When she does the Scarlet rot attack with the flower just before the flower fades.Stomp.is broken against her first phase but I still don't know how you are using it in the second phase so effectively
When she does the Scarlet rot attack with the flower just before the flower fades.Stomp.is broken against her first phase but I still don't know how you are using it in the second phase so effectively
Yeah, this makes some bosses SO much harder. It doesn't feel like it's intended, considering you can't mount even in the open world during co-op. It'd be a damn chore to help people outside closed areas.
I would try different builds if knew where to get more larval tears.Sounds good, I might check it out! I love how easy it is to respec in this game, makes trying different types of weapons a lot of fun
I activated my first great rune and spent an hour trying to find her, even knowing where she was supposed to be. I guess I just kept missing her. Then,oh
the lady in theactually mentions the shortcut to get toliurna or the lake gazeebo that invites you the volcano manorI didn't notice the first time.altus plateau without having the medallion.
I love how the game actually tells you this type of shit.
Oh I know. I've done it. I just wanna make sure that if I am in a tight spot and quit to kick them out I am not going to get into any trouble.Not that I'm aware of. As far as I know, the host of fingers does get the reward as if they killed the invader, though.
Rya mentions the precipice?oh
the lady in theactually mentions the shortcut to get toliurna or the lake gazeebo that invites you the volcano manorI didn't notice the first time.altus plateau without having the medallion.
I love how the game actually tells you this type of shit.
You definitely are underleveledI activated my first great rune and spent an hour trying to find her, even knowing where she was supposed to be. I guess I just kept missing her. Then,I got to the Manor and the prison cell and holy shit. I'm level 68 and I feel like I'm under leveled for that whole area.
Looking at older boss designs from older soul games I can see they're much more slower and telegraphed along with in some cases easier to stagger or lower health bars. This is just a point of view from someone who hasn't played any other FromSoft game besides Elden ring but I don't know if that kind of design would last long as player skill goes up along with the tools available to the player also increases. I guess it's funny because I thought the Elden ring boss design was the norm for souls games but the bosses used to be much more lumbering and more telegraphed based on what I've watched.
Did you personally find or explore that location before you learned about it on the internet though? Not whether a player could theoretically do it, did you do it that way? And again, even if you did, did you find the other locations yourself or did you look it up?
Radahn rune is very lackluster compared to Godrick. Curious how others will be, guessing somewhere in between.
Okay, that's good to know. I've been cruising through everything (except Caelid) up until this point. Time to knock out more Liurna stuff first. Thanks!
I have 41 vigor and I guess I need more after getting tossed into the air and kebab-ed from 100 to 0 in a flash on a pretty poggers no hit run I had going
Some real bullshit there, lady.
Yeah I completely agree with you here - if the boss design had never moved on from what it was like in DS1, whilst players still got more tools to use against them, it'd be totally monotonous and boring. I just feel like something I liked from those early games has been gradually lost with each iteration of the combat system, and playing DeS and DS1 again last year has only made that difference in encounter design more obvious - I miss that simplicity. It's kind of quaint to me that Artorias, who at the time was one of the hardest bosses in the series, has a less complex moveset than *the first boss* of Elden Ring, and honestly wouldn't look out of place as a standard enemy in the game's dungeons.
When I encountered a second mine (identified by its "mine" moniker and visual language) and could see that both mines on the map, which is exceptionally detailed and tuned to you using it in tandem with exploration on the overworld, were shown as an orange blob it became obvious the game language was saying "hey, orange blobs are mines. Mines are where you get upgrade materials. Occasionally you get a "bell bearing" and if you look at item descriptions and interact with NPCs, you know those are given to an NPC at your hub to expand shop options. You should go to those orange blobs when you unlock map fragments."Did you personally find or explore that location before you learned about it on the internet though? Not whether a player could theoretically do it, did you do it that way? And again, even if you did, did you find the other locations yourself or did you look it up?
I don't mean to be antagonistic but it's not an argument to say it 'could' happen that way. The nature of an open world means most players do not follow a set path so things being available 'early' has nothing to do with whether they are reliably discoverable or signified as critically important.
Saying you need to randomly discover something to learn a mechanic even exists in the game is not justifiable (let alone giving direction on finding the rest of the ball bearings to make the mechanic actually usable). So many players just google stuff or read the wiki and then act like it's obvious in retrospect when it's anything but.
They have really since Bloodborne pushing the super high reflex bosses that demand dodges or other split second timing parries. The amount of constant non stop attacking spinning death blossom BS is just not fun to play against.
Yeah I completely agree with you here - if the boss design had never moved on from what it was like in DS1, whilst players still got more tools to use against them, it'd be totally monotonous and boring. I just feel like something I liked from those early games has been gradually lost with each iteration of the combat system, and playing DeS and DS1 again last year has only made that difference in encounter design more obvious - I miss that simplicity. It's kind of quaint to me that Artorias, who at the time was one of the hardest bosses in the series, has a less complex moveset than *the first boss* of Elden Ring, and honestly wouldn't look out of place as a standard enemy in the game's dungeons.
At this point I'm confident I won't beat her solo even with 99 on all stats lmao, but I'll try it again in NG+ I already know her entire moveset, with better weapons it will be better
I gotta say I disagree with this. You have to get off your horse and search. The way it is now everything you find is so much more meaningful and valued. When you find that cave which is tricky to perceive through your thoroughness it feels great.
I really don't want 'the wind' or whatever telling we where to find stuff like Ghosts.
Having said that, there are pointers in the world I think they're just fairly subtle.
This is a world in the style of Morrowind; it's not handing you stuff. Stuff is there if you look for it.
At this point I'm confident I won't beat her solo even with 99 on all stats lmao, but I'll try it again in NG+ I already know her entire moveset, with better weapons it will be better
After 90 hours, I think I'm ready to put the game down, until DLC or the PC version is patched into an acceptable state. I've rolled credits and beaten all major bosses, with the only trophies left to unlock the Plat being the ones for the different endings and the ones for getting all legendary of each thing.
I didn't know it was possible, but Elden Ring surpassed TLOU2, GOW 2018, BOTW, Hollow Knight, and Bloodborne, to become the best game I've ever played.
Did you personally find or explore that location before you learned about it on the internet though? Not whether a player could theoretically do it, did you do it that way? And again, even if you did, did you find the other locations yourself or did you look it up?
I don't mean to be antagonistic but it's not an argument to say it 'could' happen that way. The nature of an open world means most players do not follow a set path so things being available 'early' has nothing to do with whether they are reliably discoverable or signified as critically important.
Saying you need to randomly discover something to learn a mechanic even exists in the game is not justifiable (let alone giving direction on finding the rest of the ball bearings to make the mechanic actually usable). So many players just google stuff or read the wiki and then act like it's obvious in retrospect when it's anything but.
When I encountered a second mine (identified by its "mine" moniker and visual language) and could see that both mines on the map, which is exceptionally detailed and tuned to you using it in tandem with exploration on the overworld, were shown as an orange blob it became obvious the game language was saying "hey, orange blobs are mines. Mines are where you get upgrade materials. Occasionally you get a "bell bearing" and if you look at item descriptions and interact with NPCs, you know those are given to an NPC at your hub to expand shop options. You should go to those orange blobs when you unlock map fragments."
You seem absolutely incredulous at the idea people can play this game efficiently without using the internet tools, but so much stuff can be intuited by playing the game as intended and paying attention. Absolutely there's obtuse shit in the game, but it is nowhere near to the extent you seem to think.
I actually did find it on my own, but maybe they should've put it in one of the mines in Limgrave to make it that much more obvious.
But Bloodborne?
That game to me is still on another level entirely.
I still can't get Radahn. And i don't know what going somewhere else and leveling up _______, is going to change the outcome of being essentially caught in a one shot.
But that's just flatout wrong though. If you wanna play coop with somebody, then you open yourself up for invasions.
That has nothing to do with wanting to get invaded. Outside of the probably very tiny amount of people that are actively using the taunters tongue, there will always be two people because that's literally how the game works!
*Brought to you by a proud wearer of the blue circlet thingy
That makes sense. I didn't know that coop activated invasions. Anyway, apologies to like ONE guy i invaded, the other ones all tea bagged or emoted so fuck them, they're not any less pathetic.when you play coop you can be invaded without inviting, thats why you get 2 v 1s, youre invading people tha are just co-oping
I'm not sure what they can do because there is a sizable minority of people who hate the complex boss design in ER which is fair but I don't think they can ever go back to DS1 style bosses because the player base just seems too good to be walled by those types of bosses anymore. Maybe the combat system and engine need to be revamped because boss complexity can't keep going up to combat increasing player skill and knowledge (seven games worth at this point) because at some point the bosses will have to become ridiculous in order to stop players from beating them in one or two attempts.
Without big spoilers: you won't be able to simply go through that door. So there shouldn't be any "accidents".
You can sit at a site of grace before this specific door and somebody will give you a very clear warning not to go through that door.
I'm happy to disagree because I think we have very different conceptions of what constitutes being able to 'search/look for something' in a way that feels good. But 'the wind' exists in Elden Ring too for story objectives, it's so important that the direction is permanently added to your map. They also added beacons which show up both visually and in your compass so there's something sort of mechanically similar in a way too.
But I would also push back on the Tsushima thing because what I was trying to reference was all the landscape or natural environment pieces that clue you in on nearby sites of interest and not the wind. I'm thinking things like the bird swarms for Haikus, the golden leaves for Fox Dens, smoke columns, the Shinto Shrines, etc. Even the wind is really only used for quest-givers/starting locations and it's player driven, you can only track one thing at a time. So you can't be pushed in multiple directions at once, it's optional, and you can't even track non-quests unless you spec into it.
Elden Ring has some smoke columns but they're used for ruined villages or the traders (whose campfire is far more visible). i can't really think of any repeating visual motif that suggests where a cave, tunnel, or catacombs might be outside of the witch statues (which themselves have to be discovered too).
Having had some time to stew my thoughts after finishing the game, I think there are fundamental issues with their design of the open world that really hamper the combat experience. The world is simply too large and too obscured to hide such critical gameplay items and resources behind them with no direction or guidance whatsoever. Rarely do you discover a path to something or a hint guiding you towards something, you literally have to stumble upon its exact location. In comparison to Ghosts of Tsushima, in which I barely ever used my map because the game had such a well-embedded visual language to communicate guidance towards sites of interest (even from long distances), I was constantly referencing my map in Elden Ring just to see if the particular graphics on the map implied that it *should* have something nearby.
This is most apparent with the weapon upgrade system, which is an already bad mechanic turned awful because it is completely dependent on whether you happen to explore specific hidden areas, which are very easily missable in of themselves but which have hidden areas/bodies inside them too. Hell, some areas are not even supposed to be hidden they're just so barely visible that you have to be coming from a specific angle/direction to even see it.
You can very easily get soft-locked out of upgrades because you just don't have enough of a particular number. Moreover, the very system itself is extraordinarily punishing because it forces you to commit to a select few weapons because the cost of trying to raise another to your level to experiment with it is far too high. So the game is constantly dumping all these new weapons on you and all you can think is:
"Gosh, it would be fun to try using that but I don't have the dozens of stones I need to make it remotely comparable to what I'm already using. And even if I did have the stones, it's not worth the risk of not liking the weapon. After all, I get new weapons so frequently that I should probably save them in case I get a really good weapon later on I want to use."
And it's not even a hard problem to address, your smith-forge NPC could very easily give generic hints about the rough locations of caves or mines that might be good sources of stones (e.g. "try looking around the north-east cliffs of X" or "south-west of castle Y"). Ideally you would replace the system entirely and just have boss-related forging tools to freely upgrade all weapons to a specific level. That way you can still gate access to the damage tiers by actual progression.
Along the same lines, the game world is just too large and too 'realistic' to make this kind of discovery reliable. You could safely cut the zone areas down by maybe 30% and still preserve all the sense of space and discovery. But things are so spread out and the assets so samey-looking that your eyes tend to gloss over as you're just riding Torrent back and forth along a cliff wall or ruins trying to find any carve-outs with a torch signaling a cave/tunnel/catacomb.
A good open world is not just about making a huge area and plopping things down in random locations and demanding the player thoroughly scour each and every inch in order to find things. You should be able to get a sense of where things might be just from a vista, and there should visual clues and tells to communicate both when something is far away, but also when something is nearby so you can shift from 'travel' mode into 'searching' mode.
Elden Ring does deliver on a majestic sense of scale and wonder (the entrance to the lakes probably being the biggest 'oh shit' moment) but the Dark Souls games have already been doing that from day one. I really didn't feel like the Open World itself added meaningful mechanical depth to the existing formula besides the novelty of being able to see the different zones in a non-linear fashion. Which is neat, but it also creates risk in that it allows players to access items/resources they normally shouldn't have until much later. In some zones, you can find trash mobs that pose little danger but give a huge amount of souls relative to the zone you're supposed to be in, increasing the risk of being over-levelled in a game that both over-levels you by default and where being over-leveled trivializes the entire middle third.
I'm honestly conflicted myself.
Like I'm not sure Elden Ring beat Bloodborne as my favorite, but it's clearly the better game? if that makes sense.
From basically put a cheat code into the game with the Sword of Night and Flame laser beam.
I'm using a Longsword and the damage I was doing in the second phase was so small she recovered it in like 2 hits on my shield lmaoI feel like unless you can stun lock her to death like that one user earlier did, she's basically impossible with a big, slow str weapon.
Never once in the series I felt "this boss may be impossible with some builds" until now.