution before continuing that quest line.
I know I am alone on liking the delayed hits more than the non-stop spammy ones, at least in this game (the non-stop spammies were awesome in Sekiro).
Just looking for minor cues in their movement that are tells for when you should roll, jump, or parry.
I get mad at the animations sometimes because I did a lot of sword fighting so I’ll fight some boss with a rapier and they will chamber their arm all the way back before thrusting and I will be like “you fool! You absolute donkey! You are telegraphing and slowing your attack and getting nothing for it! Extend only!”
And then I realize I am thinking this about an enemy that also inflates and rolls at you for an attack and laugh and go back to playing.
Technically(ignoring the whole downside of telegraphing) it would still be stronger yea?
Which from a fencing viewpoint i imagine would be useless. But thats point fighting. Damage caused isn't the goal being fast is.
Coming from a fighting background where actual damage caused is part of the consideration there is certaintly a difference between the strength of a big windup overhand and a quick jab. I imagine that strength would carry over to a weapon!
I know I am alone on liking the delayed hits more than the non-stop spammy ones, at least in this game (the non-stop spammies were awesome in Sekiro).
Just looking for minor cues in their movement that are tells for when you should roll, jump, or parry.
I get mad at the animations sometimes because I did a lot of sword fighting so I’ll fight some boss with a rapier and they will chamber their arm all the way back before thrusting and I will be like “you fool! You absolute donkey! You are telegraphing and slowing your attack and getting nothing for it! Extend only!”
And then I realize I am thinking this about an enemy that also inflates and rolls at you for an attack and laugh and go back to playing.
Technically(ignoring the whole downside of telegraphing) it would still be stronger yea?
Which from a fencing viewpoint i imagine would be useless. But thats point fighting. Damage caused isn't the goal being fast is.
Coming from a fighting background where actual damage caused is part of the consideration there is certaintly a difference between the strength of a big windup overhand and a quick jab. I imagine that strength would carry over to a weapon!
So a rapier is sharp enough that if you extend and lock your arm and just let gravity lean you into your opponent you will impale them. So, you should basically never draw your weapon back to then strike forward (there are exceptions with some disengages, etc) for reasons of power, as you already have plenty. Pulling your weapon back also reduces its ability to protect you. So, for a rapier you are much more “only extend forward to attack, then recover.”
Now, with a weapon where you are actually delivering cuts. You are right, there is a difference between a big overhead chop and a quick flick from the wrists. With such a weapon though, like a longsword, you typically have your weapon held up and back to start with. That way you only need to go forward and can move directly into said overhead chop. You basically want to avoid accelerating a weapon in one direction (backwards) only to have to accelerate it again in the opposite direction (forwards) when you can as it is slower, telegraphs your intentions, etc.
I know I am alone on liking the delayed hits more than the non-stop spammy ones, at least in this game (the non-stop spammies were awesome in Sekiro).
Just looking for minor cues in their movement that are tells for when you should roll, jump, or parry.
I get mad at the animations sometimes because I did a lot of sword fighting so I’ll fight some boss with a rapier and they will chamber their arm all the way back before thrusting and I will be like “you fool! You absolute donkey! You are telegraphing and slowing your attack and getting nothing for it! Extend only!”
And then I realize I am thinking this about an enemy that also inflates and rolls at you for an attack and laugh and go back to playing.
Technically(ignoring the whole downside of telegraphing) it would still be stronger yea?
Which from a fencing viewpoint i imagine would be useless. But thats point fighting. Damage caused isn't the goal being fast is.
Coming from a fighting background where actual damage caused is part of the consideration there is certaintly a difference between the strength of a big windup overhand and a quick jab. I imagine that strength would carry over to a weapon!
So a rapier is sharp enough that if you extend and lock your arm and just let gravity lean you into your opponent you will impale them. So, you should basically never draw your weapon back to then strike forward (there are exceptions with some disengages, etc) for reasons of power, as you already have plenty. Pulling your weapon back also reduces its ability to protect you. So, for a rapier you are much more “only extend forward to attack, then recover.”
Now, with a weapon where you are actually delivering cuts. You are right, there is a difference between a big overhead chop and a quick flick from the wrists. With such a weapon though, like a longsword, you typically have your weapon held up and back to start with. That way you only need to go forward and can move directly into said overhead chop. You basically want to avoid accelerating a weapon in one direction (backwards) only to have to accelerate it again in the opposite direction (forwards) when you can as it is slower, telegraphs your intentions, etc.
Yeah the issue is that Magrit is so stat boosted he can do that.
+1
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I know I am alone on liking the delayed hits more than the non-stop spammy ones, at least in this game (the non-stop spammies were awesome in Sekiro).
Just looking for minor cues in their movement that are tells for when you should roll, jump, or parry.
I get mad at the animations sometimes because I did a lot of sword fighting so I’ll fight some boss with a rapier and they will chamber their arm all the way back before thrusting and I will be like “you fool! You absolute donkey! You are telegraphing and slowing your attack and getting nothing for it! Extend only!”
And then I realize I am thinking this about an enemy that also inflates and rolls at you for an attack and laugh and go back to playing.
Technically(ignoring the whole downside of telegraphing) it would still be stronger yea?
Which from a fencing viewpoint i imagine would be useless. But thats point fighting. Damage caused isn't the goal being fast is.
Coming from a fighting background where actual damage caused is part of the consideration there is certaintly a difference between the strength of a big windup overhand and a quick jab. I imagine that strength would carry over to a weapon!
So a rapier is sharp enough that if you extend and lock your arm and just let gravity lean you into your opponent you will impale them. So, you should basically never draw your weapon back to then strike forward (there are exceptions with some disengages, etc) for reasons of power, as you already have plenty. Pulling your weapon back also reduces its ability to protect you. So, for a rapier you are much more “only extend forward to attack, then recover.”
Now, with a weapon where you are actually delivering cuts. You are right, there is a difference between a big overhead chop and a quick flick from the wrists. With such a weapon though, like a longsword, you typically have your weapon held up and back to start with. That way you only need to go forward and can move directly into said overhead chop. You basically want to avoid accelerating a weapon in one direction (backwards) only to have to accelerate it again in the opposite direction (forwards) when you can as it is slower, telegraphs your intentions, etc.
Yea that makes sense. When you account for the super-powered beings and stuff power can start making sense again.
We aren't dealing with normal human bodies here!
As long as it could generate more power than there is still a line of in world logic that you can follow that just doesn't apply to real life.
DemonStacey on
+1
Indie Winterdie KräheRudi Hurzlmeier (German, b. 1952)Registered Userregular
What triggers the Sellen quest advancement? I completed all the steps with her, but the Witch Hunter doesn't appear snd there isn't anything new in the academy
0
BaidolI will hold him offEscape while you canRegistered Userregular
What triggers the Sellen quest advancement? I completed all the steps with her, but the Witch Hunter doesn't appear snd there isn't anything new in the academy
The hunter holds to an oath that must be fulfilled before he becomes available. The oath involves one of the demigods.
Just saw a build that can best be summed up as Holy Bomberman. It involves chugging a flask with two cracked tears, some equipment, buffs, and then exploding for massive damage.
+4
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Me: Enters Caelid for the first time on this character then looks at the push-up challenge log.
Fuuuuuuuuuuuuuuccccckkkkk.
Quits the game for the day 20 minutes later.
Holy shit I just did so many push-ups. Ow my arms.
I think he is right that the game has terrible balance. I would not say it’s just too hard though. I would say sometimes it is too easy. It rarely hits a good difficulty sweet spot.
I think he is right that the game has terrible balance. I would not say it’s just too hard though. I would say sometimes it is too easy. It rarely hits a good difficulty sweet spot.
Are there any games with this massive size and scope? So many weapons, abilities, builds and then you can tackle most of the game in any order. Balancing must have been a nightmare and some places are flat out easier or harder depending on your play.
I am in the business of saving lives.
+2
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
I think he is right that the game has terrible balance. I would not say it’s just too hard though. I would say sometimes it is too easy. It rarely hits a good difficulty sweet spot.
Are there any games with this massive size and scope? So many weapons, abilities, builds and then you can tackle most of the game in any order. Balancing must have been a nightmare and some places are flat out easier or harder depending on your play.
Only ones that use level scaling, but that negates all progress you do and makes leveling feel like you're pressing a lot of buttons just to push up a difficulty slider.
I think he is right that the game has terrible balance. I would not say it’s just too hard though. I would say sometimes it is too easy. It rarely hits a good difficulty sweet spot.
Are there any games with this massive size and scope? So many weapons, abilities, builds and then you can tackle most of the game in any order. Balancing must have been a nightmare and some places are flat out easier or harder depending on your play.
For sure! Not saying it’s surprising the game has terrible balance, just that it does. Personally I’d prefer a smaller game with better balance but that’s also why I don’t like open world games so, a bit of stating the obvious from me.
+1
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
I think he is right that the game has terrible balance. I would not say it’s just too hard though. I would say sometimes it is too easy. It rarely hits a good difficulty sweet spot.
Are there any games with this massive size and scope? So many weapons, abilities, builds and then you can tackle most of the game in any order. Balancing must have been a nightmare and some places are flat out easier or harder depending on your play.
For sure! Not saying it’s surprising the game has terrible balance, just that it does. Personally I’d prefer a smaller game with better balance but that’s also why I don’t like open world games so, a bit of stating the obvious from me.
The only game I could see being great for open world is Monster Hunter.
I kind of really want an open world one of those, the mechanics would be perfect for an open world game. Tracking, marking, resource gathering, no real leveling.
0
DepressperadoI just wanted to see you laughingin the pizza rainRegistered Userregular
Elden Ring being called too hard is...interesting to me.
In fact I would say it's maybe the easiest game From Soft has put out yet
Your build determines difficulty, in ER more than any other Souls before it. It's not really a controversial thing to say that if you use mainly magic yeah the game will definitely be easier than if you're trying to melee only.
Posts
I guess not really concrete ones, to be fair. Less questions and more indecision on who to side with.
If you want rewards
Also they really just listened to the Rocky Horror bit of "Anticip..............ation" on repeat while designing boss moves this time around huh?
Is the quest already over?
Just looking for minor cues in their movement that are tells for when you should roll, jump, or parry.
It's just kinda hilarious as the solution to "aha, this is how we'll beat multiple games of our animation's muscle memory!"
Short answer, no
Vague spoilers:
megaman, to start the questline you have to find sellen
that is her in weeping peninsula, but, well, you'll get back to that eventually
Yes and no. He's literally waiting to see what your input is going to be and reacts to it. If you try attacking him he'll immediately counterattack as soon as you press the button, but if you back off without rolling he'll sometimes lower the weapon and move into a new pattern.
Crucible Knights will do the same thing and end combos early if you're not in sufficient range while using some moves in direct response to you, like healing provoking the charging thrust.
Pretty damn effective tho lol
Who among us hasn't rolled 3 times waiting for those big AsmongoldsMisbegotten dudes in Mourne to just fucking swipe your fucking axe already jesus
it kind of tricks you into trying attacking her since nothing else seems to work too
Are there other NPCs that are easy to accidentally piss off or can I use this as a reminder to hit up Turtle Pope? I think that's the only NPC I've accidentally attacked.
If you attack an NPC for any reason you kinda had it coming unless they specifically tell you to spank them on the bottom with your heaviest weapon or something.
She seemed pitiful enough so I didn't attack her. Ever since I found my first turtle I've actually waited for something to attack me first.
Fuck those undead bones that cower at first then stab you with a torch.
I get mad at the animations sometimes because I did a lot of sword fighting so I’ll fight some boss with a rapier and they will chamber their arm all the way back before thrusting and I will be like “you fool! You absolute donkey! You are telegraphing and slowing your attack and getting nothing for it! Extend only!”
And then I realize I am thinking this about an enemy that also inflates and rolls at you for an attack and laugh and go back to playing.
This isn't a case of me attacking the NPC, but I had a fight with a big bear that damaged an NPC incidentally and so I had to go ask for absolution before continuing that quest line.
Technically(ignoring the whole downside of telegraphing) it would still be stronger yea?
Which from a fencing viewpoint i imagine would be useless. But thats point fighting. Damage caused isn't the goal being fast is.
Coming from a fighting background where actual damage caused is part of the consideration there is certaintly a difference between the strength of a big windup overhand and a quick jab. I imagine that strength would carry over to a weapon!
So a rapier is sharp enough that if you extend and lock your arm and just let gravity lean you into your opponent you will impale them. So, you should basically never draw your weapon back to then strike forward (there are exceptions with some disengages, etc) for reasons of power, as you already have plenty. Pulling your weapon back also reduces its ability to protect you. So, for a rapier you are much more “only extend forward to attack, then recover.”
Now, with a weapon where you are actually delivering cuts. You are right, there is a difference between a big overhead chop and a quick flick from the wrists. With such a weapon though, like a longsword, you typically have your weapon held up and back to start with. That way you only need to go forward and can move directly into said overhead chop. You basically want to avoid accelerating a weapon in one direction (backwards) only to have to accelerate it again in the opposite direction (forwards) when you can as it is slower, telegraphs your intentions, etc.
Yeah the issue is that Magrit is so stat boosted he can do that.
Yea that makes sense. When you account for the super-powered beings and stuff power can start making sense again.
We aren't dealing with normal human bodies here!
As long as it could generate more power than there is still a line of in world logic that you can follow that just doesn't apply to real life.
The hunter holds to an oath that must be fulfilled before he becomes available. The oath involves one of the demigods.
game too hard
Fuuuuuuuuuuuuuuccccckkkkk.
Quits the game for the day 20 minutes later.
Holy shit I just did so many push-ups. Ow my arms.
I think he is right that the game has terrible balance. I would not say it’s just too hard though. I would say sometimes it is too easy. It rarely hits a good difficulty sweet spot.
Are there any games with this massive size and scope? So many weapons, abilities, builds and then you can tackle most of the game in any order. Balancing must have been a nightmare and some places are flat out easier or harder depending on your play.
Only ones that use level scaling, but that negates all progress you do and makes leveling feel like you're pressing a lot of buttons just to push up a difficulty slider.
For sure! Not saying it’s surprising the game has terrible balance, just that it does. Personally I’d prefer a smaller game with better balance but that’s also why I don’t like open world games so, a bit of stating the obvious from me.
The only game I could see being great for open world is Monster Hunter.
I kind of really want an open world one of those, the mechanics would be perfect for an open world game. Tracking, marking, resource gathering, no real leveling.
In fact I would say it's maybe the easiest game From Soft has put out yet
Your build determines difficulty, in ER more than any other Souls before it. It's not really a controversial thing to say that if you use mainly magic yeah the game will definitely be easier than if you're trying to melee only.
Like the fights would be reasonable if 2 hits want death. There is barely a point to bringing health potions