It's not that there are too many, it's just that they're placed stupidly. Instead of having them strategically positioned to best ambush the player, or block their path, they're just scattered about aimlessly.
Some asshole is killing ancient demons and giants left and right while taking sippys. I would think the best tactic is to try to fuck him over with sheer numbers.
>just because you can cheese your way to victory means that placing literally around a dozen of the same enemy in a tightly backed room is good level design
just because it's easy doesnt mean it isnt fucking stupid
>funnel through doorway
>repeat about 10 times every time you run through there
great level design. and this isnt even one of the scenarios where you can literally trap the larger enemy on the other side of the door and do the same thing because they cant get through. but i guess using the terrain fixes everything right.
DUDE THIS IS LITERALLY YOU LMAO
if you cant tell the difference between having patience during a boss fight or against a strong enemy or enemy duo vs. having to coddle a fucking herd of mooks then you must have brain damage.
having fewer but more powerful enemies would have done the same thing but made it a lot more fun and interesting than just back up, stab, wait for one to come to me, stab, back up, ad nauseum.
It honestly wasn't that bad except for those fucking white knights in Heide's Tower of Flame. They felt sort of ridiculous in such an early game area, I can only guess how bullshitty they must have felt for new players.
It's not that there are a lot, it's a complaint that they were too shit to create enemies that were actually challenging in and of themselves. So they fucking jam already claustrophobic areas with cannon fodder mobs.
This is not good game design, B-Team.
>while inside each building is 5-6 enemies
In the burg there was only 2 interior that had 2-3 enemies that don't aggro unless you go in there or use the shortcut there.
The rooftop had 3 enemies, the floor below had 3, and there are 3 at the stairway path.
Before that there's an area with 2 and one on the stairs with one archer. The other area had 2 spear dudes who don't aggro unless you go up to them.
Not 1 area had 5-6 enemies. Each individual block only had a maximum of 3 enemies.
So you're full of shit.
I started playing a week or so ago and honestly have no clue where people are getting this idea that the game is difficult. However, the one guy that is kind of bullshit is Armorer Dennis. You're in the first goddamn area, with barely any souls to your name, and they throw what is basically a 150 sorcerer at you for no goddamn reason other than it being, what, a tutorial for summoning white npc phantoms?
I guess when you're comparing them to the armor, but even so they're not much more than bait 'n roll. They have garbage poise as well (not to mention being completely optional up to a point).
you're supposed to snipe three of them from the area opposite the window where you can jump to the lower entrance. You can also skip them with the ladder, thin them out with the gate, or bait them into blowing themselves up
>Remembering SOTFS iron keep
Fuck brehs, fuck.
This game was designed for co-op first, there's no other explanation.
Yes, and you know the difference?
The hollows can't hit you from 10 feet away with their small broken swords.
They also die in one hit instead of alll having 500 HP.
Even the grand lance isn't long enough to hit the fuckers that can hit you.
Bad game design.
That seems more like a repetitive gameplay problem.
It makes no sense how complaints like this come up simultaneously with "but the gameplay is so visceral", as if the first game wasn't criticized for being block, the game.
So I just started playing SotfS on PS4 just after getting the platinum with BB, so I don't know hoe the game is at all, I'm going in completely blind.
Holy shit is this hard to get used to. I played DaS about 3 years ago and this character movement feels floaty as fuck.
Also is it supposed to be this hard? There are like 3 giant dudes on a narrow platform in that open area just after Majula, and they are impossible to stagger.
>have to take a ladder down to a small room with 10 regular enemies, several of them ranged and one big tough enemy
Honestly, I feel like every Souls games has weird enemies that you need to stretch logic to say they belong there.
Capra Demon in Burg is a good one, since the chances of him ending there with the key is
How the fuck was I supposed to know that there was a ladder here? Dark Souls never did any invisible bullshit.
There's two paths you can take from the beginning, you took the harder one.
There's another route to the actual starter area that's sort of hidden away, but if you walk along the edge of majula you'll find it.
The player warps your time constantly throughout their entire adventure. You meet like 4 different aged versions of the Emerald Herald
You visit Earthen Peak before the Iron King destroyed the land, and then go to the same place in the future.
>area is filled with thieves and backstabbers
Capra Demon likely fell down roaming as it doesn't seem like it could enter the room its in due to its size.
One of the thieves stole the key.l
Capra needs to survive, dogs seem to have a loyalty to the demon, so they fetch the imprisoned demon various things for survival, a key was one or perhaps on a corpse of the key thief.
Ash Lake is nowhere near as bad as Iron Keep
Ash Lake is holding up the entirety of lordran on top of the arch tree roots, while there is quite literally fucking nothing to hold the Iron Keep up there.
You enter a tower
You get to the top of it
You step in an elevator, which goes upwards
You wind up in a lava castle, right next to a flaming volcano with no tower in sight
Shit world design.
Perhaps you should finish at least half of the area before trying to shitpost.
Also, Seathe's cave.
How does it fit through those doors? Why did it keep the key on itself?
nah, the first section is the same, they added four casters and one of those giant stone warriors from heide to the second area, two melee warriors and two casters to the third area, and a huge bunch of both casters and melees to the fourth area before the boss.
Dark souls defence force on fucing patrol.
I like all of the souls games and even I think that SOTFS has shitty enemy placement. It has nothing to do with strategizing or being careful. They've just thrown random enemies all over the fucking map in stupid positions. Iron keep is the worst offender.
Dark souls 2 had good enemy placement. Why fuck it up?
They're not though. I've never run into more than 3-4 enemies in one single encounter, unless you count one-hit undead faggots with broken weapons.
Tell me an area where you are actively pinned again more than 5 enemies.
>Those enemy's don't have shields or spears
I have literally just exited the game, the majority of enemies beyond the second half of undead burg have shields and spears or sheilds and short swords.
>shrine of amana
It's a great and tense location. Especially before they made death pits more apparent, you had to use a torch to see where to go, which limited your ability to roll since torches go out if you roll while knee deep in water, so you had to rely on backstepping and blocking to deal with the priestesses. So as a result it imposed an interesting and difficult challenge for a player. The bonfire placement is quite balanced as well.
It also contains a very decent amount of well-hidden collectables of various usefullness, so exploring Amana is kind of worth it. It's also quite beautiful and Milfanito (if that was her) singing in the background was atmospheric as fuck.
It's probably one of the better locations from DaS2 and hating on Amana is bad taste.
You know, I can do the same thing for the horsie in Drangleic.
>Chariot armour has emblems from Drangleic Castle
>Undead Asylum probably has a lend lease from Drangleic
>Since Chariot is powerful, someone brought the horses in and hooked them up to the Chariot to guard the main hall
It makes sense too, since half of the game is Vendrick designing the levels to guard himself from Nashandra.
Fuck no, there's maybe a dozen more sorcerers and clerics there, at least. Pretty sure that old knight and dragonrider weren't there originally either and they might have added an ogre or two.
>three dozesn of enemies in between each bonfire, only reliable way to get through without dying is to know the whole location (so you don't accidentally step in holes), or cheese bows, OR roll around like a retard trying to avoid the homing magic missiles being shot at you from multiple casters at once, while melee things under the water try to attack you
yeah great area. please never design a game dude
>they added four casters and one of those giant stone warriors from heide to the second area
You mean the Dragon Rider? It has a tiny agro range meant solely to guard Vendrick's armour (lore thing). You can easily walk past him. Don't remember the casters so I can't argue that.
>two melee warriors and two casters to the third area
Casters were always there, not sure about warriors.
>and a huge bunch of both casters and melees to the fourth area before the boss.
Also there in vanilla. I'm surprised you misremembered the final area but forgot about the new invader encounter.
This fucking argument is retarded
Just because another game has shit enemies or shit bosses (which dark souls did have loads of), that doesnt excuse a sequel being worse in every regard.
Aren't sequels supposed to improve on the game and not make it 10x worse?
>DS1 fags can't handle the multiple enemies in DS2
Git gud fags, movement is twice as fast as it is in DS1 and you can easily take them on.
Stop your bitch ass crying and just git gud, kiddos.
not hard, just bullshit. when I died in DaS I was like "man I was stupid, let's try again this is easy if I don't fuck up" in DaS2 literally 80% of the time I'm like "this is pretty lame, alt+f4 until tomorrow when I try again"
>DUDE LETS UPDATE THE WHOLE GAME AND MAKE THE LIGHTING SYSTEM WORK BETTER SO YOU CAN PLAY SPOOKY WITH TORCHES OR JUST CHEESE BRIGHTNESS TO GET THRU AREAS LIKE IN THE VANILLA GAME
thanks, from i liked going through spooky areas having to use a torch
are you shitting me? i loved DaS, and thought that the bosses were more unique than DaS2 (since they werent all humanoid) but gameplay wise they were bland as fuck. all of them had like 3 moves that were slow and highly telegraphed.
Still can't believe how much they fucked the lore in this game with SotFS.
>Dark Souls II: Find Heide Knights scattered about the entire world
>Wow, these Heide Knights are a long way from home. What happened to their homeland that they would run so far away from it? Why do they just sit there waiting to die?
>Scholar of the First Sin: LOL, HEIDES TOWER MEAN IT NEED MORE HEIDE KNIGHT. USE COPY PASTE TOOL AND PUT LIKE FIVE OF THEM THERE.
>WHY WOULD DRAGON BE IN HEIDE'S TOWER OF FLAME? WHO CARES? LETS GIVE THE PLAYER THE BEST SHIELD IN THE GAME AS A CONSTANT DROP FROM IT AS WELL!
>MASTODON UNITS GUARD CASTLE? NO, THERE CHARIOT IN CORNER, LET US REUSE EXECUTIONER HORSE PORTION FOR BOSS!
>tfw didn't bother with SOTFS since I was too busy with Bloodborne and already completed the crowns trilogy
I guess I didn't miss much outside of the new boss fight and an equally vague ending.
Is DaS3 confirmed to take place in the same universe as 2 because DaS2 does not feel like it belongs in the same universe as DaS
>you can literally just run past every enemy in every souls game
Defend this fromcucks
>You mean the Dragon Rider? It has a tiny agro range meant solely to guard Vendrick's armour (lore thing). You can easily walk past him. Don't remember the casters so I can't argue that.
No, not dragon rider (although I forgot about that one, yes that's another add). there's a stone knight next to the bonfire. hard to see because its color is literally exactly the same as the wall behind it.
>Casters were always there, not sure about warriors.
no kidding. that's why I said two more. they added two more in addition to those who were already there. the first added warrior is patroling back and forth between the stone arches, the second new one is to the left of that a distance away in the water.
>Also there in vanilla. I'm surprised you misremembered the final area but forgot about the new invader encounter.
das2 shill just fuck off, I literally just completed both games back to back. the entire entrance area in the fourth section is bombed with additional enemies
DUDE LETS SAY WE WONT MAKE DLC!
DUDE, LETS MAKE 3 DIFFERENT DLCS
DUDE, LETS ALSO INCLUDE A SEASON PASS
DUDE, LETS RE-RELEASE THE GAME ON ALL OF THE PLATFORMS IT WAS ALREADY ON, AND THE CURRENT GEN ONES!
DaS2 was garbage as a game and as a business practice. Fucking hell.
>Fucking Alonne Knights in every corner
I had no problems with the enemy replacement in SotFS. But jesus fucking christ, you can't possibly defend what they did with the whole first area of this shithole.
>complaining that there's heide knights in HEIDE's tower of flame
>complaining that there's a dragon in the same place you fight a boss named RAGONRIDER
>there's a stone knight next to the bonfire.
Which one? The one right after the cave? I thought that was always there.
>no kidding. that's why I said two more
No, there were always that many casters there. I remember because there's also a unique healer there too.
>das2 shill just fuck off
Ah, so we get to buzzwords memespouting, a sign that one has run out of arguments.
No, the area is the same except for an extra encounter, shitposter.
Dark Souls 3 looks like it fixed that issue just like BB did.
Thank fuck. Fuck the B-Team. Bigger team doesn't mean better game you fucking nips.
B-but DaS2 isn't shit, you j-just need to g-g-git gud!
People actually saying that to defend the game in some way other than "dodge this boss's attacks and hit it until it dies" is hilarious.
Iron Keep is literally standing on a spot, waiting for the knights to come to you one by one. Its easier than before. Iron Keep is better for punishing dark spirits who are making a run for it
>dark spirit invades
>hit him twice, he runs through the door
>use seed and watch him being fucked
It's appalling to know people will eat this shit up and take any form of criticism personally. Dark Souls 2 is just a poorly designed game with the intent of making the game difficult for the sake of it being difficult. It's simply just not as good as DaS1. It's developed by a team who's only intent was to make a game that was difficult for the shitters who bandwagoned to DaS after bullshit like "look, ma'! i'm hardcore!", OnlyAfro, and THE LEGEND NEVER DIES XD! It lacks the soul and intrigue of the first 2 souls game. Especially when in the first 10 minutes the game wants to remind you– THIS IS A GAME ONLY FOR HARDCORE PEOPLE AND YOU'RE GONNA DIE A LOT with poorly designed levels with enemies thrown into every corner. But no, keep saying "git gud" as the only form of counter-argument.
>run past enemies
You miss out on loot, experience in fighting the enemies, souls, weapons, armors, spells
>kill all enemies
get weapons, loot, experience, armors, spells
Being able to run past enemies is a good choice, it doesnt force anyone to fight the same shit all over again if they're doing a new character.
When will this meme die? The only part where this is noticeable is the start of the fort in Forest of Fallen Giants, the poison parts of Earthen Peak (I think?), some later parts of Iron Keep and Shrine of Amana. I didn't even have problems with it except for in Forest. I have no idea why people whine about that bridge in the Bastille, I crossed that shit loads of times, and never had a problem with the enemies there. git gud or non-retarded
same happened with me, DaS2 is too different from DaS. you need to learn the mechanics anew
Or you just manually kill every enemy while backstepping and looking out for death pits?
There are also 4 fucking bonfires, how much more do you need? Like, I dont understand. First people bitch that DaS2 tends to put bonfires too close to each other, then when a couple of areas go with the more classic approach people start bitching about "artificial difficulty" and "dosens of mobs ganking on you", when in fact the area's design is closer to stuff seen in DeS/DaS1.
How does he wander up to the surface and fit through all of those doors? He would have had to go through Blight Town to Depths to Burg, which had doors he couldn't have possibly fit through.
But that is incorrect my man.
Copy pasting enemies around all the DLCs and coloring them green, bronze and white is really fucking shitty.
And no, looks are not the only thing that makes an area great.
>there are "gamers" itt who have never played and will never play Bloodborne, the best game Fromsoft has made
There is none.
The game turned out the way it turned out because the previous director made the game not souls-y enough, so a new director was assigned to the project midway into development, and he had to pretty much re-build the game using already created assets, and even then BAMCO wanted to release the game in time.
Seriously, B-team meme has to fucking die.
It doesn't matter if it went to shit a billion years before we got there since the architecture is intact once we got there.
Unless you are implying Capra Demon was wandering around the Burg before people even built Blight Town, which makes no sense.
Go down the ladder kill a night
Go the the corridor kill the next guy
Kill the guy that pops up from the ash
Now you either lure the last guy in the open with a range weapon of some sort, or walk up to the idol and break it, it causes everyone to stagger letting you kill 1 of the 2 enemies easily.
The other bullshit room with the first headless knight is easy too, you just herd the powder keg guys to get blown up by the headless lava dudes and then clear up after wards
fucking havok ragdolls
how do i look up her skirt
The funny thing is, they totally set you up for that room in advance.
>a bunch of trap doors that drop powder keg hollows into the pit
>fire bombs and fire arrows conveniently place in the ground
>enemies that constantly spew lava also in the pit
>hm I wonder how to tackle this situation?
>I think I'll just jump down there #YOLO
Modern /v/, everyone.
> Capra Demon was wandering around the Burg before people even built Blight Town
Possible since they were born before Blight town's existence.
But What I'm implying is alternate paths. Maybe not every door was locked hundreds of years ago.
feels good doesnt it?
No seriously, Bloodbornes quality is just something that the souls games havent had yet.
Heres to hoping Dark Souls III will be the ultimate, best of the best game in the series.
Alright, quick question: the fuck happened with Heide knights?
Now I'm asking because the first time I played DaS2 the friend I was playing it with asked why Heide knights weren't in Heide's Tower of Flame and I called him a retard. Just because you're a Heide knight that doesn't mean you're trapped in the place that bears your name - they moved on for some lore reason. Simple.
Then SoTFS comes out and they're put in fucking Heide's Tower. This implies they were misplaced in the original game despite their fucking name.
If there's a legit reason I'd love to hear it. I'm not even ragging on the game. I just want to know what happened here.
That would be just fine and dandy if the powder keg hollows actively went out to fight the enemies.
But no, you're sitting there fondling your balls because they act randomly as fuck.
>Possible since they were born before Blight town's existence.
Not possible, since that implies it was hidden for potentially centuries in the middle of a fucking city of people who hated demons.
>Maybe not every door was locked hundreds of years ago.
It can't fit through those fucking doors, Anon. That was my original point and my additional point is that it has no fucking keys.
I used torches in some areas and to make the spiders run away. Always used one when summoned for the Freya fight. Makes the fight a lot safer for the host.
I like how they put a trapdoor with an explosive barrel hollow right in front of you before you go in that room so you can see how it works.
Shoot them with fire arrows
>Copy pasting enemies around all the DLCs and coloring them green, bronze and white
Did you actually play them? Because the enemies in each DLC are pretty different from one another.
And the areas themselves have much better bonfire and shortcut placement with more paths interconnecting like areas in the first half of Dark Souls.
The thing is, Demon's Souls and Dark Souls were never made with the intention of being hard or difficult. They're meant to reward players who play carefully and learn the game mechanics and explore, although DaS was marketed as being "super hard", you can still see it wasn't designed as such, the "unforgiving" nature of the Souls games is the result of how it just contrasts with modern games and nothing more. The team behind the first 2 games focused on world design and enemy design first and foremost whereas it seems like the team behind 2 was more focused on quantity rather than quality. They had to live up to DaS so they wanted a bigger world with more areas. It's simply a game that's too big for its britches. In the end you end up with a ton of forgettable areas and bosses with poor design and knights with swords thrown about in random directions with no real thought put into placement. And because they're banking off the "dark souls is hard" marketing campaign (characters mock the player in the beginning for dying, there's a trophy for dying, and there's the monolith in Majula that tracks all deaths), they put far too much focus on "how can we make this harder?", though for them, rather than making something more challenging or interesting, they just add more of the same thing.
Are you admitting this game can't be beaten at level 1 like Dark souls?
Nah you're just defending another stupid decision.
Miyazaki said bonfires were meant to be safe havens, and this one was the opposite.
>Rushing Black Gulch for the first time in SotFS
>Find a fucking statue blocking my way to the last bonfire
>Die by hand monster chasing me
I know this area is easy, but come on.
>playing a souls game not directed by miyazaki
Yes anon, everyone already knew you're trying to deflect design criticism by accusing peopleof being bad. The point is that the area after respawning was always a safe spot except for that. It was an intentional design decision and they fucked it up in DaS2. Why do you think it was changed later?
You know, you would've a had a better argument if you used Tseldora as an example.
Anyone who dies to crossbow hollow, especially when you can literally just walk away, shouldn't even be playing Souls.
Not him but
>muh realism in a game about undead, with gods, dragons, magic and other endless amounts of no realistic stuff
you could just drop down in one of the room and then climb back up to the ladder. All the enemies charge the ladder and the big drops his lava onto the keg dude and they chain react. A billion souls for free then you drop down to kill that one archer that remains on the other side.
DS2 should really have a disclaimer on front that reads: WARNING - BRAIN STRONGLY RECOMMENDED FOR THIS GAME.
That's not quite right. Dark Souls was made hard in some places, but it was always for a specific reason. The difficulty is meant to make players feel a sense of accomplishment or make the world feel a certain way or whatever. In Darks Souls 2 that gets thrown out the window and they just do shit like put mobs with bosses because muh difficulty.
There is a difference between realism and people in areas they couldn't get into, especially in a game that went out of it way to create 2 sets of stairs, one with smaller steps for smaller beings and one with larger steps for larger dudes
Shooting them with fire arrows doesnt help when they sit nowhere near the enemies you dumbo.
Yeah, they have unique enemies in them, granted
They still have the same basic guys you run into the first time you fight anything.
Besides, Central Yharnam, Undead Burg and Boletaria are way better areas than anything in Dark Souls 2
>The point is that the area after respawning was always a safe spot except for that.
It actually is a safe spot. You have to move closer to them to aggro them.
I'm not sure what the problem is.
>Shooting them with fire arrows doesnt help when they sit nowhere near the enemies you dumbo.
Actually the hedless guys and the barrel guys path towards each other all the time.
>Are you admitting this game can't be beaten at level 1 like Dark souls?
Why do people act like this is a good thing about Dark Souls? It's a major mechanic of the game and it can be completely ignored, that's nothing but a serious design flaw.
And here goes the "you're bad" again. I suppose you'll defend any bullshit because you're not actually interested in quality games, you just want to go online and look down on people. I suggest Eryi's Action, seems like a game just for you.
>Moving the goalpost
Let me remind you that this discussion started because some cuck claimed a horse in Drangleic Castle made no sense, but a Demon in the middle of a city did.
>He would have had to go through Blight Town to Depths
It's mad to apply the limitations of player accessible areas to demons. There is only so much area that can be presented to the player. And even if you take the maps at face value, the demons could climb out of those bounds thanks to their size. Taurus, for one, jumps on that tower in burg.
>Why do people act like this is a good thing about Dark Souls? It's a major mechanic of the game and it can be completely ignored, that's nothing but a serious design flaw.
Because it proves that the game relies more on skill than over leveling.
Glad Dark Souls 2 doesn't rely on skill.
So you're saying is that its no designed horribly, but that its designed badly instead?
What made them do that garbage and not just enemies in there that you can actually fight?
Capra demon wandered from Demon Ruins to there at some point of time. Simple lore explanation.
The Chariot was one of a kind made to constantly kill people with the undead curse, so why is a one of a kind enemy appearing twice?
>It's mad to apply the limitations of player accessible areas to demons
Then it is up to you to show me how else it can get up there because at this point your argument is
>IT TOTALLY MAKES SENSE I DON'T KNOW HOW BUT IT TOTALLY DOES
>Taurus, for one, jumps on that tower in burg.
Unlike Taurus Demon, we have never seen Capras show a feat of jumping or climbing. Burden of proof is on you to demonstrate that they have that ability, otherwise you're grasping for straws.
To have the player do something other than mash their face into something
It's just a nice reminder to the rest of us that the designers expected us to have a brain and use it and we can laugh at retards who never learn
Is there a way to copy a save on xbox one DS2 SOTFS?
I have a character ready for NG+, but I feel really comfortable in that game as is, and kind of like being able to go anywhere.
I want to take him to NG+, but don't want to lose his place in this original save.
Honestly, it seems like the majority of criticism of DaS2 is basically just "it's too hard".
Like, people play the game, and they die a lot, and then they go "yeah well the game sucks because all they did was put enemies everywhere!". Rather than, you know, admitting that they just suck.
>The Chariot was one of a kind
If you really want to split hairs, there's nothing saying that the horses are one of a kind, just the "Executioner".
The horses in Drangleic don't have an executioner on them.
>Because it proves that the game relies more on skill than over leveling.
All it proves is that the base mechanics of the game were poorly thought out and implemented.
And this is supposed to be the "A team"?
Ok I guess that one bonfire that is, in all likelihood, the least used in the entire game probably shouldn't have been in such close proximity to enemies with crossbows. But your excuse for the rest of the game is that it was "bullshit". Meaning too hard for you. If it's that hard for you, but others are breezing through it like it was an amusement park, is it really the game or YOUR incompetent ass that's the problem?
It got to a point for me where I was wearing nonsense 'just because' and playing with fist weapons to make it more challenging. Then I come to /v/ and see that no one could even get past the beginning areas. That's pretty bizarre. I don't remember /v/ being so lame.
Go to the Church where you fought the Gargoyle duo in Dark Souls 1 and look at the elevator chains rising up to the sky. It's the same shit.
he was playing with his dogs and they ran into the room and he crawl in after them happily laughing and woofing. it was the first time the three of them could be happy, and stay happy. so they remained in the room, until...
>a game is badly designed if it forces the player to exercise any level of problem solving
>implying you can't pick up hard souls and upgrade materials whilst running
Stay mad and bad, sport
If you moved away from where you spawned and stood still as the 3 guys pelted you for a year.
As I said it's a non issue in the grand scheme of things, you are bitching for the sake of bithcing over nothing
It is a non-issue. If you are playing the base game then just take the 4 minutes to kill him 12 times and make him despawn. If you are playing SotFS, he isn't even there. Even if you don't kill him, how is a single crossbow dude causing you trouble?
So then why are there even stats in the first place?
It's supposed to be an RPG, the creator has said as much, and they completely failed in that regard and wound up just making a simple action game. Compared against action games like DMC instead of RPGs and suddenly Dark Souls is not so good a game anymore.
You're fucking awful if you died from that at full health, SL1 deprived or not, since you literally have to get hit by 5 arrows to die.
>it's not hard
>it's just tedious
Dark Souls 2 requires patience. That's where the majority of /v/ fails to appreciate the design.
Seriously, it's brilliant if you ask me. The dev team realized that most gamers have ADD and that making an encounter require patience will result in some people repeatedly dying and be unable to figure out why.
That's why people try to say the Watcher and Defender fight is "poorly designed". It just requires patience, but that's too much to ask for you kiddies.
"tedious" just means "I can't concentrate for that long"
It's mostly people's inability to adapt to new mechanics and environments.
>can't circlestrafe and backstab enemies with a shield
>can't chug estus in front of enemies/bosses because it heals gradually
>can't spam roll button to get away from trouble since you start the game with few i-frames on your rolls which forces you to time your rolls better or take damage
The NPC gives you a "teleport back to bonfire for free" item a couple hours earlier into the game. Why not utilize this kind of advantage?
I'm not the one you've been arguing with.
>>IT TOTALLY MAKES SENSE I DON'T KNOW HOW BUT IT TOTALLY DOES
What I'm saying is that Lordran is much larger than what you get to visit, the burg alone has a number of areas inaccessible to the player, that could, for all any of us knows, lead to grassroots, swamp, etc.
>Burden of proof is on you to demonstrate that they have that ability
He is much larger, stronger, and resilient than a human. I don't know what kind of proof you want of a humanoid being able to climb in a humanoid fashion, but he'd have a hell of a lot more reach if he did.
>mfw DaS3 is going to have all the best parts of DeS, DaS, and BB in it and the god awful abortion that is DaS2 will finally be redeemed and forgotten
>Seriously, it's brilliant if you ask me. The dev team realized that most gamers have ADD and that making an encounter require patience will result in some people repeatedly dying and be unable to figure out why.That's why people try to say the Watcher and Defender fight is "poorly designed". It just requires patience, but that's too much to ask for you kiddies.
Same reason why people consider O&S to be a hard bossfight, to be honest. But it's usually seen as a good example because, well,
>Dark Souls 2 requires patience. That's where the majority of /v/ fails to appreciate the design.
>super tanky enemy, maybe even two
>have to wait for them to both attack to hit one of them for just one light attack
shit is retarded
this doesnt even happen once in bloodborne, dark souls, or demons souls
>Actually getting hit by 5~ arrows
I'm surprised you even got through Betwixt.
It seems like the majority of the defense for DaS2 is just "you just suck". Do you really think everyone who dislikes the game has never played a hard game, or a harder game than DaS2? Don't tell me you think that, because you fucking know that's straight up delusional.
We've all played hard games, but hard doesn't always mean good. There are good kinds of hard and bad kinds. There's lazy, bullshit artificial kinds of difficulty and there's fair, well thought out and logical difficulty. Simply put, the Souls combat system is poorly designed for any kinds of mass encounters. If it's going to work for more than 1v1 (occasional exceptions can be made for 2v1 or 3v1 if the enemies aren't too powerful and are well placed in an area designed for such an encounter), they would have to rework the AI and at least fix some serious problems like enemies hitting you non-stop, never giving a window of opportunity, being able to attack through each other, and being able to hit through objects / walls.
>It's mostly people's inability to adapt to new mechanics and environments.
>>can't circlestrafe and backstab enemies with a shield
>>can't chug estus in front of enemies/bosses because it heals gradually
>>can't spam roll button to get away from trouble since you start the game with few i-frames on your rolls which forces you to time your rolls better or take damage
I also find it fucking hilarious that From named the roll stat "adaptability". If you can't adapt, you need more adaptability. Such a great fuck you to casuals lol
>A game is badly designed when problem solving feels like a chore rather than a rewarding activity.
Your idea of problem solving, then, is something that requires no effort (like pressing a button that says "press me") and then getting a prize?
>mfw DaS3 is going to have all the best parts of DeS, DaS, and BB in it and the god awful abortion that is DaS2 will finally be redeemed and forgotten
Benhart's Parma is already in the game. :^)
Of course it didn't it specifically didn't have a room with 3 tanky enemies with an NPC standing in front of it saying how he can't get past nor did the same area have a boss fight that was 2 extremely powerful dudes that could both easily kill the player alone and had shitloads of hp.
A building in the sky? If you want to know who is stupid. try looking in the mirror.
>Same reason why people consider O&S to be a hard bossfight, to be honest. But it's usually seen as a good example because, well, it's DaS1.
Exactly man. As soon as something requires patience in DaS2, it's seen as poor design. And yet, O+S is highly regarded as being amazing.
So what you're saying is you don't have the patience and that's why it's poor design.
So what you're saying is you don't have the patience and that's why it's poor design.
>What I'm saying is that Lordran is much larger than what you get to visit,
Just show to me on a map or picture how they could've gotten there. Like I said, your argument is literally
>IUNNO LOL BUT YOURE WRONG
>He is much larger, stronger, and resilient than a human.
Doesn't mean he knows how to climb or strategically jump his way up there. Once again, show me the feats.
You're just being pigheaded at this point and unless you can provide proof to move this argument forward, you're arguing nebulous shit on thin air; don't expect another reply if you can't.
>So bad he dies to a single crossbow infantryman hollow and cries on /v/ about it
Holy shit, gold.
Fuck, darkwraiths in new londo attacked you through the walls, same for the archer just before ornstein and smough.
Enemies in DaS1 attacked you through walls like turds, you can't defend this.
>stop being autistic dude
you're just upset that I'm 100% right
people get pissed off when a video game requires patience and they call it poor design to justify their feelings of frustration. that's why there is such a divide on /v/ about DaS2.
some people have patience, some people don't. those that don't die fucking repeatedly and can't figure out why, so they just keep doing it. they aren't patient people, so they aren't going to just suddenly realize "oohhh I need to be more patient", they just think "this game is cheap as fuck" and bitch about it
whereas those of us with patience think that it's good design because it exposes casuals like you
You're actually travelling across a continent and traveling great distances. Due to time constraints and budget limitations they couldn't accurately build areas of you traveling miles to reach a mountain in the distance so they opted for what you get in the game
>Turning essential gameplay into stats
>lore is just references
>multiple large enemies fighting you that spin around for tracking
>pre order dlc
>rebuy game to rebalance it instead of a patch
>most of the game is baiting enemies into hallways
>relies on "game is hard" marketing
>"hardest" parts were when they sent multiple tanky enemies at you, which werent really hard since you can just trap them behind a door
>most of the "skill" is just cheesing aggro or only hitting an enemy every 5 minute, or just overhealing yourself
>only autistic people defending this game
So glad A Team is making 3.
> /v/ complains about gank squads.
> Of course they don't remember the bullshit pre-patch Lost Izalith where 20 dragon butts would come for you the minute you set foot on the root in the lava.
>Dark souls 2 had good enemy placement. Why fuck it up?
you see, somehow das1 had the "so hardcore xD" meme going to the point it was used in marketing for das2 and referenced in the intro cinematic as well
now see, since everyone played das1 to death and got used to the animation lock gameplay they had relatively less trouble with 2, even more when pc version came out because it was after the casualization patch that hit consoles few weeks prior
due to all that das2 didn't quite live up to the "hardcore" meme, to fix that and some minor stuff that didn't make sense in emey placement (eg. heide knigths were anywhere except heide tower) they went full romhack adding enemies capitalizing on the fact that souls gameplay is nowhere near ideal for facing multiple enemies unless they were planned to be "animation stunned" with different timing to make the multiple vs 1 more bearable (like O&S), can be cheesed (bastille sentinels) or die fast enough so you can bring everthing to even levels before it gets too heavy to manage (spooky lords, gargoyles, shadows of yarham)
They didn't throw multiple heavy hitting enemies. They threw a few that dies in 1-2 hits. Easily overcomable with skill or baiting if you suck.
What the fuck are you talking about 3 tanky enemies?.
O and S were easy as fuck. There were pillars that nearly guaranteed you only faught one at a time if you weren't a fucking idiot, and the fight became 1 on 1 at 50%.
>if they fixed this no one would need APD except for PvP.
ADP doesn't matter in PvP dude
And you have fewer iframes, and they begin on the very first frame of the roll. That's why the timing is more difficult.
>it's harder so that's bad!!!
>tfw Iron Keep
>tfw I only died to the snipers with reworked AI simply because they didn't worked liked that in previous games.
Wasn't even using a shield. Git gud.
>This implies they were misplaced in the original game despite their fucking name.
m8 by your own lore interpretation the knights were already misplaced as they left for their own adventures. now they've returned, for...? they're just as toiled and forlorn as the player is expected to be.
>resorting to memes to defend this pile of shit
>thinking being an autistic piece of shit makes you any less than that
Good thing no one actually respects your opinion.
You guys have to git gud.
Just like with Bloodborne forcing everyone to dodge instead of block, Dark Souls 2 also forces the player to play in a certain way to account for all the enemies. (and yet it's Bloodborne that gets praised for it)
It's a perfectly valid design choice.
>or die fast enough so you can bring everthing to even levels before it gets too heavy to manage (spooky lords, gargoyles, shadows of yarham)
lol the fanboyism is strong in this one
>They didn't throw multiple heavy hitting enemies. They threw a few that dies in 1-2 hits. Easily overcomable with skill or baiting if you suck.
Yes the easily dying in 1-2 hits enemies that were the silver knights.
Your nostalgia is getting the better of you
>Yes the easily dying in 1-2 hits enemies that were the silver knights.
If you had trouble there I don't know what to tell you.
They do die in 2-3 hits. And backstabbing was all the rage there too.
>Dark Soul 2
>LOL B TEAM MOB BOSSES SUK WORLD LAYOUT MAKES NO SENSE MUH REALISM IN A FANTASY GAME
>has mobs and mob bosses, no one complains or if they do its only responded to with GIT GUD or NEVER EVER
Just what exactly made people do a 180 on Dark Souls 2? I fucking loved it once I got adjusted to the wonky hitboxes and roll windows. Its not as good of a game as dark or demon souls but I much preferred it over bloodborne. Dark Souls 2 felt much more challenging and had good replay value along with better online and didnt need shitty grindy optional dungeons for the platinum,
just grindy wins in the dueling arenas
Enemies jump and stomp you guaranteed knockdown, still take damage from other ones.
Literally 5-6 of them on you at once so RIP framerate
although they didn't respawn.
>They do die in 2-3 hits
Took like 10 from my +10 rapier buddy
I didn't have trouble with the area, you just parried or circlestrafed them till they died, but point stands, they were tanky enemies with a specific room designed around them gangbanging you.
>Easily overcomable with skill or baiting if you suck.
Just like in DS2, anon. DS2 is faster paced than DS1, you can easily move around mobs and pick them off. You can also bait one or two at a time, the game punishes you form trying to rush through areas, if you take your time and back off you can easily take all enemies on.
Just git gud.
There was a lot of ways to bottleneck the samurais, the worse part of that place is the snipers moving around to fuck your shit. In the original they didn't moved, so it was easy to predict the "safe spots".
I've been saying it the entire thread but I'll say it again:
Dark Souls 2 is too hard. That's literally it.
PvP is hard in DaS2. PvP doesn't exist in BB.
Multiple enemies can be difficult in DaS2 if you don't have a fuckhueg weapon. You can stagger lock every enemy in BB.
Managing stamina is difficult in DaS2. A blocked attack eats stamina, and you can't roll more than ~3 times and still have enough stamina left to attack without leaving yourself vulnerable. You can literally dodge 20+ times in BB and have tons of stamina left.
It's just a way more casual friendly system. In Souls games, bosses are difficult because, in order to learn their attack patterns, you have to dodge their attacks long enough to see them all. In BB, you can just spam quickstep for 5 minutes and watch the boss the entire time. The entire process of learning in BB is far more casual friendly.
Here's another just for you,
>Catacombs right before fighting Nito with a million respawning skeleton babies while having multiple Pinwheels shooting magic at you.
My argument is that it's a known unknown that demon's wandered into burg from Izalith somehow, and the paths they could have taken lies in the unknown unknowns.
Look, the pyromancer folk come from the swamps, one pyromancer condemned a travesty by poisoning the great swamp, does that mean that the puddle under the Blight Town is the Great Swamp, the land of pyromancer folk? Or is there largeer known unknown that is the whole swamp. Oh, and how is every land that isn't Lordran connected to Lordran? I guess it isn't, everyone is taking the crow express.
>Doesn't mean he knows how to climb
They wandered in. Wandering is the opposite of strategy.
I'm wasn't there for horse argument, I'm talking against a very specific point.
no man's wharf was worse, I think
if you rely on just one weapon (or two mediocre ones) at that point, they are going to break before you reach the shortcut and you're forced to kill almost everybody in that place, except the tavern or the creeps above if you raise the lantern
Didn't say it was tedious either.
Said it was easy, so damn easy that it was outright boring.
Holy shit you are autistic as it gets, can't even read a post and you're talking about others not concentrating?
>tfw I didn't drain the poison
The fight is way more intense with the poison there.
>wonky hitboxes and roll windows
I never understood this. Only wonky hit boxes ive seen are dogs, unless it stems from PvP, I could see that being an issue. I find the roll windows fine as well.
>Fight multiple enemies
>Get stunlocked by crazy six-hit comboes from three enemies
>Peek from the door and carefully snipe enemies with bows, running back and forth, reseting aggro
>Win but have literally zero fun
It's not fun no matter how you do it.
Playing the game like it feels it's designed around (melee), is easily the worst way to play it.
I don't mind dying a hundred times to O&S because at every death I still felt like I had a fighting chance and the death was my fault.
In DaS2, I either cheese by doing stabs in some bottleneck, or get fucking piled and die in helpless, impotent anger.
Its not even that hard though, it just took adjusting for people coming over from dark souls 1 and demon souls.
I think I died about 40 times between The Last Giant and The Pursuer, Ruin Sentinels fucked me a bit too but not as bad, after that it was all smooth sailing, beating most bosses on first or second attempt.
I don't have a gaming PC and I own an xbone and a ps4
I pity you for being unable to enjoy difficult games though bro, hopefully you'll learn and get better as time goes on
You are 100% a YOLO Souls guy dude lol
I killed Mytha in the poison pool on my 4th try without setting the windmill on fire on my first playthrough, the amount of poison moss Gavlan sells at the wharf is more than enough to beat the boss dess.
Oh I'm sorry, didn't mean to trigger you.
I meant "Being patient and strategic waiting for open moments or shooting for a distance to wither their HP or lead them into doors or the point where they do agrro like a true hardcore gamer would."
its been patched for a long time but for at least the first month you could be out of range for an attack and it would still hit you. Not sure if it was even an issue on the PC version
LETS USE A SET YOU LITERALLY FIND AT THE END OF GAME AS PROMOTIONAL ARMOR
>tfw tried to set the blades on fire because they're made of cloth
>tfw tried to find a switch to stop it
>tfw finally gave up and looked at a video online
>YOU HAVE TO LIGHT UP THE METAL AXIS
What the fuck
>Its not even that hard though, it just took adjusting for people coming over from dark souls 1 and demon souls.
Exactly man. I don't think it was necessarily that the amount of deaths is what made DaS2 more difficult, but the location of the areas where the difficulty was increased, especially on NG+.
>people actually enjoyed DaS's PvP more than DaS2's
Gee I sure love literally 80% of the weapon pool and upgrade paths being completely useless and the entirety of combat consisting of backstab fishing and dead angles
I played all the way to the tomb where Vendrick is so far, and the only area Id say is really just cheap is the Iron Keep which really was just pasting Alonne knights repeatedly.
Otherwise Id say the game has generally been fair so far, hell some areas are easier.
I'm pretty patient though and I still think DaS2 sucks balls. You need to get off your high horse. O&S are held dear mostly because it's overwhelming and breathtaking on a thematic scale. You feel like you are nearing the end (or at least the end of a volume) and fighting where the odds are stacked against you more than ever before. The entirety of Anor Londo itself just serves as a fantastic buildup in this way, O&S being the climax and the talk with Gwynevere and receiving the Lordvessel being a great reward for making it so far.
This doesn't mean O&S is a well designed boss fight, but you need to understand that most of the bosses people love in DaS1 are loved not because of how difficult or well made their fights are, but because of the boss itself and everything surrounding it. That's why we find them so much more memorable than any of the bosses in DaS2. There is a huge divide on /v/ about DaS2 because the previous two Souls games had set an incredibly high standard, and 2 just failed to live up to that. They wanted to make changes to the game, but didn't commit to it nearly enough, and so the result is half-assed and you're left with something that just doesn't work.
>Gee I sure love literally 80% of the weapon pool and upgrade paths being completely useless and the entirety of combat consisting of backstab fishing and dead angles
you must love DaS 2 then
>All of the enemies are statues that you can easily pull
>Bunch of guards in the area were you used to get the Soul Greatsword replaced by a single Chariot horse, and three Old Knights that you can easily pull.
>Three snipers replaced by a gargoyle that only aggros if you go really close
>No stone soldier gank in the room where you activate the elevator to LGK.
>Mask room only activates if you open the chest
>all those random red phantom NPCs with names like Dennis
>they blatantly cheat
>light armor, high poise
>healing as red phantom
What a piece of shit.
Plus the aforementioned "weer just addu moru enemies to = more hard"
>I meant "Being patient and strategic waiting for open moments or shooting for a distance to wither their HP or lead them into doors or the point where they do agrro like a true hardcore gamer would."
Or you could just dodge their attacks and hit them like a regular souls game
oh wait, you're too shitty to have success with that, so you resort to cheese and then claim that the game forces you to cheese.
Imagine somebody told you that a game you'd beaten on Hard "forced you to play on Easy"? It sounds retarded and ridiculous because it is lol
Maybe our definition of bait is differen't.
By bait I meant make the enemy follow you to a point where it de aggros or gets to a spot where you have an advantage.
Those two I just had to wait for an attack and wait for the CD.
>shitposted on dark souls II when it came out because of the shadows or certain bugs
>still played it and enjoyed every minute
>now defend it and call it underrated classic
who /mischief/ here?
Dev team wanted Alva to be the posterboy so his set is early and on the emotes
Marketing team wanted Faraam to be the posterboy and since it annoyed the dev team its shoved in a hole somewhere in the last half of the game
Lol there wasn't even any ganksquads unless you were a complete retard and killed all the stone soldiers infront of the doors, letting all the enemies out. I've gankspanked so many hosts and phantoms just becaise they let three ruin sentinels roam about.
I've been saying that people get angry about the game being difficult or requiring patience. My point has not been refuted, and yet you're acting like you've brought a shred of something to the table here.
Is there a reason to try to light all the tourches in various areas? Like I noticed on the Lost Sinner if you light the torches on either side it illuminates the boss room.
>lets make some of the more unique sets unreasonably hard to obtain
>lets make half of the light maps on metal armors look like garbage
>lets make the lighting effects in general look awful so the game looks like fucking shit the whole way through
>fuck it, just rush the game as fast as we can, and cut some content for DLCs which we said we would never do
>Or you could just dodge their attacks and hit them like a regular souls game
Requires ADP, which only the worse game has.
Post a video where you fight all the enemies in Dragon Shrine then.
and no SOTFs
It's almost as if the game was re-assembled from another game midway into the development!
Things betwix has a red phantom spawn
Gutter triggers an invasion
Aldias keep each one triggers a red phantom and you need to light all 4 to get aldias key
those are the ones I can think off the top of my head
In SotFS lighting all the torches in the Gutter summons a balck phantom.
Otherwise you really have to consider torch sconces in this game as a remnant of the old lighting system where everything was darker and you actually had to use your torch as you progressed. Another example of stuff that got canned by rushed development
but they don't trip over each other, where did you get that from
>not walking through walls and other enemies is lackluster AI
also you're even dumber than the AI you're calling out if you would rather aggro everybody and fight them all at the same time instead of finding a way to pick them out individually
Something tells me you didn't attempt an SL1 run, but I did.
>half of the DaS2 fans claim ADP is needed to fix the shitty hitboxes
>now you say it isnt
I never even leveled that piece of shit.
So you have rose tinted glasses then. There are plenty of zones in DaS2 where the boss was tied into the zone, was challenging and rewarding to complete, and felt as though you were progressing and exploring a giant, dangerous world.
All you said was "it failed to live up to the hype". In my opinion, it didn't. I fucking loved DaS2, it was an unreal game. The PvP was fun as hell, the zones had good atmosphere, and even though there were fucking tons of bosses, a lot of them were challenging and memorable, to me at least.
Lost Bastille is a fucking great zone. The Wharf requires a torch and the enemies are intimidating, the entire zone is littered with traps, and you come across a charming NPC if you explore a bit. Earthen Peak was a great zone. Brightstone was a great zone. The Castle was amazing, Dragons Aerie was gorgeous.
There are a lot of underrated little things that made DaS2 more charming than people give it credit for, and I stand by my opinion that the reason for that is that they became frustrated because they couldn't adapt to the new system that was in place.
>Multiple enemies are bad!
>the bosses are bad!
>tfw you find out Twinblades are fun AND viable
that 2HR2 tracks like a motherfucker
Because Bloodborne and all the weapons in it are designed for crowd control, literally every weapon has a wide arc move.
Not to mention faster stun recoveries, distant parries and other tools.
In short, dark souls 2 was shit.
>I fucking loved DaS2, it was an unreal game. The PvP was fun as hell, the zones had good atmosphere, and even though there were fucking tons of bosses, a lot of them were challenging and memorable, to me at least.
>Lost Bastille is a fucking great zone. The Wharf requires a torch and the enemies are intimidating, the entire zone is littered with traps, and you come across a charming NPC if you explore a bit. Earthen Peak was a great zone. Brightstone was a great zone. The Castle was amazing, Dragons Aerie was gorgeous.
Do you also crack up the END up to 40?
literally proved my point that you fucking and you're bitching about not being good enough to enjoy the game properly
>durr guys Ornstein and Smough is too cheap, I had to summon for help, that's bad design!
>Bottlenecking enemies, stabbing them or sniping enemies from range is extensive problem solving and you are garbage if you try to salvage some fun from the shitheap that is DaS2
Abusing AI and causing infighting in Doom is fucking fun.
Abusing AI by slowly chipping away health with bows, running far enough to reset aggro and repeating isn't fun.
Fighting a mob can be fun. Not when the four enemies you're fighting have long combos and tracking to the boot.
It's one of the following:
1. Cheese with bows, magic or throwing some shit from ranger
2. Pull enemies to bottleneck, walk back and forth stabbing
3. Sacrifice estus, or your life by fighting them in regular close combat
4. Be overleveled as fuck and post on /v/ saying it was easy as fuck and everyone should just git gud
I haven't done a SL1 run, I have done a 7 ADP run and never once had issues with things hitting me where they shouldn't have
Then again I never invested much time into DS1 where you are given more iframes than you would ever need right off the bat
aside from the cardinal tower statue and the salamander pit from the trailers, I don't think any area suffered from bad lighting in SOTFS. even the stairs down to that basement with the skellingtons was dark and spooky enough for me.
then again, I played at max settings, so I don't know how bad it is in consoles or vanilla
>remove lighting engine
>everything looks like crap now but w/e
>remove the functionality of torches now too, because why not
>just fuck my game up
>game releases, modders make it possible to tweak the graphics so they look somewhat like the original gameplay trailers
>ban players who use this mod
>don't ban many of the cheaters
>release the same game in a year's time
>upgrade the graphics slightly, but still make it look worse than the trailers
>also make it harder by throwing in more enemies all over the place
>Another example of stuff that got canned by rushed development
If they actually hamfisted the torch as being required in many zones due to darkness alone, you people would have bitched waaaaay more about that as a result
Alright DS2 boys try to defend your shitty boss battles
The brothers of no health mcgee
Agreed, Very atmospheric
Only his first form is fun to fight, Second form is just slowmo attacks that are piss easy to dodge
>Demon of song
Oh wow mister walk up to bellyflop hit face, What an interesting and memorable boss
Would be fun if she didnt summon a whole other boss for no reason
Divebomb mc hitlegs
Again no health mgee, Not even a threat
Agreed, She was a ton of fun
Too easy to dodge, Can easily be beaten with any build because he's so predictable
Oh yea i sure love waiting for sweep laser attacks and running around, The tiny spiders dont even fucking touch you if you have a torch
He WAS fun until you realize that hugging his ass made him a fucking pussy
She's a joke of a final boss, Literal 3 attacks.
>Every boss from the DLC
Yea those memorable encounters like
Cat and Lmao2cat
Ivory and Aloone was fun tho.
it's the mustard race people
they still believe the dark souls 2 PC main platform thing
even though the PC release was a month later than the console release and it still looked just as bad
By not being shit and taking one of them at a time. The worse you can do in that fight is spread out damage because the rest of the statues activate according to their global HP.
>we had to redesign the game halfway through making it
>but it's okay, i am sure players will not notice this
>game is obviously a cobbled together mess of levels and assets
>TOP QUARITY YOU BUY NOW AMERICAN GAIJIN
>The worse you can do in that fight is spread out damage because the rest of the statues activate according to their global HP
>doing damage is not encourages
nice solid gameplay
>copy pasting something from an earlier thread
Or you can do it the Dark Souls 1 way.
>Block with a shield and pivot around for a backstab.
>If you can't backstab it, just R1 it to death.