Unpopular Opinion Time: Sekiro felt Very Dark Souls 2 at times.
lmao this forum makes me laugh
sounds like you're just bad at the game, go watch some No Hit runs and see how it's nothing like DS2.
Unpopular Opinion Time: Sekiro felt Very Dark Souls 2 at times.
DS2 defense force are a sad bunch.Strange response. What does your personal attachment to the game have to do with OPs issue with it? Or any of ours?
Trial and error is objectively bad game design in my opinion. You only know the tells until after the game kills you. In general FROM does a terrible job conveying it's game mechanics to the players. Once you know how to play the game it's a lot more manageable and fun. Which unfortunately leads to the terrible "git gud" attitude players have.
I think in general, "hard but fair" fits the series well. You'll die more to mistakes than the jank.
This is what "hard but unfair" looks like
You actually can't beat that guy legit
Unpopular Opinion Time: Sekiro felt Very Dark Souls 2 at times.
What the hellI think in general, "hard but fair" fits the series well. You'll die more to mistakes than the jank.
This is what "hard but unfair" looks like
You actually can't beat that guy legit
Aside from the (unintentionally?) hilarious contradiction in the bolded, doesn't this just boil down to "I don't like learning from defeat in games"? As far as the combat goes I think it's pretty easy to learn without dying. Keep your distance and bait the enemy into doing its attacks while you dodge so you can learn what it does. I feel like this is true for pretty much all ARPGs, there's just less leeway because you can't take a lot of damage in Dark Souls.Trial and error is objectively bad game design in my opinion. You only know the tells until after the game kills you. In general FROM does a terrible job conveying it's game mechanics to the players. Once you know how to play the game it's a lot more manageable and fun. Which unfortunately leads to the terrible "git gud" attitude players have.
This is by far the biggest flaw in the game for me to the point where I put in about 6 hours and dropped it because I didn't feel like playing a game that felt "broken" for lack of a better word. Might pick it up again and just pour everything into Adaptability.
lol seriously.lmao this forum makes me laugh
sounds like you're just bad at the game, go watch some No Hit runs and see how it's nothing like DS2.
Unpopular Opinion Time: Sekiro felt Very Dark Souls 2 at times.
I don't agree that deaths due to trial and error is good design though. In theory, you could complete a bullet hell game, Spelunky, Rogue Legacy, Doom on the highest difficulty, etc. without ever dying: it's nearly impossible of course if you don't know what the game's about, but all the elements are in front of you. Shots can be seen, there's usually room to escape, and so on. You only die when you make a mistake, when you weren't good enough, or when you haven't figured out the ideal way through and went into something you didn't properly expect. But Dark Souls has one shot kill traps, it hides enemies in unseen locations, there's situations where as soon as you enter a door an enemy well beyond your level one shots you before you could even realize there's someone there.
One of the worst parts of my Dark Souls experience was that I started the first game going straight on, towards the skeletons. I died a lot, but I managed to get rid of those bastards. Then I went into the cave, dying multiple times due to barely visible bats or something (haven't played that part in a while). But that was fine, I managed. Then I enter a room after all that fuckery and a mage one shots me. I was supposed to know that area is some high level shit I wasn't supposed to go into yet. The only way I could know that was reach the end of that area, because what came before was beatable but fair enough. There was absolutely no way for me to know (besides using tools outside of the game, eg. guides) that wasn't the way to go, and thus I wasted hours on what is essentially an impossible area at that point in the game.
That is a textbook example of bad design in my eyes: the most obvious route being a practically unbeatable dead end, but one you only realize to be so after several wasted tries.
I didn't want to say this because it would appear that I didn't give a shit about OP's greivances with Souls titles (I still don't lol) but yeah Souls games are gassed up to be these passing rites for gamers when they're piss easy
difficulty and combat depth masked by an overemphasis on build versatility and knowing when to block lol
"Cur-"I think in general, "hard but fair" fits the series well. You'll die more to mistakes than the jank.
This is what "hard but unfair" looks like
You actually can't beat that guy legit
Also, the timing for parryng with the shield in DS2 is so fuuuuuucking off. I can parry pretty much everything on DS1, Bloodborne and DS3 but DS2 is just nope with the frames.
So,you put all the games in the same bag because of a bad experience with ds2?
Projectiles through walls.
Projectiles that curve.
The mob aggros you with attacks that pass through each other to ahnnilate your health bar.
And the HitBox tomfoolery, apparently thiers is minisule, and your's is enormous?
Regarding their weapons? Their hitbox is enormous, and yours is miniscule.
Hard because it is unfair
Aside from the (unintentionally?) hilarious contradiction in the bolded, doesn't this just boil down to "I don't like learning from defeat in games"? As far as the combat goes I think it's pretty easy to learn without dying. Keep your distance and bait the enemy into doing its attacks while you dodge so you can learn what it does. I feel like this is true for pretty much all ARPGs, there's just less leeway because you can't take a lot of damage in Dark Souls.
I didn't want to say this because it would appear that I didn't give a shit about OP's greivances with Souls titles (I still don't lol) but yeah Souls games are gassed up to be these passing rites for gamers when they're piss easy
difficulty and combat depth masked by an overemphasis on build versatility and knowing when to block lol
Does anyone agree with me, or am I just an outlier as I flail myself at Dragonslayer for the 51st time...? Have things improved in Dark Souls 3 or Sekiro?
yet it's the best one
I'm sorry but I just want to point out that roguelikes are literally Trial and Error as their core design philosophy, so this idea that somehow they are not trial and error but Dark Souls is just makes me laugh.I don't agree that deaths due to trial and error is good design though. In theory, you could complete a bullet hell game, Spelunky, Rogue Legacy, Doom on the highest difficulty, etc. without ever dying: it's nearly impossible of course if you don't know what the game's about, but all the elements are in front of you. Shots can be seen, there's usually room to escape, and so on. You only die when you make a mistake, when you weren't good enough, or when you haven't figured out the ideal way through and went into something you didn't properly expect. But Dark Souls has one shot kill traps, it hides enemies in unseen locations, there's situations where as soon as you enter a door an enemy well beyond your level one shots you before you could even realize there's someone there.
One of the worst parts of my Dark Souls experience was that I started the first game going straight on, towards the skeletons. I died a lot, but I managed to get rid of those bastards. Then I went into the cave, dying multiple times due to barely visible bats or something (haven't played that part in a while). But that was fine, I managed. Then I enter a room after all that fuckery and a mage one shots me. I was supposed to know that area is some high level shit I wasn't supposed to go into yet. The only way I could know that was reach the end of that area, because what came before was beatable but fair enough. There was absolutely no way for me to know (besides using tools outside of the game, eg. guides) that wasn't the way to go, and thus I wasted hours on what is essentially an impossible area at that point in the game.
That is a textbook example of bad design in my eyes: the most obvious route being a practically unbeatable dead end, but one you only realize to be so after several wasted tries.
How about instead of thread whining you just move on?Oh look, someone on ERA is talking shit about Dark Souls 2. Stop the presses.
It's the game that got me into Dark Souls despite playing Demon's Souls and Dark Souls 1 before it. My personal favorite in the Souls series. Instead of screaming into the vacuum, why not just turn off the game and move on?