I played Souls 1 and loved it. I'm playing this now and it's trying its damndest to stop me from enjoying it. I think the enemies despawning is what's bothering me most. The combat also feels "loose", though I will admit the backstab animations in this one are satisfying as hell.
The enemy spawns are also kind of annoying in some areas, like near the beginning where the dudes in white start attacking you after you kill the first boss. I actually had to start my game over so that I could effectively farm the giant armors.
Is there an area that it picks up in? I just finished up with the wharf and am exploring the land of the fallen giants now.
>Is there an area that it picks up in?
In a nutshell; no.
Long version, no because the guy who made Dak Souls what it was left to work on Bloodboner instead, so forget about getting that DaS feel back.
I dont know about Das3, i'll probably wait a year after it launches to see if it's worth my time.
>hurr durr gotta use an ascetic and go to NG+ because the RNG didn't give you the item you wanted
At least they changed it so the covenant of champions prevents despawning now. Despawning was a mistake.
That's pretty impressive, tbqh. Too bad it doesn't help with how slippery and loose DaS2's control is.
I get that they had a new engine and they were also trying to make things different instead of being a mega-man-style rehash, but they seriously fucked up the tight controls of DaS/DeS that nobody really talked about, but everyone took for granted.
Yeah, bloodborne looks pretty good. Still not enough to warrant me buying a PS4, but maybe some day I'll get around to playing it.
Hoping DaS3 learned from the mistakes of DaS2. And in some ways, it looks like they are. But you never know. They could fix everything we're focusing on and then break stuff we weren't even thinking about previously. Like how DaS2 looked awesome to everyone pre-launch and then we all played it. I'm cautiously optimistic for that one.
>Is there an area that it picks up in?
Yes and no. The first half of the game is by far the biggest drag and you've gotta push yourself to get through it, but once you get to Drangleic it stops feeling like a gigantic slog. In many ways its the opposite of Dark Souls.
I feel that because they went for a 4-path branching first half of the game, they had to sacrifice on pacing and difficulty curve. The first four paths can be completed (are intended to be completed) in basically any order. That means they didn't really make any one harder than the others.
I mean, sure, Dark Souls had many different paths and ways you could go about the game, but the first part of the game wasn't set up in strict linear paths of progression (it was intertwined) and there were CLEARLY certain ways that you were supposed to go. In DaS2, only thing I can think of that you were "supposed" to do in a particular order was the forest of fallen giants. After that, go whatever way you want and have fun.
Probably the only time I was okay with despawning.
Fuck this guy
Dark Souls 2 level design is just shit. Most of it feels incredibly flat and when it gets good there is hardly any of it. There was so much potential going into the well but it was just a massive black cave with wooden walk ways and then the Black Gulch which could have been cool but ended up as just two rooms then it was over. Even shit like Heide's Tower of Flame, which is neat looking, ends in like 5 minutes.
You see how the DaS2 character is walking in a square? You can't turn directly and walk inside of that square, the controls just aren't precise enough. Contrast that with Dark Souls where the character can even spin place.
so you can't do a direct 180 turn? you have to go through the "sideways" animation before turning fully? is that hte problem? I'm playing 2 right now and I haven't encountered much problem with my movement, I could have just got used to it though, been a very long time sicne I touched DaS1
Compared to the amazing "level design" in DS1? What area in DS1 was good "level design"?
Let's see, there were some sewer pipes, the linear town with no houses, T-Rex lava lake, a bunch of wood platforms on top of sewage, uh... that library? I dunno, man. Neither of the Dark Souls games have anything to be proud of in terms of "level design". Demon's Souls, sure. Bloodborne, absolutely (inb4 too easy). DS games are more gameplay oriented and they both deliver. 2 more than the first in my opinion.
>first in, nest dressed
>atmosphere (for most part)
>casul hack n' slash souls for sonygger tots
There's no rule in place saying that. You Souls people are weird with your "well, you're supposed to play the game this way to be properly challenged and blah blah blah". Being and action game and being a level based RPG run counter to each other.
In DaS1 I never felt compelled to use any blitz builds or BS tactics to nuke shit down because you could just learn enemy movesets and git fucking good.
In DaS2 I had to carry Pyromancies and have multiple enchanted weapons on me to help deal with the constant groups of bullshit thrown in your face.
As much as I hate to admit it, as I'm not proud of it, I actually lost my fucking mind and threw a tantrum on the Belfry Gargoyles because of just how fucking horseshit the fight is solo.
Hadn't had a tantrum since I was like, 8 years old. Started ranting and raving and throwing a damn fit over how fucking terrible DaS2's design choices were.
>casul hack n' slash souls for sonygger tots
Someone didn't play BB.
It's actually harder than DaS/DeS because you're forced to learn to dodge and parry due to there being almost no shields.
It's pretty dang easy to dodge to safety though, your mobility isn't even comparable to the Souls games. I think Bloodborne is probably the easiest to complete, while also having the hardest optional content.
>"Hey we need a new boss. Any ideas?"
>"You now the Bell Gargoyles?
>"Lets give a couple more moves and aoe attacks and throw 6 of them at the player"
>"Fucking genus! Let me finish putting this rat skin on this Sif model.
I still really liked DS2 even if I had to put up with alot of bullshit.Otherwise I wouldn't have 400 hours in the game.
>it's actually harder than DaS/DeS because you're forced to learn to dodge and parry
... You had to do those things already in Des/DaS and you didn't have the luxuries of auto HP regen when near death nor assloads of stamina with insane recovery that starts mid swing to save your ass.
agreed this is the second worst thing about the game, getting tying it to rare drops is the worst decision ever. It's like B team learned nothing from what was patched in Dark Souls 1.
Thankfully, Scholars sort of fixes this. Really rare drops (like warlock mask) can be found in chests, and joining Covenant of Champions stop despawning so you can farm away (mostly farm the gyrm fuckers for early chunks).
I'd say it picks up at the Bastille but then it drops off because of what I consider to be the most important bad thing about the game: shit level design. I hope you like straight linear paths and corridors you fucker. I hope you like this big expansive mansion being literally a straight corridor you fucker. I hope you like respawning enemies next to killable NPC vendors you fucker. I hope you like finding a bonfire then opening a shortcut to the previous fucking bonfire you fucker. I fucking hope you like these fucking enemies that spawn next to the cocksucking bonfire you unclefucker.
The DLC areas are really really good though
>He didn't join Covenant of Champions right off
I understand the game is really fucking stupid with explaining what covenants actually do, but come on man.
>I think Bloodborne is probably the easiest to complete, while also having the hardest optional content.
This essentially. I think there's like 8 bosses you absolutely HAVE to beat. Optional bosses are some of the best in the series though.
Belfry Gargoyles are based off of the Bell Gargoyles off of 1. (might even use the same model). There're 2 in the DS1 boss fight. In DS2 they're can be up to 6.
YOU CAN TELEPORT AT ALL BONFIRES TO ANY OTHER BONFIRE
You get the first bonfire of an area, then you go clear out the spooky house full of hollows. You go down a ladder and get to the second bonfire, then kick down a tree so you can just walk in a straight line between the two bonfires bypassing the house.
Walk between two bonfires THAT YOU CAN TELEPORT BETWEEN FOR FREE
WHY HAVE THE SHORTCUT AT ALL?
The answer is apparently because the game changed a lot during development to a different style with more bonfires and having them all linked, which explains a lot regarding the later areas like Aldia's Keep being a fucking straight corridor. Demon's Souls was level based and even that game was less linear and had more to explore than this shit.
Defeats the purpose of there being a new bonfire in the first place. I'm not sure how true that is given that I haven't played DkS2 in a while but it's pretty annoying nonetheless.
The minimum is 5. The max is 6 if you're taking to long. You must be thinking of the Bell Gargoyles from DS1 but there's only 2.
No, in the original you could only teleport to a few select bonfires. Undead Burg, for example, couldn't be teleported to--you had to walk either from Firelink or from Sunlight Altar.
Did you read my post? Did you even play the fucking game? The only thing you're skipping is one house of enemies, if you're using the shortcut it won't matter if they reset or not, and if you're backtracking then there's no reason to have two bonfires. The two bonfires AND the shortcut that is RIGHT NEXT TO the second bonfire are completely redundant and more than being an actual problem, are indicative of the design changes that happened during development and why people go "fucking B team", it's just one notable thing that explains all the other actual problematic design choices like the small linear levels late in the game which contrast with the early good levels like FotFG and the Bastille.
You could only teleport to a small handful of the game's bonfires, so the shortcuts were justified. Why do people like to talk shit about games they've never played?
First two bonfires in Huntsman's Copse, you can kick down the tree next to the second one to bypass the enemy house. From there it just becomes literally a straight line between the two bonfires with naught but the weak unarmed hollows and like one poison butterfly you can walk past.
Finally found a wiki that said 3. Seems theirs no consistency between wikis. How did you do it? I had trouble since I was just poking them with a rapier behind a great shield. Not doubting you I'm just thinking about trying it new shit on my next run.
The second bonfire you mentioned is the FIRST bonfire for the Huntsmen copse.
Each area need to have its starting bonfire for teleportation and area acknowledgement.
The first bonfire you mentioned were outside of the area. Not to mention that you have go through quite a lot to unlock the supposedly shortcut.
The only thing that is wrong here is not the bonfire location, rather the existence of the shortcut.
Also, you keep bitching about 'lol close bonfire' but seriously, its fucking nothing to cry about.
It goes downhill.
I think everything up to Iron Keep is nice.
Everything leading to Freja is nothing but rage inducing and retarded.
The Rotten just sucks.
Up to Lost Sinner is okay I guess.
Everything else after just flat out sucks
Also the DLC is god awful, just skip it it's fucking useless anyways.
PVP is better though
>Everything else after just flat out sucks
>shrine of amana
>Also the DLC is god awful, just skip it it's fucking useless anyways.
>The second bonfire you mentioned is the FIRST bonfire for the Huntsmen copse.
??? Pic related? Don't gimme shit about PvP zoning, there isn't actually that much area between the first two bonfires.
>Each area need to have its starting bonfire for teleportation and area acknowledgement.
Yes, so you don't need the second one once you kick down the tree
>The first bonfire you mentioned were outside of the area. Not to mention that you have go through quite a lot to unlock the supposedly shortcut.
And once you unlock the shortcut you completely bypass the "go through quite a lot", meaning you don't need both
>The only thing that is wrong here is not the bonfire location, rather the existence of the shortcut.
No, the only thing wrong is that there's both. If it had EITHER the bonfire OR the shortcut it would be fine. IN FACT! MOVE THE FUCKING BONFIRE TO CLOSER TO THE CHARIOT! Not outside the boss room, just like closer to where it is, as it stand the runback is a fucking pain and the redundant bonfire is a slap in the fucking face.
>Also, you keep bitching about 'lol close bonfire' but seriously, its fucking nothing to cry about.
>Horf dorf I don't read posts but yet I must reply
My grammar was spotty, yes, but in my post I said the problem is more how it feels. It feels lazy. It feels slapdash. It feels like they made a sloppy last-minute design change and never properly smoothed it over, and some of the interviews which I cbf to find seem to indicate something like that happens. It's symbolic of the bigger problems with the level design. How FotFG/the Bastille/most of Huntsman's Copse actually have decent level design with shortcuts and looping back areas, then immediately after those areas almost everything is a linear path with small side paths that mostly dead-end.
I disagree about the DLC but I agree with everything else. The level designs are fine up to about Iron Keep but then
>shrine of amana
These areas all sucked. They looked nice but they were so small and mostly consisted of linear paths that hit dead ends, then you go back and take a new path that hits a dead end. There's fewer shortcuts and fewer side areas, nothing intersects in interesting ways like how the early areas were interconnected at different locations. Aldia's Keep was the pinnacle of crushing disappointment, when you light it up and just see it's a fucking corridor and the doors that come off the side are just single rooms with nothing much. Fucking christ.
>Also the DLC is god awful, just skip it it's fucking useless anyways.
>auto hp recovery near death
? What like 2 health per 5 seconds with a rune?
Your stamina recovery is matched by the speed of most bosses, and especially the optional ones.
You also can't sit there and regain everything by R1ing a boss to death in normal situations. If you are overleveled you can just do that though.
My build was/is dex. At that point in the game I was still using an upgraded falchion and some light shield. Very little armor too. I had summoned some NPC for the fight and I remember getting pissed because the 3 gargoyles ganged up on him and and killed him which left me alone with 3 gargoyles with double HP. Once they go into fire breathing mode, the fight is pretty much over and all 3 were in fire mode. That shit never hits you and they stay wide open to attack during it. You can also use that time to heal yourself or buff your weapon since it takes them like 3 years to recover.
>enemies despawning is what's bothering me most
I went through the entire game without this happening. If I didn't know about it in advance I would never have known at all. It's an unarguably bad feature, but why do you need to go through an area that many times?
The absolute worst thing about Dark Souls 2 is the constant ways it tries to cheap kill you. Through it's extreme fall damage, the constant enemy ambushses, throwing 10 enemies in a small area, or in SotFS where they added OP as fuck npc invaders. The game isn't remotely difficult, but it feels cheap.
Gargoyles! But now you fight 4 from the start instead of 2, because we completely missed the reason why the ones in DS1 were awesome.
Follwed by capra demons room, but now with 10 dogs instead of 2! Yay
Everything in the Dragon Aerie holy fuck that place is awful outside of it's visuals.
>But now you fight 4 from the start instead of 2,
They also all do significantly less damage, have shitty movesets, and you now have infinite life gems to draw out the fight for as long as you want.
I was never a Dark Souls 2 apologist, but I did enjoy it.
My biggest grievance was the horrible final fight against Nashandra or whatever.
So when I bought Scholar of the First Sin during the recent Steam sale to play through it again, you could probably guess how fucking annoyed I was after I beat Nashandra.
What stupid gook cunt thought it was a good idea to put an even shittier boss after what already was the shittiest boss in the vanilla?
Fucking appalling, honestly.
>holy shit, she builds up massive curse just by being near her, I've gotta get in and out quick, not get caught and-
>oh, it's just the orbs she never stays inside
> but why do you need to go through an area that many times?
Because I like exploring shit thoroughly. For most enemies, it isn't happen, but by the end the the game the Forest of Giants became more lonely.
So shitty it leisurely OHKOs most enemies, I know.
No it's not. You could aggressively fight Gwyn. Nashandra and le fireplace face just draw it out for as long as they possibly can by being tanky and having the ability to make sure melee users can suck mad dick.
Magic in general just seems to be favored way too much in DaS2.
uh what? UGSs are fucking fantastic in DS2.
>No it's not. You could aggressively fight Gwyn
Gwyn was a shit fight, m8. You can parry literally everything he does and if you have a fire enchanted silver/great shield, you could basically tank his shit for days.
>Actually having a problem with Aldia
lolno he's piss easy, just like Gwyn. The only difference is that he takes longer to kill.
It is if you don't take the time to learn them. They make PVE a breeze due to doing ludicrous single hit damage, with great reach, high poisebreak etc.
Nashandra you pop a radiant lifegem which helps counter the constant HP drain from her orbs, then get in her face, where all of her attacks are easy to prepare for and dodge, the laser sweep is telegraphed years in advance and easy to dodge at melee range
Aldia forces you to back off and be patient though, due to his fire aura. Still easily rekt with melee, I pounded that giant but head to death with bone fist combos.
It gets even better
>using the deadzone fix to fix their fuckup gets you softbanned
People need to start memory-holing DS2 and forget it even exists, there is absolutely NOTHING redeemable or worthy of praise in it.
It's probably an intentional change because DaS2 actually applies momentum to your movement so you can do snap 180°s anymore like in DaS. There's now a separate animation when you try to suddenly turn.
helloouu any enemies in here? oh, just the clone riders from heide. Looking ass knight was slow as fuck.
>shrine of amana
waist deep in water with wenches that spam magic faster than /pol spams memes.
Velstad was somewhat a challenge but the map was just a big L-shaped corridor
done under 2min
run cursed one, run! before the mist fades