Windcaler said:
I didnt get the game till christmas when my girlfriend bought it for me. It was a title I just passed over and didnt give much thought to, probably because I didnt play Demon's souls either. That said, I really like Dark souls. I started out playing as a knight that focused on big weapons, using a black knight greatsword at the end, then I started a pyromancer who I occasionally struggled with but eventually beat the game. I havnt had the time to start a third game because of other games Ive bought/gotten and havnt spent much time playing
From my view, the view of someone that didnt play the game before this patch, it doesnt seem all that bad. Pyromancy and spellcasters need to think about what theyre doing, true, but how is that any different from the other classes? There is no face roll class, you have to approach each opponent carefully and figure out a set of tactics that work to win. It doesnt matter what class or focus you play with. Iron flesh is certainly useful against nearly all the bosses if you want to stay near them and wail on them without much dodging/blocking and fire spells seem fine to me
I guess I just dont understand what the issues are. Can you elaborate?
Before the patch, Pyromancy made you a god, both offensively and defensively. Iron Flesh trivialized many of the bosses because you could facetank them and take little amounts of damage with no flinching. Even on the final boss, I could use Iron Flesh and take all his hits to the face and laugh at him while I ignore his blows to dish out my own. The Iron Flesh complaint stems from the fact that they made it
significantly weaker than it used to be. The only real complaint a Pyromancer could have is that they weakened the Mag Adjust on their flame, so the damage isn't quite as ridiculous as it was(considering how easy it was to be a stupid powerful Pyromancer).
Some of the other differences is that before the patch, you had to find Twinkling Titanite from the Crystal Lizards, and they only spawned once(if kill them or they otherwise die in any manner). And now with the patch you can buy those from the Anor Londo Blacksmith. Another example are arrows and the Master Key. Before the patch, only the Undead Burg merchant sold arrows early in the game, now you can buy them most anywhere. As for the Master Key, it wasn't obtainable at all during the game. If you wanted one, you had to start as a Thief. Well if you get Domhnall to move out of the Depths and into Firelink Shrine, he'll sell you a Master Key.
Another part of the patch was directed as weapons balance. Lightning weapons are ludicrously powerful. And since little to nothing has any real defense against lightning damage, one could forge a +5 Lightning weapon of their choosing(usually a spear of some sort or an Uchigatana) and since Lightning weapons trade their scaling damage for fixed lightning damage, those players could pump all their stats into Vitality and Endurance for stupid amounts of HP while maintaining their ridiculous damage. Their goal was to beef up other weapons so that Lightning weapons aren't
the option for PvP. They claimed that they were going to nerf Lightning weapons, but they, in truth, did not. They weakened Lightning +1-4 weapons, but Lightning +5 weapons are the exact same before and after the patch.
Oh, and there were some pretty busted spells and equipment. Ring of Fog, which makes you nearly invisible in dark places, used to make it so that you couldn't lock onto anyone wearing it. So in PvP is was quite invaluable as your target couldn't constantly face you as you circle them. Not without drawing themselves closer to you, anyway. The Tranquil Walk of Peace(I think that's the name) spell would make it so that you moved as if you were under the effects of Iron Flesh, only without the defense. And Strong Magic Shield would, as long as you didn't Two-Hand your weapon, you had infinite life. You could be thrown and knocked down and all that fun junk, you just couldn't take any damage. It was not supposed to do that. Rather, it was to give your shield pretty much infinite Stability, which it didn't do at all, before the patch. With the patch, they made some favorable changes to all these problems, such as being able to lock onto Ring of Fog users, reducing the movement speed encumbrance on TWoP and making Strong Magic Shield operate as designed; it gives you near infinite Stability and no longer makes you immune to damage.
They also changed the spawn points of some monsters, but that's no real bother.
My apologies for the lengthy read. The patch made a great number of changes to the game; it practically invalidated the printed strategy guides which, believe it or not, is not a joke. As lengthy as my elaborations are, I still haven't covered the entirety of the changes that patch made.
And with all that said, I don't really see that the patch makes much of a difference, to me. To me, it means I can get arrows more easily and I don't have to farm farm farm farm farm for those freakin' Twinkling Titanite. My only real complaint is that now my Pyromancer can't farm Silver Knights in Anor Londo anywhere NEAR as quickly as I could before, thanks to the nerf on the flame's Mag Adjust.