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Elden Dark King's Demon's Blood Ring Fieldborne Souls thread
Man I'm fucking jealous. I can't get him. I just fucking can't. I'm literally using all available summons and I just can't crack the bastard. I'm even using one of those holy infused blackshields and getting into melee with this asshole is fucking suicide. I don't know how to fucking deal with this sonfabtich. He hits too fast , too often, too hard I just can't get more than 60% through phase 2 before he shreds me to pieces.
I hate how this fucking game makes me feel like a goddam idiot because no matter how much I try I can't fucking beat this fucking asshole
Honestly I found stacking defense talismans and sitting behind a shield worked well. This isn't even remotely that skilled from me, as I mostly poke him from behind a shield and just show patience to block attacks before trying to heal (where I feel a lot of people go wrong). Had +18 Skibidi Fragments and +9 Spirit Ashes. Stacking bleed with the big red katana and just letting my mimic do things resulted in a surprisingly straightforward fight (this was only my 7th attempt). I think I had physical, magical and other defense talismans on.
Just making sure he can't one shot you with his bullshit is 99% of the fight and that's why I recommend a shield above literally all else.
Yup that's what forced me to finally level strength so I could use that blackshield. Not having a shield in this fight is just pure insanity I legit don't know how folks manage to do it without one. The damage and combos are just too frantic
Man I'm fucking jealous. I can't get him. I just fucking can't. I'm literally using all available summons and I just can't crack the bastard. I'm even using one of those holy infused blackshields and getting into melee with this asshole is fucking suicide. I don't know how to fucking deal with this sonfabtich. He hits too fast , too often, too hard I just can't get more than 60% through phase 2 before he shreds me to pieces.
I hate how this fucking game makes me feel like a goddam idiot because no matter how much I try I can't fucking beat this fucking asshole
Honestly I found stacking defense talismans and sitting behind a shield worked well. This isn't even remotely that skilled from me, as I mostly poke him from behind a shield and just show patience to block attacks before trying to heal (where I feel a lot of people go wrong). Had +18 Skibidi Fragments and +9 Spirit Ashes. Stacking bleed with the big red katana and just letting my mimic do things resulted in a surprisingly straightforward fight (this was only my 7th attempt). I think I had physical, magical and other defense talismans on.
Just making sure he can't one shot you with his bullshit is 99% of the fight and that's why I recommend a shield above literally all else.
Yup that's what forced me to finally level strength so I could use that blackshield. Not having a shield in this fight is just pure insanity I legit don't know how folks manage to do it without one. The damage and combos are just too frantic
i watched a youtuber take on it that compared it to like DDR, which, yep lol
just remembering a very long sequence of rhythm patterns
i'm still feeling pretty conflicted on it; i think there's stuff there to enjoy mechanically but a couple moves that feel pretty bad and unintuitive and the light beams feel like a really mean knife twist that punish you for learning the fight *correctly* in phase 1. it's hard to judge actual balance since i played at level 10 like a dumbass.
Elendil on
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ThegreatcowLord of All BaconsWashington State - It's Wet up here innit? Registered Userregular
Fuck it. I give up. I just can't. I have to put this down because I just can't make any fucking progress.
Welp, I tried to beat Promised Fucko Radahn like a proper Elden Lord, but eventually I gave up. Turtled behind the fingerprint shield and poked him to death with a spear like a weenie.
Which worked a treat until the second phase, where the Miquella kept loving me to death. "No, Miquella, I'm in a committed relationship with Ranni, I won't... I... I wont... Oh, Miquella, I wish I could quit you... *dies*" Took a while before I could nail the timing on fat rolling my big heavy ass through the grab. I was out of flasks and prepared to die and then one last spear poke proc'd bleed, and the asshole went down.
So I guess all you get for beating the DLC is that final "memory"? It felt a little underwhelming, unless I'm missing something. But I traded in the remembrance and everything, searched everything in the vicinity of Radahn's arena, so I guess that's it.
Still, great DLC overall, even if the final boss was kinda bullshit.
I submitted an entry to Lego Ideas, and if 10,000 people support me, it'll be turned into an actual Lego set!If you'd like to see and support my submission, follow this link.
I got to a point where I could reliably dance around his first phase moves and rarely get hit. But as soon as I tried to get a whack in, he'd stomp me. And his second phase was just a kaleidoscope of wtf.
I submitted an entry to Lego Ideas, and if 10,000 people support me, it'll be turned into an actual Lego set!If you'd like to see and support my submission, follow this link.
I had to switch to using a brass shield with retaliation on it and parry his easy to parry moves and use the shield to block the crazy clone dash moves
Felt cheap as opposed to dodging but I just could not figure out how to dodge the clones
I had his move set down so well but there was just a couple of moves I couldn’t do anything about
The shield counters the cross slash in phase one and does work to mitigate damage in 2.
So i figured out why Lies of P's combat feels so good to me compared to the mainline souls etc.
It's the tracking, or lack thereof on enemy attacks. They still have some tracking, but it's nothing like the momentum ignoring everyone's standing on greased spinning plates malarkey of Elden Ring and Dark Souls. Which in turn means using your dodge as a repositioning tool actually feels really good, because you can side-step attacks and punish enemies with back attacks or similar.
It's such a small thing, but it really really enhances the combat in a lot of dramatic ways.
So i figured out why Lies of P's combat feels so good to me compared to the mainline souls etc.
It's the tracking, or lack thereof on enemy attacks. They still have some tracking, but it's nothing like the momentum ignoring everyone's standing on greased spinning plates malarkey of Elden Ring and Dark Souls. Which in turn means using your dodge as a repositioning tool actually feels really good, because you can side-step attacks and punish enemies with back attacks or similar.
It's such a small thing, but it really really enhances the combat in a lot of dramatic ways.
I really appreciate Lies of P rewarding and encouraging you to use all of your defensive options: blocking/parry, dodge roll, positioning with spring and normal movement, you're expected to make use of all of it.
In Souls and ER they do that too, tracking and gap closing varies from attack to attack and sometimes a brutal attack is trivial if you just block it, or sprint away from it, or whatever, instead of using your preferred defense. Though if you don't experiment you often won't realize how many attacks you can just walk around in Elden Ring or later Souls games. Or jump in ER (saw in a RL1 video recently that you can jump the last attack of Rellana's standard combo for a jump attack punish, where she slashes horizontal with both swords. you can also sidestep a few of her attacks without sprinting or rolling).
Making spacing and positioning not matter because enemies just motion warp or have non-root-motion animations or whatever to get them 'on target' is a quick way to knock a point or three off your Soulslike's gameplay, for sure.
Kamar on
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
So I finally got into the DLC proper, and the first boss I fought was
So I finally got into the DLC proper, and the first boss I fought was
crazy quad-elemental lion thing
and now I'm getting clocked by
a dual wielding moonlight knight
. Is that anything approaching the correct order?
It is the "correct" order of the mainline story progression, but there is a ton of optional content you can be exploring before you deal with her to buff yourself and get in some practice. In true ER fashion, there are entire regions that you discover by, like, jumping in a random well or something. Also, while gaining levels still helps to an extent, your main source of leveling up is now the scadutree fragments, so scour the land for those. (Gaining a normal level can increase your AR by like 3 while gaining a scadutree level can increase it by like 20.)
I got stuck on that same boss before giving up and roaming the earth for a bit.
I submitted an entry to Lego Ideas, and if 10,000 people support me, it'll be turned into an actual Lego set!If you'd like to see and support my submission, follow this link.
+1
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
So I finally got into the DLC proper, and the first boss I fought was
crazy quad-elemental lion thing
and now I'm getting clocked by
a dual wielding moonlight knight
. Is that anything approaching the correct order?
It is the "correct" order of the mainline story progression, but there is a ton of optional content you can be exploring before you deal with her to buff yourself and get in some practice. In true ER fashion, there are entire regions that you discover by, like, jumping in a random well or something. Also, while gaining levels still helps to an extent, your main source of leveling up is now the scadutree fragments, so scour the land for those. (Gaining a normal level can increase your AR by like 3 while gaining a scadutree level can increase it by like 20.)
I got stuck on that same boss before giving up and roaming the earth for a bit.
I did my prerequisite "PSN for a month when new Souls/DLC drops", and it's been fun watching people try to aggro her and die horribly.
I'm a Mage build, I always spend a few dozen deaths getting to know when it's safe and when it's not, and just about her only opening for spells if she's not distracted is when she casts her distance attacks.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
I really dig the brotherhood vibe they went for with the Shadow DLC, it actually feels like you're traveling with a fellowship.
Yeah, this was definitely the most visible band of NPCs I've seen in a Souls game. I was actually able to follow most of their questlines without having to google them!
I submitted an entry to Lego Ideas, and if 10,000 people support me, it'll be turned into an actual Lego set!If you'd like to see and support my submission, follow this link.
Literally as I was handing Ansbach the Ancient Rite Scroll I was like, "Man I hope I don't immediately regret doing that, nah I'm sure it's probably fine this once not to check a wiki", tapped X and proceeded to break my favorite NPCs questline
So i figured out why Lies of P's combat feels so good to me compared to the mainline souls etc.
It's the tracking, or lack thereof on enemy attacks. They still have some tracking, but it's nothing like the momentum ignoring everyone's standing on greased spinning plates malarkey of Elden Ring and Dark Souls. Which in turn means using your dodge as a repositioning tool actually feels really good, because you can side-step attacks and punish enemies with back attacks or similar.
It's such a small thing, but it really really enhances the combat in a lot of dramatic ways.
I really appreciate Lies of P rewarding and encouraging you to use all of your defensive options: blocking/parry, dodge roll, positioning with spring and normal movement, you're expected to make use of all of it.
In Souls and ER they do that too, tracking and gap closing varies from attack to attack and sometimes a brutal attack is trivial if you just block it, or sprint away from it, or whatever, instead of using your preferred defense. Though if you don't experiment you often won't realize how many attacks you can just walk around in Elden Ring or later Souls games. Or jump in ER (saw in a RL1 video recently that you can jump the last attack of Rellana's standard combo for a jump attack punish, where she slashes horizontal with both swords. you can also sidestep a few of her attacks without sprinting or rolling).
Making spacing and positioning not matter because enemies just motion warp or have non-root-motion animations or whatever to get them 'on target' is a quick way to knock a point or three off your Soulslike's gameplay, for sure.
I find ER still feels a lot more artificial than Lies Of P in that regard.
A lot of it is to do with how animations are handled - P moves with his whole body, the Tarnished often has the legs doing something entirely different to the upper body (very noticeable with jumping).
Some of it also though is a product of how the equipment system is handled - you don't get (good) blocks (most of the time) unless you equip a shield, or a very specific subset of weapons. Forget parries unless you give up weapon art! So on, so forth. It creates a mindset where experimenting isn't worth it
So i figured out why Lies of P's combat feels so good to me compared to the mainline souls etc.
It's the tracking, or lack thereof on enemy attacks. They still have some tracking, but it's nothing like the momentum ignoring everyone's standing on greased spinning plates malarkey of Elden Ring and Dark Souls. Which in turn means using your dodge as a repositioning tool actually feels really good, because you can side-step attacks and punish enemies with back attacks or similar.
It's such a small thing, but it really really enhances the combat in a lot of dramatic ways.
I really appreciate Lies of P rewarding and encouraging you to use all of your defensive options: blocking/parry, dodge roll, positioning with spring and normal movement, you're expected to make use of all of it.
In Souls and ER they do that too, tracking and gap closing varies from attack to attack and sometimes a brutal attack is trivial if you just block it, or sprint away from it, or whatever, instead of using your preferred defense. Though if you don't experiment you often won't realize how many attacks you can just walk around in Elden Ring or later Souls games. Or jump in ER (saw in a RL1 video recently that you can jump the last attack of Rellana's standard combo for a jump attack punish, where she slashes horizontal with both swords. you can also sidestep a few of her attacks without sprinting or rolling).
Making spacing and positioning not matter because enemies just motion warp or have non-root-motion animations or whatever to get them 'on target' is a quick way to knock a point or three off your Soulslike's gameplay, for sure.
I find ER still feels a lot more artificial than Lies Of P in that regard.
A lot of it is to do with how animations are handled - P moves with his whole body, the Tarnished often has the legs doing something entirely different to the upper body (very noticeable with jumping).
Some of it also though is a product of how the equipment system is handled - you don't get (good) blocks (most of the time) unless you equip a shield, or a very specific subset of weapons. Forget parries unless you give up weapon art! So on, so forth. It creates a mindset where experimenting isn't worth it
To be clear, I agree that Lies of P is better about it than Elden Ring.
Just, I'd put all of the Fromsoft games at the same far end of the 'reward spacing and positioning' spectrum alongside Lies of P, taking Soulslikes as a whole.
A lot of them just don't give a single solitary fuck about you trying to back backward at the extreme range of an enemy attack to bait a miss and whiff punish or whatever. They're going to hit if you were in range when they decided to hit, and now it's just a question of whether you block or dodge.
So i figured out why Lies of P's combat feels so good to me compared to the mainline souls etc.
It's the tracking, or lack thereof on enemy attacks. They still have some tracking, but it's nothing like the momentum ignoring everyone's standing on greased spinning plates malarkey of Elden Ring and Dark Souls. Which in turn means using your dodge as a repositioning tool actually feels really good, because you can side-step attacks and punish enemies with back attacks or similar.
It's such a small thing, but it really really enhances the combat in a lot of dramatic ways.
I really appreciate Lies of P rewarding and encouraging you to use all of your defensive options: blocking/parry, dodge roll, positioning with spring and normal movement, you're expected to make use of all of it.
In Souls and ER they do that too, tracking and gap closing varies from attack to attack and sometimes a brutal attack is trivial if you just block it, or sprint away from it, or whatever, instead of using your preferred defense. Though if you don't experiment you often won't realize how many attacks you can just walk around in Elden Ring or later Souls games. Or jump in ER (saw in a RL1 video recently that you can jump the last attack of Rellana's standard combo for a jump attack punish, where she slashes horizontal with both swords. you can also sidestep a few of her attacks without sprinting or rolling).
Making spacing and positioning not matter because enemies just motion warp or have non-root-motion animations or whatever to get them 'on target' is a quick way to knock a point or three off your Soulslike's gameplay, for sure.
I find ER still feels a lot more artificial than Lies Of P in that regard.
A lot of it is to do with how animations are handled - P moves with his whole body, the Tarnished often has the legs doing something entirely different to the upper body (very noticeable with jumping).
Some of it also though is a product of how the equipment system is handled - you don't get (good) blocks (most of the time) unless you equip a shield, or a very specific subset of weapons. Forget parries unless you give up weapon art! So on, so forth. It creates a mindset where experimenting isn't worth it
To be clear, I agree that Lies of P is better about it than Elden Ring.
Just, I'd put all of the Fromsoft games at the same far end of the 'reward spacing and positioning' spectrum alongside Lies of P, taking Soulslikes as a whole.
A lot of them just don't give a single solitary fuck about you trying to back backward at the extreme range of an enemy attack to bait a miss and whiff punish or whatever. They're going to hit if you were in range when they decided to hit, and now it's just a question of whether you block or dodge.
In conclusion, everyone should go play Lies of P.
I honestly haven't actually played a lot of non from Souls likes. I'm actually trying to figure out what others, if any, I have played and coming up empty
So i figured out why Lies of P's combat feels so good to me compared to the mainline souls etc.
It's the tracking, or lack thereof on enemy attacks. They still have some tracking, but it's nothing like the momentum ignoring everyone's standing on greased spinning plates malarkey of Elden Ring and Dark Souls. Which in turn means using your dodge as a repositioning tool actually feels really good, because you can side-step attacks and punish enemies with back attacks or similar.
It's such a small thing, but it really really enhances the combat in a lot of dramatic ways.
I really appreciate Lies of P rewarding and encouraging you to use all of your defensive options: blocking/parry, dodge roll, positioning with spring and normal movement, you're expected to make use of all of it.
In Souls and ER they do that too, tracking and gap closing varies from attack to attack and sometimes a brutal attack is trivial if you just block it, or sprint away from it, or whatever, instead of using your preferred defense. Though if you don't experiment you often won't realize how many attacks you can just walk around in Elden Ring or later Souls games. Or jump in ER (saw in a RL1 video recently that you can jump the last attack of Rellana's standard combo for a jump attack punish, where she slashes horizontal with both swords. you can also sidestep a few of her attacks without sprinting or rolling).
Making spacing and positioning not matter because enemies just motion warp or have non-root-motion animations or whatever to get them 'on target' is a quick way to knock a point or three off your Soulslike's gameplay, for sure.
I find ER still feels a lot more artificial than Lies Of P in that regard.
A lot of it is to do with how animations are handled - P moves with his whole body, the Tarnished often has the legs doing something entirely different to the upper body (very noticeable with jumping).
Some of it also though is a product of how the equipment system is handled - you don't get (good) blocks (most of the time) unless you equip a shield, or a very specific subset of weapons. Forget parries unless you give up weapon art! So on, so forth. It creates a mindset where experimenting isn't worth it
Not countering your argument that souls is obtuse or anything here, but I personally think experimenting is always worth it. Regardless of game. And I've always found that even if you might feel it discourages it naturally, deliberate experimentation in souls is always highly rewarded, as there is a lot of interesting and valuable techniques/mechanics/interactions to find and discover that make clearing content much easier.
So while it might be built in a way that makes you initially not want to experiment if you don't already do so, if you DO do so, and stick to doing so, you are often rewarded with valuable and satisfying results.
And I kinda feel like they design the game with the idea that people will deliberately go out and experiment, and probably don't really have a good grasp of the kind of player that is less likely too, and needs to be prodded into doing so. Instead they focus on giving extremely clear results, negative and positive, which is a huge boon for someone who already likes experimenting, where clear feedback (not necessarily positive) is essential.
This also, I feel, ties into the messaging system, which doesn't let you tell people what to do directly, but instead only lets you give hints to further others experimentation. It's sort of built into the bedrock of the game that it's pointed at people who already experiment.
I'd also say that "consistency" in rules, while wonderful for quickly working out a games system, is not really experimentation friendly overall. If you like experimenting, and you can work out a games rules very quickly, well, that's it. You are done. But if you have to experiment with every new enemy type, and every weapon, and every weapon art, and every spell, and every item.... Sure, it's a lot of work. But if you like experimenting, it's heaven.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Shadow Keep:
Snake Boy went down easier than Rellana, lol, but that was mostly thanks to some really good help. The snake form was scary, but fun to avoid.
Kind of at a dead end, so I guess it's exploration time.
Ooof not sure RL0 is for me. Just got mad annoyed fighting the first dragon you encounter cause he kept flying and using fire and landing on weird shit.
Since I’m doing RL0 I figured I’d let myself use spirits and summons and poor margit didn’t know what hit him. Dude was just practically stun locked
Ooof not sure RL0 is for me. Just got mad annoyed fighting the first dragon you encounter cause he kept flying and using fire and landing on weird shit.
One nice thing about SL1/BL4/RL1, for me, is the way doing one affects my later runs through the game.
YMMV, but it's like I'm hammering out all of the potential frustration I'll have with the game in one final effort. By the end of a low level run, I know what's actually bullshit and what I needed to get good at but never bothered to because technically I could eke through.
Does mean that subsequent runs aren't likely to offer nearly as much challenge, though, so if you don't enjoy just cruising through seeing the difference with a new weapon or magic or whatever, it might be the end of your enjoyment of the game...
that sounds like normal for the dragon, but helpers never feel like they help on margit that much to me, you might just be good at the game
Maybe like understanding builds and the internal mechanics helped a bit? But the actual execution was pretty much blind heavy swing spam. The starting club does work to stagger. I honestly don’t think i needed to dodge or know any moves.
I have gotten that fight down well but none of it was needed for this onslaught of Stance breaks,
Ooof not sure RL0 is for me. Just got mad annoyed fighting the first dragon you encounter cause he kept flying and using fire and landing on weird shit.
This is me fighting dragons regardless of level.
Dragons are just bad fights in Elden Ring. A lot of the big enemies are, the games camera is not up to it, and while Torrent exists, Torrent has a bunch of issues that make combat on Torrent actively unpleasant to nigh impossible if you mained the wrong weapon. (Extra irritating, never a bunch of the big fights are clearly designed around fight on Torrent).
regular dragons aren't too bad for the most part (except borealis, fuck borealis)
i used to just chip away with torrent, which works... fine though boring. i started doing the strat where you hang out under the head and roll the stomps and punish the head and it's at least a little bit more engaging.
ancient dragons are pure undiluted ass, every one of em
that sounds like normal for the dragon, but helpers never feel like they help on margit that much to me, you might just be good at the game
Maybe like understanding builds and the internal mechanics helped a bit? But the actual execution was pretty much blind heavy swing spam. The starting club does work to stagger. I honestly don’t think i needed to dodge or know any moves.
I have gotten that fight down well but none of it was needed for this onslaught of Stance breaks,
the club is low key nuts now tbh. i still hate actually using hammers because they're all so goddamn stubby but if you absolutely want to clown on the game, they're up there
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Jousting dragons is more fun than other knights at least.
The harder dragons at least encourage you to fight their face since they have too many moves that punish you for not seeing them start an aoe soon enough if you aren’t looking at the head
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ThegreatcowLord of All BaconsWashington State - It's Wet up here innit? Registered Userregular
regular dragons aren't too bad for the most part (except borealis, fuck borealis)
i used to just chip away with torrent, which works... fine though boring. i started doing the strat where you hang out under the head and roll the stomps and punish the head and it's at least a little bit more engaging.
ancient dragons are pure undiluted ass, every one of em
Oh 100% for sure. The dragons in Farum Azula were probably responsible for most of my dragon related deaths and that's saying something considering the sheer concentration of them in Dragonbarrow. Particularly since the game suddenly decides to pull a "oh! You liked being able to use auto-target on hind legs for literally EVERY OTHER DRAGON IN THE GAME UP TO THIS POINT? How about fuck you and figure out a way to reach their head or upper torso with a Melee weapon!"
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 29
Really like dragons in the base game. Fun tense fights, very epic, good use of Torrent, patience trumps all.
I'll remain the weirdo over here I guess, but whatever. Thanks From! I was happy.
Dragons in the DLC tho, fuck the Ancient Dragon before Bayle. And CURSE YOU BAAAAYYYLLLEEEE although he isn't too bad just annoying. And ghost flames are annoying, although I did appreciate just how they made them to fuck with someone who can smoothly and comfortably no hit the regular base game dragons. I applauded at a few decisions, well done very good show good kill but also fuck you.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Feels inevitable that they land on something they shouldn't and stand there at a weird angle while me and Torrent just sort of hang out and wait for them to try again.
+4
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 29
Yeah that happens but its a very minor issue for me. I just wait patiently while they sort themselves out, no skin off my nose if they want to draw out the getting murdered, I'll take the time to recollect and regain my focus. I can see how others would get very annoyed tho.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Posts
Yup that's what forced me to finally level strength so I could use that blackshield. Not having a shield in this fight is just pure insanity I legit don't know how folks manage to do it without one. The damage and combos are just too frantic
Wud yoo laek to lern aboot meatz? Look here!
just remembering a very long sequence of rhythm patterns
i'm still feeling pretty conflicted on it; i think there's stuff there to enjoy mechanically but a couple moves that feel pretty bad and unintuitive and the light beams feel like a really mean knife twist that punish you for learning the fight *correctly* in phase 1. it's hard to judge actual balance since i played at level 10 like a dumbass.
Wud yoo laek to lern aboot meatz? Look here!
https://youtu.be/eU4MQPIMk6o?feature=shared
Was a real pain to track down.
So I guess all you get for beating the DLC is that final "memory"? It felt a little underwhelming, unless I'm missing something. But I traded in the remembrance and everything, searched everything in the vicinity of Radahn's arena, so I guess that's it.
Still, great DLC overall, even if the final boss was kinda bullshit.
I absolutely wreck phase 1. Maybe use a flask or two if I play bad and eat a hit I shouldn’t.
But the rapid strike slams in phase two after the meteor throw or the random ones just own me.
I’ll watch some videos cause if I can find a way to confidently respond to those I think il have a shot.
I had to switch to using a brass shield with retaliation on it and parry his easy to parry moves and use the shield to block the crazy clone dash moves
Felt cheap as opposed to dodging but I just could not figure out how to dodge the clones
I had his move set down so well but there was just a couple of moves I couldn’t do anything about
The shield counters the cross slash in phase one and does work to mitigate damage in 2.
Still felt lucky rather than good but got it done
It's the tracking, or lack thereof on enemy attacks. They still have some tracking, but it's nothing like the momentum ignoring everyone's standing on greased spinning plates malarkey of Elden Ring and Dark Souls. Which in turn means using your dodge as a repositioning tool actually feels really good, because you can side-step attacks and punish enemies with back attacks or similar.
It's such a small thing, but it really really enhances the combat in a lot of dramatic ways.
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I really appreciate Lies of P rewarding and encouraging you to use all of your defensive options: blocking/parry, dodge roll, positioning with spring and normal movement, you're expected to make use of all of it.
In Souls and ER they do that too, tracking and gap closing varies from attack to attack and sometimes a brutal attack is trivial if you just block it, or sprint away from it, or whatever, instead of using your preferred defense. Though if you don't experiment you often won't realize how many attacks you can just walk around in Elden Ring or later Souls games. Or jump in ER (saw in a RL1 video recently that you can jump the last attack of Rellana's standard combo for a jump attack punish, where she slashes horizontal with both swords. you can also sidestep a few of her attacks without sprinting or rolling).
Making spacing and positioning not matter because enemies just motion warp or have non-root-motion animations or whatever to get them 'on target' is a quick way to knock a point or three off your Soulslike's gameplay, for sure.
I mean I started with a series of dragons ending in an epic fight against some badass dragon
Yours seems better.
Also I just started a new char to try a rl0 run. Tree Sentinel is dead!
I ran into the Ghostflame Dragon, then said nope.
Yep, id say thats pretty much the "normal" order.
It is the "correct" order of the mainline story progression, but there is a ton of optional content you can be exploring before you deal with her to buff yourself and get in some practice. In true ER fashion, there are entire regions that you discover by, like, jumping in a random well or something. Also, while gaining levels still helps to an extent, your main source of leveling up is now the scadutree fragments, so scour the land for those. (Gaining a normal level can increase your AR by like 3 while gaining a scadutree level can increase it by like 20.)
I got stuck on that same boss before giving up and roaming the earth for a bit.
I did my prerequisite "PSN for a month when new Souls/DLC drops", and it's been fun watching people try to aggro her and die horribly.
I'm a Mage build, I always spend a few dozen deaths getting to know when it's safe and when it's not, and just about her only opening for spells if she's not distracted is when she casts her distance attacks.
I find ER still feels a lot more artificial than Lies Of P in that regard.
A lot of it is to do with how animations are handled - P moves with his whole body, the Tarnished often has the legs doing something entirely different to the upper body (very noticeable with jumping).
Some of it also though is a product of how the equipment system is handled - you don't get (good) blocks (most of the time) unless you equip a shield, or a very specific subset of weapons. Forget parries unless you give up weapon art! So on, so forth. It creates a mindset where experimenting isn't worth it
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To be clear, I agree that Lies of P is better about it than Elden Ring.
Just, I'd put all of the Fromsoft games at the same far end of the 'reward spacing and positioning' spectrum alongside Lies of P, taking Soulslikes as a whole.
A lot of them just don't give a single solitary fuck about you trying to back backward at the extreme range of an enemy attack to bait a miss and whiff punish or whatever. They're going to hit if you were in range when they decided to hit, and now it's just a question of whether you block or dodge.
In conclusion, everyone should go play Lies of P.
I honestly haven't actually played a lot of non from Souls likes. I'm actually trying to figure out what others, if any, I have played and coming up empty
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Not countering your argument that souls is obtuse or anything here, but I personally think experimenting is always worth it. Regardless of game. And I've always found that even if you might feel it discourages it naturally, deliberate experimentation in souls is always highly rewarded, as there is a lot of interesting and valuable techniques/mechanics/interactions to find and discover that make clearing content much easier.
So while it might be built in a way that makes you initially not want to experiment if you don't already do so, if you DO do so, and stick to doing so, you are often rewarded with valuable and satisfying results.
And I kinda feel like they design the game with the idea that people will deliberately go out and experiment, and probably don't really have a good grasp of the kind of player that is less likely too, and needs to be prodded into doing so. Instead they focus on giving extremely clear results, negative and positive, which is a huge boon for someone who already likes experimenting, where clear feedback (not necessarily positive) is essential.
This also, I feel, ties into the messaging system, which doesn't let you tell people what to do directly, but instead only lets you give hints to further others experimentation. It's sort of built into the bedrock of the game that it's pointed at people who already experiment.
I'd also say that "consistency" in rules, while wonderful for quickly working out a games system, is not really experimentation friendly overall. If you like experimenting, and you can work out a games rules very quickly, well, that's it. You are done. But if you have to experiment with every new enemy type, and every weapon, and every weapon art, and every spell, and every item.... Sure, it's a lot of work. But if you like experimenting, it's heaven.
Kind of at a dead end, so I guess it's exploration time.
Since I’m doing RL0 I figured I’d let myself use spirits and summons and poor margit didn’t know what hit him. Dude was just practically stun locked
This is me fighting dragons regardless of level.
YMMV, but it's like I'm hammering out all of the potential frustration I'll have with the game in one final effort. By the end of a low level run, I know what's actually bullshit and what I needed to get good at but never bothered to because technically I could eke through.
Does mean that subsequent runs aren't likely to offer nearly as much challenge, though, so if you don't enjoy just cruising through seeing the difference with a new weapon or magic or whatever, it might be the end of your enjoyment of the game...
Maybe like understanding builds and the internal mechanics helped a bit? But the actual execution was pretty much blind heavy swing spam. The starting club does work to stagger. I honestly don’t think i needed to dodge or know any moves.
I have gotten that fight down well but none of it was needed for this onslaught of Stance breaks,
Dragons are just bad fights in Elden Ring. A lot of the big enemies are, the games camera is not up to it, and while Torrent exists, Torrent has a bunch of issues that make combat on Torrent actively unpleasant to nigh impossible if you mained the wrong weapon. (Extra irritating, never a bunch of the big fights are clearly designed around fight on Torrent).
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i used to just chip away with torrent, which works... fine though boring. i started doing the strat where you hang out under the head and roll the stomps and punish the head and it's at least a little bit more engaging.
ancient dragons are pure undiluted ass, every one of em
Oh 100% for sure. The dragons in Farum Azula were probably responsible for most of my dragon related deaths and that's saying something considering the sheer concentration of them in Dragonbarrow. Particularly since the game suddenly decides to pull a "oh! You liked being able to use auto-target on hind legs for literally EVERY OTHER DRAGON IN THE GAME UP TO THIS POINT? How about fuck you and figure out a way to reach their head or upper torso with a Melee weapon!"
Wud yoo laek to lern aboot meatz? Look here!
I'll remain the weirdo over here I guess, but whatever. Thanks From! I was happy.
Dragons in the DLC tho, fuck the Ancient Dragon before Bayle. And CURSE YOU BAAAAYYYLLLEEEE although he isn't too bad just annoying. And ghost flames are annoying, although I did appreciate just how they made them to fuck with someone who can smoothly and comfortably no hit the regular base game dragons. I applauded at a few decisions, well done very good show good kill but also fuck you.