I'd say DeS is better in some ways and worse in others. The level design is, for the most part way better in Demons. Tower of Latria in particular is better than anything in either of the Dark Souls games. Also, I'd say Demons wins in terms of overall atmosphere.
That said, gear, weapons and upgrades are handled much better in the Dark Souls games. Also, I think Dark Souls has better bosses. With a few notable exceptions, the bosses in Demons are all piss easy.
>>267877467 Also World Tendency is one of the most bullshit, poorly executed mechanics ever conceived for a video game. Seriously, who thought it was a good idea? The game makes no effort to explain how this cryptic mechanic works and the only way to use it properly is by cheesing it in offline mode. It was a poor design choice and ditching it for the Dark Souls games was a great idea.
>>267878348 Because I haven't played DeS yet, the only thing I don't understand is the first and last panel. Are people randomly sucked into the Old Monk fight to fight as the Old Monk when they have their sign down? Second, is the player in the last panel dying because his body is still in the Maneater area, but his spirit is in the Old Monk arena?
>>267877467 >weapons and upgrades are handled much better in the Dark Souls No they don't. The heavy weapons in Dark Souls were almost useless because of how slow they were. Upgrade paths are also way better in Demon's Souls because of the better scaling and the added effects in some of them, they were also more diverse. Also Dark Souls was the game were fucking From started nerfing any weapon that gets popular and adopted the no fun allowed policy.
>bosses in Demons are all piss easy So? Being easy doesn't mean it's bad. Demon's Souls bosses were actually diverse and none of them was the same. Oh and the boss who's praised the most in Dark Souls (Ornstein and Smough) is one of the cheapest bosses in video games, it's the definition of bad game design.
>>267877793 World tendency events are optional, you don't have to do the. I actually liked it. From what you wrote you seem to have no idea what you are talking about.
It's not, it's just designed for co-op. It's the one boss I never feel bad about summoning for. There's a reason there's a summon sign for Sunbro right there in case you're playing offline. Biggie Smalls isn't designed to be soloed.
>World Tendency being shit is okay because it's optional
Big segments of the story and good sidequests depend on tendency. And since it scales with server averages, you pretty much have to play offline kill yourself a bunch of times or something if you want to change your World Tendency to Black. Or if you want to move it toward white, there's a couple of things you might be able to do (kill the boss, NPC interactions, those fleshy demon things), but anything else will have to be done in New Game +. And when you don't want it to change, your pretty much forced to play in Soul Form to not risk it changing, which is why you see so many bloodstains of people killing themselves in the Nexus. It was an incredibly stupid idea and there's no defending it.
It's got plenty of problems. The Tendency system really doesn't work at all, the Archdemon's are mostly boring and disappointing, the upgrade system and getting stones is awful, its too easy to get your hands on an infinite supply of amazing healing items, and it has the smallest assortment of weapons and armor sets.
>>267879403 >>267879426 Hey, at least he'll actually help you fight shit if you aggro it over to him, and he'll wander around and kill things sometimes. I have no idea why they took that out in DaS, NPCs never try to fight with you and are just content to watch you struggle. But lord forbid you ever accidentally slice them while fighting near them...
>>267880193 >It's not, it's just designed for co-op. It's the one boss I never feel bad about summoning for. There's a reason there's a summon sign for Sunbro right there in case you're playing offline. Biggie Smalls isn't designed to be soloed. It is not designed for co-op. If it was two bosses who were exactly the same speed then it would be. Gargoyles or Maneaters would be much better candidates for that. The fight is balanced around you separating them and getting in hits while the other is away/recovering.
>>267880021 I like the Souls series a lot, but that's one of my main complaints. It's like the solution to every boss or encounter is just "cheese it" or "abuse roll invincibility and counter attack." I wish there was more "legit" ways to play the game, instead of just carefully pulling 1 guy from every mob at a time, or hitting them boss in the feet where it can't hurt you or just hit and run with dodge rolls.
>>267880282 It's not about the "glitchyness" though. It's about how you are actually fighting the camera instead of fighting the boss. The boss is not really difficult. Fighting the boss and having to deal with the game mechanics being against you is what making it difficult.
People know how it works, it just works horribly. For one, beating bosses and red phantoms makes the world more white whereas dying makes it more black, so it would seem to reward good players... except that in order to get Grey demon's Souls and some other shit from Black Phantoms, you NEED to be in PBWT, which usually translates to repeat suicides in order to trigger that. Suiciding in the Nexus to remove your alive status, which is supposed to be a reward for beating bosses, is also a really dumb thing that only makes sense within a dumb system.
>>267879103 >Upgrade paths are also way better in Demon's Souls
I love demons souls, but that's delusional man. The upgrading in demons souls is one of the most poorly explained, poorly implemented upgrade systems I've seen in a video game. It is more diverse than the other games, but it doesn't fit together in any logical way whatsoever. It's all "upgrade to+7.5 then grind for five hours on one enemy in the arse end of nowhere" and then and only then can you actually make an effective scaling weapon. Of course, no part of this is explained to the player whatsoever, you just have upgrade the weapon you want and hope that you chose the right type of generic upgrade stones that'll enable you to use the specific upgrade stones later. It's a way to granular upgrade system for a game like Demon's Souls, It feels like it'd fit more in some loot grind game where the idea was to find upgrades for your weapons rather than brand new ones.
Dark souls simplified to having one type of generic one that had two main branch points at +5 and at +10. this meant that it didn't matter as much that the system was poorly explained, there was much less chance of the player ending up with an unusable weapon in a game that is entirely base d around what your main weapon is.
>>267880742 >carefully pulling 1 guy this is literally the definition of cheesing they fixed in in DaS2 and for some reason people think its the worst change ever why? why do you shitters want to cheese the game
>>267880485 You just supported my case. Exactly, Gargoyles and Maneaters are the identical multibosses that actually come at you one at a time unless you take too long, like Four Kings. It's very feasible to solo them. You can either make quick work of the first one before the others arrive, or even dodge both while they're synced.
Biggie Smalls revolves around pulling aggro off of yourself long enough to fight one of them, like you said. Such as, IDK, having ANOTHER PLAYER pull some of the aggro off of you so you can manage just one.
>>267881112 That's because the combat mechanics are not designed to fight more than one enemy at a time. No matter how weak an enemy is, fighting more than one of it will be extremely inconvenient and risky.
>>267881329 Yeah, Capra Demon was pretty bullshit. At least the boss itself is very slow.
>>267881369 That's not the kind of difficulty that I like. A big variety of very different enemies is what I consider good and interesting. Ten Syan spearmen in one tiny room is just boring and tedious.
It's already an incredibly culturally Japanese game ( albeit, madly in love with it's western influences. But seriously if it'd been developed in the west the old one would've been the last boss) that takes a fuck ton influence from manga. Why is there this push back about it being drawn in a "manga inspired" style?
>>267881112 I feel like most of DaS2's problems come from trying too hard to fix some of DaS1's problems and falling into the opposite extreme.
>tank builds made the game a bit too easy So let's completely fuck the Pious stat so no one will ever use a heavy weapon in PvP ever again! >magic (sans Pursuers) wasn't good enough So let's make mage builds OP as fuck! >instant shield after swings is too good Force player to level ADP to make a basic game mechanic to actually work. I do think getting a free crit on people hiding behind shields was a great idea tho. >light rolls too good, silly strict line between light and medium roll in equipment forced to level ADP/AGL to make a basic game mechanic actually work >Estus too good Force players to level ADP to get basic game mechanics to work properly. And Estus ends up being far more powerful in DaS2 in the long run because it heals harder and swigs much faster by ADP level 20. inb4 retarded "go play Skyrim if you don't want to manage stats" arguement every time this is brought up, it's still dumb that ADP is "rank this up for the game's mechanics to actually work" stat >lots of backstabbing Removed invincibility from all crits before they realized that was retarded and patch it back to the way its always been. >twink invasions Let's force people to level with Soul Memory and also make it impossible to get good weapons early in the game and make invasions items really hard to get! And a ton of other stupid bullshit that cut down on invasions outside of PvP zones. I've played DaS2 for like 200 hours and only got invaded twice outside of a PvP zone, between three fucking characters.
>>267882609 This is true and actually a good point. DaS2 is full of MISTAKES that a developer made with good intentions. That's still better than the many games that are full of problems because the developers just didn't give a shit.
There's no fight, you just walk down a hallway and he kills you in a cutscene. Considering his real fight could be easily done even by a fresh character, they probably didn't want to risk pitting people against him so early.
>people aren't fighting mobs, just pulling 1 monster at a time So let's constantly force the player to walk into a room with like 5 guys waiting to gangbang them! And let's put in a bunch of boring 1v3 bosses so that the player can just constantly dodge roll until they sync up and then finally get a hit in, rince and repeat! And for good measure, let's leave 5 enemies right next to a bonfire here and there so that they'll have to tediously kill the mob like 10 times so they can have a safe place to rest.
DaS2 was full of bullshit traps, it tried very hard to get you to walk right into mobs. And yet oddly enough, I found it much easier than DaS1 or DeS. Probably because I wisened the fuck up and started carrying Alluring Skulls around with me everywhere like the game seemed to want me to do.
>>267883953 Yes, like Soul Remains. I wasn't implying that an aggro-pulling thrown item is a bad thing, just saying that DaS2 pretty much required you to carry them around or have that 1 spell that pulls aggro away from you.
>>267881192 >Biggie Smalls revolves around pulling aggro off of yourself long enough to fight one of them, I always just walk back then smack Oreo when he does his glide attack to get to me, then have plenty of time to roll away from upcoming Smores.
>>267884104 Yea, there's a reason that you can actually get TWO npc summons for that fight. It's not supposed to be a soloed.
In a way, tho, Biggie Smalls is almost harder to be dodged/blocked because their attacks are so out of sync. One is fast and does elemental lightning damage that you probably aren't equiped to block well, the other is slow and completely fucks your stamina bar on block. It can be a nightmare trying to dodge roll them when their attacks are spaced out well.
>>267885014 >>267884954 It doesn't really look like either half to me. Reminds me more of a Van Hellsing-ish type setting. Werewolves and vampires and frankensteins and shit, and you fight them with shotguns and gadgets. The setting is more "spooky london" than "spooky supernatural prison."
>>267884770 Same thing in a way, you're trying to figure out a way to only fight 1 at a time even if Smores is technically always aggroing you. It's just that you're exploiting the dumb AI to do it instead of doing coop.
>>267884104 It's because B-team got real lazy with the Duo bosses. If you look at Dark Souls you'll see that the duo bosses all have differences that makes dealing with them easier.
Gargoyles: One has a tail and prefers melee, the other doesn't and prefers to breathe fire
Ornstein & Smough: One is fast and agile, the other is slow and bulky.
Four Kings only spawn one after another if your slow and even then, only one will be aggressive whilst the rest wait their turn.
But then you look at Dark Souls 2 and ever Duo boss is literally the same enemy copy pasted with the same attacks, the same speed, and the same AI pattern. The duo bosses in DaS2 act like their partner isn't there, making the fights nothing but roll fests as you're constantly dodging the same attack twice.
Lud and Zallen, Belfry Gargoyles, Watcher and Defender, Twin Dragonriders after half a lifebar, Darklurker after the split, Twin Pursuers, Ruin Sentinels. There's not a single difference in how any of these behave. You're not fighting two bosses that each have strengths and weaknesses, you're just fighting more of the same boss at once.
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