Now THAT'S a Dragon Fight!!!

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Church185

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hazabaza1 said:
Yeah running into random dragons was real fun in that game. Even the smaller stuff was a good challenge on lower levels, it made for a fun time.

That being said, I can't rightfully give DD any awards for Dragon fighting when this glorious boss exists...

Just feels so good. One person, one giant fucking dragon,, and a big place to fight in. It's a lot less flashy than DD but it feels a whole lot better when you finally win.
Kalameet's fight itself wasn't nearly as hard as I was led to believe, but I really wanted the sword you get from cutting his tail. There are on a few openings where you can reach his tail with melee weapons, because it will always be too high for you to reach or he'll turn too fast to face you. I finally got lucky, one time when he sat down to do his laser attack I ran behind him and blindfired a crystal soul spear and it cut his tail off.

Dark Souls is such a thrilling game, and I can't wait for the sequel.
 

Spacewolf

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I like Dragons Dogma (One of the few games i have a platinum trophy for) but I didn't really like how you just sort of run out of enemies that are a challenge eventually. For example my first fight against the drake involved an epic battle over a full day night cycle whereas the most recent involved me killing it within thirty seconds.

Personally I prefer MH where even at high level monsters can still tear you apart if your having a bad day or on a good day you can defeat a monster that had been giving you trouble without taking a scratch. It just feels more natural than just having a set of stats.

That said it is nice to be able to crush enemies that gave you trouble a few hours ago under your foot almost without noticing.
 

Hazy

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Dragon's Dogma's Ur-Dragon fight is really cool. Fighting with Arisens from all over the world to take it down in tandem is a great idea from a design perspective.
 

JagermanXcell

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Phoenixmgs said:
Xcell935 said:
Combat failed you say? I guess thats why people still play it, opening up new ideas and setups with what the game has for people to utilize no matter how unviable they seem.
People still watch the Transformers movies, your point?
Wait you're comparing Dark Souls the video game to Transformers the movie?
Sorry I had to go lay down....
My point is people enjoy the combat for what it is, what they can make of it. From succeeded in what THEY were going for not what YOU wanted.
Saying its FACT that they failed is dumb. In your OPNION you just don't like it, you like DD's different approach at combat, go play DD!
There, have to go lie down again.
 

Phoenixmgs_v1legacy

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Battenberg said:
And long before Dark Souls and Dragon's Dogma there was Yiazmat [http://finalfantasy.wikia.com/wiki/Yiazmat_%28Final_Fantasy_XII%29] in FF12. I can't think of a single boss (dragon or not) that is a more gruelling fight, you were doing incredibly well if this fight was over in less than an hour and a half.
I have one friend that actually did the fight. I got bored of the game before I got to Yiazmat (I did like 40 hunts maybe). From what he said and what I read about the fight, I really had no interest in doing the fight as it's just long. I read that you can beat Yiazmat as level 1 due there being a save point right there; of course, it would take forever.

Spacewolf said:
I like Dragons Dogma (One of the few games i have a platinum trophy for) but I didn't really like how you just sort of run out of enemies that are a challenge eventually. For example my first fight against the drake involved an epic battle over a full day night cycle whereas the most recent involved me killing it within thirty seconds.

Personally I prefer MH where even at high level monsters can still tear you apart if your having a bad day or on a good day you can defeat a monster that had been giving you trouble without taking a scratch. It just feels more natural than just having a set of stats.

That said it is nice to be able to crush enemies that gave you trouble a few hours ago under your foot almost without noticing.
That's mainly a scaling issue, which so many RPGs have. I wish the damage you can do stayed relatively the same over the course of RPGs and you leveled up gaining new skills or abilities, which is what makes you stronger. Yeah, at the start you can only shoot one arrow at a time that does 50 damage but then you get the skill to shoot 10 arrows at once. Damage increase, for example, is so ridiculous in Borderlands making enemies just a few levels higher than you such bullet sponges while enemies a few levels below you are jokes. Or I think more games should use a level system that just goes up to 20 so you can never be so ridiculously strong against the game's toughest foes.

Xcell935 said:
Phoenixmgs said:
Xcell935 said:
Combat failed you say? I guess thats why people still play it, opening up new ideas and setups with what the game has for people to utilize no matter how unviable they seem.
People still watch the Transformers movies, your point?
Wait you're comparing Dark Souls the video game to Transformers the movie?
Sorry I had to go lay down....
My point is people enjoy the combat for what it is, what they can make of it. From succeeded in what THEY were going for not what YOU wanted.
Saying its FACT that they failed is dumb. In your OPNION you just don't like it, you like DD's different approach at combat, go play DD!
There, have to go lie down again.
My point was that you can't prove a game is good by the amount of people that play it, much like the movie that makes the most money is not the best movie of the year.

I have listed so many issues with Dark Souls that are just true about the game. It seems From has fixed everything I said was broken about the game with DS2 from what people have said of the beta. If From didn't think those things were broken (or at least needed fixing) then why would they fix them? It's hard to say From succeeded when they have fixed so many things; wouldn't they just be refining instead of fixing if they succeeded? I require solid RPG mechanics from an RPG and DS failed heavily in that regard. There's so many basic things wrong with DS that should not even have made it out of the conceptual/design phase (like an unlimited inventory) let alone in the game and DS is not the 1st game but the 2nd game. So, I don't have much confidence in From making a solid RPG, maybe they can now with a different director.

It's very much like I don't have any confidence in Naughty Dog making a solid 3rd-person shooter because they have failed 4 times now with implementing proper TPS mechanics into their shooters. Do people enjoy and still play Uncharted and The Last of Us? Sure, but they have very definite shortcomings with regards to their mechanics. You can't even change the fucking camera sensitivity in those games (and the camera is sluggish as hell), which was what you fucking aim with in a TPS.

I may indeed be too harsh on DS but others are blind to the game's flaws or fail to admit they are there.
 

Phoenixmgs_v1legacy

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Twenty Ninjas said:
Oh god the more you go on and on about this game the more it becomes readily apparent that you have absolutely zero clue what you're talking about. Can you please refrain from making any more statements about Dark Souls that you haven't thoroughly researched? That would be really helpful.
Then why has From fixed all the shit I said was broken with the DS2 beta?

Twenty Ninjas said:
Taking D&D as a standard and arguing Dark Souls is broken because it's different. Get. Out.
If you can have a mage use his magic stat for melee combat, what would be the point of playing just a melee fighter when you can both fight and use magic really well as a mage? It's not about DnD but simple balance issues.
 

Storm Dragon

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Phoenixmgs said:
Storm Dragon said:
moar snip
To me, climbing onto a gigantic creature to attack its weak spots is flashy. It's extremely dangerous, probably unnecessary if you have a ranged weapon, and incredibly awesome looking.

But now that it's no longer 3am where I am, I'd like to go back to comparing those two videos from my previous post: the battle with Kalameet in Dark Souls, and the final boss battle of Dragon's Dogma. Keep in mind that I have never played either game, and am only addressing how the battles look. I will spoiler each section to avoid walls of text. Also, since the Dragon's Dogma video is the final boss fight, there could be some actual spoilers in here.

I greatly prefer the look of the Dragon's Dogma dragon, Grigori, over Kalameet's. Grigori's design is much simpler, but oftentimes simpler is better. Kalameet is this big, black, spiky... thing with a weird glowy bit on his forehead. His horns are too long, his snout is too narrow, and I can't even see his eyes. I'm not overly fond of the design of Grigori's head either, his mouth is a little bit too big and his eyes are too small, but the design is better than Kalameet's. What I'd like to draw particular attention to, though, are the dragons' respective wings. Kalameet's are far too small and bony, they don't even look like he could glide with them, let alone fly. Grigori's wings, on the other hand, look like proper dragon wings. Perhaps a few too many alar phalanges, but they seem big enough to support his weight. Furthermore, they look properly intimidating. If this dude flew overhead, his wingspan would block out the sun. And as a final note, I must say that I really dig the whole "glowing maw" thing that Grigori has going on. You can see the fire lurking in his gullet whenever he opens his mouth.

The battle with Kalameet takes place in a damp hole in the ground. That's it, just this big sinkhole with a bunch of puddles, it's boring. The site where Grigori is fought, however, is fantastic. The ruins of a mountaintop keep, soaring high above the clouds, and ending in a volcanic wasteland. The middle section, in particular, is my favorite, the large outdoors area with the ruined towers and bridges above a deep chasm and ringed by mountains. This is the sort of large, open area where a dragon would be the most dangerous, able to soar overhead and rain dragonfire upon you. The final area is sort of meh, but the crater of a dormant volcano is more open and interesting to look at than the sinkhole where Kalameet is fought.

The fight with Kalameet is just a simple slugfest from beginning to end. The player smacks at his shins while avoiding or blocking his attacks until the battle is won. There is no variation to this formula throughout the entirety of the fight. Meanwhile, the battle with Grigori is a far more visually interesting multi-stage affair. I could do without the "chased through a corridor" and "head stuck in a doorway" bits, but things pick up after that. The player races through the ruins, across crumbling bridges and up aging towers, while desperately trying to avoid a rain of dragonfire. Atop the last tower, the player comes across some balistae that he can use to strike back against his foe. Next the player finds himself on Grigori's back, hanging on for dear life as the dragon flies higher and higher while trying to shake him off. Then some weird glowy stuff that I don't understand happens and they both fall to the ground. After the two impossibly survive the plummet, the player's friends inexplicably show up (teleportation magic?) and the final stage begins. While this part is similar in style to the Kalameet battle, it's more interesting to watch since the player has to strike at Grigori's weak spot to damage him instead of simply hacking at his shins over and over. I really have to complain about the player's allies, though. They show up out of nowhere for no reason that I can discern, and spend the entire time shouting stupid, obvious advice. I know that they're a core part of the game, but this really seems like it should be a one on one, mano e draco battle, especially given the lines that Grigori is saying to the player. Which reminds me, I really like how Grigori is taunting the player throughout the whole battle, dragons should be proud creatures that look down on all other beings and let them know it.

Okay, that was a lot of words.
 

Phoenixmgs_v1legacy

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Twenty Ninjas said:
What exactly have they fixed? The games are still very much similar. They've changed the UI, they've added a penalty for death, made it so you can get invaded all the time, reworked a bunch of various stats, added heal over time consumables and consumables that replenish some of your spellcasts, which indicate a different direction with spell usage. Were those the things you thought were broken?
Here you go:

Fat_Hippo said:
Phoenixmgs said:
- Fix the broken RPG mechanics like fire magic not requiring stat investment.
Fire magic has been integrated into Sorcery, so it requires intelligence now.

Phoenixmgs said:
Stats being useless like Resistance.
I believe how well your armor actually works now scales with Resistance, so any build that wants to go armor heavy will now require investment into Resistance to make it worth it.

Phoenixmgs said:
Items (like the Wolf Ring) allowing builds to do things that a certain build shouldn't be able to do.
Can't say for sure if there will still be some absurd rings in the game or not, but they are putting a strength requirement on heavy armor now, which means you won't for example see dexterity build running around in absurdly heavy armor because their endurance let them do so anyway. And endurance no longer gives equip load, this is instead handled by a different stat, which exclusively raises your equip load. So they are really forcing you to invest in stats to use high-level equipment.

Phoenixmgs said:
Being able to put an element on a weapon thereby negating the need for stat investment.
All upgrade paths now scale with certain stats, so lightning scales with faith, and fire with intelligence. As far as I know there will no longer be any overpowered at low levels, underpowered at high levels, way of upgrading your weapons.

Phoenixmgs said:
- Give the enemy somewhat decent AI. I shouldn't be able to circle strafe an enemy for a backstab. Why is Dark Souls like the only game that allows you to hit an enemy in a group with an arrow and only that enemy comes to you?
Judging by reports of people who have played the beta, the AI seems to be far more aggressive. It is far harder to get behind your enemy, many enemies have attack which they will use if they sense you are behind them, they have a tendency to attack you in groups and follow each other, and will also follow you much further and aggressively if you run away.


I hope I put of your fears to rest. I don't agree with all of your criticisms, but I also found all the mentioned things worthy of improvement, and it seems as though they are doing so...Hurray!
---

Storm Dragon said:
To me, climbing onto a gigantic creature to attack its weak spots is flashy. It's extremely dangerous, probably unnecessary if you have a ranged weapon, and incredibly awesome looking.

The fight with Kalameet is just a simple slugfest from beginning to end. The player smacks at his shins while avoiding or blocking his attacks until the battle is won.
I don't see climbing a huge creature flashy, but just a necessity. You have to get to its weak spots and sometimes climbing is the only way. Either do that or don't fight it. Shadow of the Colossus would be so bad if you could hit the Colossi with 100s of arrows to defeat them.

That's the exact problem I have with most big fight in games. I've said this so much but hitting a dragon over and over again in the legs is just not the way to beat a dragon and not satisfying either.
 

Dethenger

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Diablo2000 said:
Yeah, Kalameet's not that bad. A sturdy boss fight, to be sure, but hardest of the DLC? Artorias wrecked my shit more than Kalameet ever did, and I cut off Kalameet's tail with a Bandit's Knife. I think he was probably the easiest of the DLC.
 

Phoenixmgs_v1legacy

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grimner said:
Phoenixmgs said:
So the Skyrim's, Dragon Age's, Dark Souls' of the gaming world need to majorly step up their game, you guys aren't even in the same league.
I'd still take most boss fights in Dark Souls over Dragon's Dogma's. They are incredibly well balanced between feeling frustration and the "once more into the breach" excitement, they can still do you over if you get cocky, and they have extremely imaginative designs. Dragon's dogma plays it VERY safe in the fantasy department, with each monster straight out of a first edition D&D manual.


That said, this is in no way knocking down Dragon's Dogma and its brilliant idea to allow us to scale the beasts. They are toying with a lot of really freaking good ideas, and are showing just how fun an "organic" fight can be. But at the end of the day, you'll eventually level up enough that you can take on the dragon and it'll feel like a breeze, even though the game is indeed great. And Kalameet will still be around to kick my ass no matter how many goes.
I so tired of Tolkien fantasy as well but Dragon's Dogma did make the beasts look and move really great and the way you'd imagine them looking and moving. The reason I couldn't care less for most RPGs is because they kept using the same setting over and over again.

I believe DLC dungeon for Dragon's Dogma is a challenge at any level from what I've read. Kalameet is DLC as well.

Twenty Ninjas said:
Phoenixmgs said:
Here you go:
Oh I see, you're basing this on hearsay again. Well, let me clarify things a bit:

- Pyromancy in Dark Souls enables things like soul level 1 challenge runs and is not broken. It's likely they integrated it into sorcery in order to be more strict on the actual power level of people compared to their player level.
I don't get your idea that a game needs to strictly follow some arbitrary "RPG Standards" you chose yourself in order to not be considered "broken". What's up with that?

- Whether some stats will still be considered useless hasn't been decided yet. Resistance was a sub-par stat, yes. It didn't affect the game much however.

- They fixed the few overpowered items a long time ago in patch 1.05. There was never anything wrong with the Wolf Ring. The Darkwood Grain Ring was nerfed considerably.

- Elemental weapons were also nerfed in 1.05. In addition, DLC bosses have huge magic resistance and split damage weapons barely work against them. This includes elemental weapons. Straight +15 weapons are the way to go now.

- Dark Souls actually has a stealth system of sorts. If an enemy hears an arrow, he will go to where the arrow hit, and whether an enemy aggros you is based on both sight and sound. If a group is spread far enough apart, it's possible to pull enemies individually. If the enemies are together, you will never be able to pull only one.
Circling for a backstab is a trick you can pull that gives the game a bit more depth. It isn't easy to pull off if you're not used to it and you won't usually see people do it on their first playthrough. It's not a "broken mechanic" by any stretch.

Any other concerns?
Lol, most of those are factual changes in Dark Souls 2 from the beta. They will be there when Dark Souls 2 is released. I'm sure Dark Souls 2 will not have a broken unlimited inventory either.

Again, LMAO, how is the ONE thing that allows for level 1 runs NOT BROKEN? They aren't arbitrary standards. It's just broken not to have a stat investment for one kind of magic when all other kinds of magic need a stat. Now if all magic had no stat requirement, that's fine.

So it took paid DLC to fix certain things in Dark Souls? That's just bloody brilliant.

I never once hit an enemy with an arrow in Dark Souls that pulled more than that one enemy to me. You're delusional thinking Dark Souls has a stealth system. Another person posted Dark Souls has stealth due to the invisibility ring.

They fixed Resistance, that doesn't mean other stats won't be useless but at least Resistance won't be.

All you have to do is circle strafe around an enemy for a backstab. How is that adding depth or difficulty in any way? It makes the game have less depth and be easier.
 

Church185

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I love Seath the Scaleless, and everything about progressing through the Duke's archives to get to him. This dragon betrayed his brethren due to jealousy over being born without the Scales of Immortality. He is rewarded with a massive library where he becomes a powerful magic user and drives himself insane with the knowledge contained within. His body becomes disfigured and crystalline, and he begins kidnapping maidens from Lordan so that he can experiment with his crystal magic. His fight is a little different than others that you have encountered up to this point in the game. He starts out impervious to damage, though that can be changed with methods I won't divulge here (for anyone playing through the game blind) and uses roomwide AOE abilities that can inflict you with curse. If your curse meter fills up, you instantly die regardless of how much health you had left and when you respawn your health is capped at half of it's previous maximum. Probably one of my favorite dragon's in video games.

 

Storm Dragon

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Twenty Ninjas said:
Storm Dragon said:
Okay, that was a lot of words.
The Kalameet fight, as with all fights in Dark Souls, is very much a fight where you have to "be there" to fully experience. Keep in mind that the video you see is likely the result of dozens of failed tries. There is a certain insecurity to each fight as one wrong move will put you one step closer to defeat. The player gets hit 3 times in the Kalameet fight, and I can tell you what the glowing aura that activates on the 3rd hit means - it means he'll be dead in one more hit.

I can assure you that while the fights may not be "epic" to watch and may not have flashy animations that signal the various stages, the psychological dread and pressure you feel as you get the boss closer and closer to death more than makes up for the feel of an empty but kickass kill sequence. During my first run through that game I almost instinctively panicked and started swinging wildly as the bosses' deaths were a few hits away, something which killed me more than it helped me finish the fight. Bosses in Dark Souls are much like raid bosses in World of Warcraft - seemingly unbreakable walls that you must plow through with your bare fists. Repeated attempts steel you and give the fight a much more personal feel - you learn the boss's name, his attacks, his patterns, his weaknesses. He stops being just another corpse in your wake and becomes a worthy adversary that will keep you up at night trying to defeat. It's a feeling like no other that I haven't seen replicated in many games, who usually shy away from making the boss something you can't easily defeat on your first try.
I must say, that doesn't seem very appealing to me. Don't get me wrong, I like a challenge, and yeah, lots of video game bosses these days are too easy. But from the way you describe them here and that video, the bosses of Dark Souls seem to test your endurance more than anything else, and that just doesn't sound like my idea of fun. You compare these fights to "seemingly unbreakable walls that you must plow through with your bare fists", when my preferred approach would be to find some other way around the wall. I can understand how you and many others can enjoy the game, but it just doesn't seem like my cup of tea.
 

gamernerdtg2

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grimner said:
gamernerdtg2 said:
sanquin said:
DD has a great combat system. It's too bad that the rest of the game is so generic and muddy (colour-wise) though. Otherwise it would have been my favourite game of the year.

I *think* Dark Arisen corrects the muddiness and some of the rpg features. Not sure what you mean about generic, but it's a great game for sure.

To me, the most generic thing about DD is the character designs, and how they're all from fantasy rule book 101. Like I said in the post above, they could all have come from a first edition D&D rulebook. Your goblin; your bigger orc; your zombie; a griffon; a Chimera, et all. Fun to play, no doubt, and very fun to fight, but far from original in their design.
The Cockatrice is from D&D?? I've never seen one of those before. But sure, the "Evil Eye" is totally a Beholder.
I think they didn't do too much in the area of creature creation because they wanted to focus on combat, which is an area that too many rpgs fall flat in. Sure you get options, spells, characters, big open worlds, but I think the combat separates this from many other games like it. Given what you've said, it says alot about DD that it's as good even with the same D&D type enemies.

I even like the pawns...but I haven't had a crack at Dark Arisen yet. I've heard the pawns get owned in the update.
 

major_chaos

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Twenty Ninjas said:
- Pyromancy in Dark Souls enables things like soul level 1 challenge runs and is not broken.
Pyromancy was broken because it was one of several things that trolls used to one shot noobs in the parish. Your actual power level needs to actully have something to do with your soul level for the horrible PvP to even pretend its anything more than a ganker's wet dream.
Circling for a backstab is a trick you can pull that gives the game a bit more depth. It isn't easy to pull off if you're not used to it and you won't usually see people do it on their first playthrough.
I...you... what? It literally took me significantly longer to learn to fight even the most worthless zombie face to face without losing half my health than it took for me to be able to consistently backstab everything.

OT: ya know I have had DD:DA on my shelf since shortly after it came out, maybe this thread will finally get me to play it. I could certainly use something to hold me over till X: rebirth comes out on friday.
 

Phoenixmgs_v1legacy

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Twenty Ninjas said:
Oh I'm pretty sure it will still have an unrestricted inventory. Because it's one of the things that was a welcome change from Demon's Souls and they're not likely to bring it back. By the way, we have yet to see all of the items in the game, and the beta features neither of the upgrade paths. The only sure things you can take from the beta as far as your ideas are concerned are the changes to Resistance, the changes to pyromancy and the fact that the stat descriptions say they increase various elemental damage.

It's not the "one" thing that allows for level 1 runs. It's one of the things that makes them viable challenge runs and not impossible tedium-fests. Thus giving the game replayability. And depth. With me so far?
Second, it may not have a stat investment, but that doesn't mean it doesn't have an investment. In order to make it more powerful, you use the same currency stats use. Why is this broken, again? You keep using that word, but I'm really not sure it means what you think it means.

The update was free. The DLC just had the content. The PC version has no DLC, it comes packed with it. There have been a few more updates since.

I take it you've never used the spells Hidden Body, Hush or the Slumbering Dragoncrest Ring. Yet you're calling me delusional while having little clue what these are and how they work. Surely you must know what you're talking about.
As for pulling more than one enemy: it's true that it happens a lot more often in the DLC than in the vanilla game. But why does it have to be a bad thing, again? Most of the time the location where you fight and the traps in your way will give you enough of a headache, and pulling enemies one by one is a tried and tested strategy.

All you're doing is circling around an enemy, lowering your shield thus exposing yourself, and hitting attack at the right moment. If you're off by a few degrees, you whiff. THAT is how it adds depth.
The unlimited inventory was obviously a design flaw in the game as why do you have "stash" to put things if you can carry everything?

If you have your pyromancy flame leveled up, you're not really level 1 are? Technically you are but... What's the point of these level 1 runs. It just sounds like you'll have good damage with your fire magic and one hit will drop you because of your health. Level up Int only, use sorcery, and it will be the same damn thing.

Dark Souls does not have a stealth mechanic.

I'm talking about circle strafing around an enemy while locked-on with your shield up and backstabbing. That's how dumb the AI is.

Twenty Ninjas said:
Storm Dragon said:
I must say, that doesn't seem very appealing to me. Don't get me wrong, I like a challenge, and yeah, lots of video game bosses these days are too easy. But from the way you describe them here and that video, the bosses of Dark Souls seem to test your endurance more than anything else, and that just doesn't sound like my idea of fun. You compare these fights to "seemingly unbreakable walls that you must plow through with your bare fists", when my preferred approach would be to find some other way around the wall. I can understand how you and many others can enjoy the game, but it just doesn't seem like my cup of tea.
But I understand if you play games more for recreation and less for competition. Just, y'know, if you ever get the idea to try it out: the walls are in fact very breakable.
Wow, he wasn't even talking about competitive gaming. Secondly, Dark Souls PvP is horrible because of lag and the how imbalanced the game is. You can't have a good competitive game of any kind if it isn't balanced.

Twenty Ninjas said:
major_chaos said:
Pyromancy was broken because it was one of several things that trolls used to one shot noobs in the parish.
Was it really necessary to fuel the guy's crappy arguments with an out of context correction that he'll now take as The Word and use it as the basis for everything I have to say regarding pyromancy and his stupid arbitrary standards for how RPGs "should be"? I hope you're happy.
You have no clue on how to balance a game. It doesn't even have anything to do with RPGs (it's not some standard, just common sense), it applies to any game. There has to be a give and take to everything. Pyromancy is all give with no take.
 

infinity_turtles

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Phoenixmgs said:
If you have your pyromancy flame leveled up, you're not really level 1 are? Technically you are but... What's the point of these level 1 runs. It just sounds like you'll have good damage with your fire magic and one hit will drop you because of your health.
No, you'll have "okay-ish" damage versus things that aren't fire resistant. Limited attunement slots also mean that you'll need to manage casts. Pyromancy is actually a pretty big investment that for most players on a non-SL1 run requires farming to both manage equipment, stats, and pyromancy. There are a couple buffs/debuffs it gets access too that are useful without the big investment, but aside from that it's little more than a glorified bow for most characters.(Unless you're keeping SL down for PvP, really need to manage your weight, or want those buffs you get more out of investing in a bow with the amount of souls it takes to buy the useful pyromancies and nab some attunement slots)

Phoenixmgs said:
Level up Int only, use sorcery, and it will be the same damn thing.
Nope. Not even close. Sorcery is powerful. It scales crazy well. Pyromancy falls off way quicker. Also there are more bosses and enemies resistant to fire.
 

Cybylt

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Honestly I have nothing to really contribute to this discussion other than Grigori is probably the best dragon in video games to date.



Just look at that smug bastard, he's fully aware of it.

Storm Dragon said:
The glowy bit on Kalameet IS his eye. But yeah pretty spot on. Kalameet's built up as the biggest badass of the entire race of big badass immortal dragons, but he's smaller and thinner than the baby one you find at Ash Lake.

Also, and I may be in the minority here, but Demon's Souls bosses were far better overall than Dark Souls which are largely slugfests. In Demon's every boss was more like a puzzle to be solved, and also it can kill you in two or three hits. Even the slugfest bosses of it (Phalanx, Old Hero, Flamelurker) had tricks to them like the Old Hero was blind and hunted you down by sound, so you could hide your footsteps by wearing the Thief's Ring making him go from this aggressive and agile monster into him blindly walking the hall, occasionally slicing between pillars.

Flamelurker didn't really have such tricks to him, sadly, other than the fact that if you pumped your flame resistance with certain gear you could halve his damage and effectively negate his AoE bursts.
 

Storm Dragon

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One last thing: While not from a video game, I thought this picture was too awesome to not share it with you guys. I won't say anything more about it, because it really speaks for itself.
Ancalagon the Black, mightiest of all his kind ever to live in Middle Earth

 

Phoenixmgs_v1legacy

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Twenty Ninjas said:
- The Bottomless Box is a follow-up from the stash in Demon's Souls and is very useful to unclutter your inventory.

- They're called challenge runs because they are challenge runs. If you can't understand the concept maybe you shouldn't pretend to know things.

- And yet the concept of being less visible and making less noise exists within the game and can be used to great effect. Go ahead, tell me how I'm wrong. Maybe give some examples too.

- You can't backstab if your shield's up. Are you sure you even played the game?

- Yes please make no effort to understand a damn thing I'm saying and attack my semantics instead. Secondly, as horrible as it is, the pvp scene is active even today. 2 years after launch.

The horrible pvp scene. That is very horrible. Because you say so. [http://www.youtube.com/results?search_query=dark+souls+pvp&sm=3]

- Considering how many times I've proven you wrong in this thread, you have no freakin' right to utter those words.
The low-level ganking problem is a problem with the pvp system and how it fails to take into account weapon upgrades and pyromancy level. It takes 340,500 souls to fully upgrade all 21 levels of the Pyromancy Flame. That's 55 levels from soul level 1. And this is not counting the multiple spells you can get for it, the most powerful usually costing between 20.000 and 40.000 souls.

But of course you knew that because you are the game balancer and you like to document yourself before speaking out on game balance issues oh wait
- I never used the bottomless box and my inventory was just fine. When I faced Seath and got cursed, I merely scrolled threw my whole inventory to find the best curse resistant stuff, it was relatively simple as all the armor/clothes are arranged by set. It's pretty bad for a game to allow you to carry everything because you can constantly swap out stuff to be optimized for every encounter if you want. There is a reason every other RPG has an inventory limit, it's not just because it's tradition or something. Managing your resources from point A to point B should be part of the game, especially Dark Souls, which has that survival aspect to it that most games don't have. I'm very confident Dark Souls 2 will have an inventory limit.

- There's a difference between challenge runs and runs that are something you know you and everyone can do but nobody does just because it's so fucking tedious. Speed runs on Mirror's Edge are a great challenge to test your skill. Just limiting yourself to play through the game in a tedious fashion is just dumb to me. I'm sure Bayonetta can be beaten just using guns, that's not a test of skill, it's just limiting yourself for no reason whereas getting platinums on NSIC for every fight is fucking skill. Playing God Hard on Vanquish is no doubt hard but it's something I know I could do (besides for maybe the double bogeys at the end) but the fact that your abilities are so limited makes it not fun, you have to play so campy and it basically just devolves into whack-a-mole.

- The fact that the game requires items for stealth means it doesn't have stealth. Would Metal Gear Solid be considered a stealth game if the only way to use stealth was getting the stealth camouflage (invisibility cloak)? Hell no. Do you need items in Skyrim or Fallout for stealth? Nope.

- I can't believe I have to explain step-by-step. You can circle strafe an enemy with your shield up all the way to his back and backstab them, obviously lowering your shield before doing so. The enemy AI is that dumb. That adds depth and difficulty to the game how?

- Almost every online game is still active 2 years down the line. That doesn't prove that it's good, it just proves people play it.

- I don't care how many souls it cost (since you can get an unlimited amount). What matters is that your character is getting better without increasing your level. PvP is played at certain levels so you can build say a level 50 character that is more powerful than another level 50 character because pyromancy doesn't cost any stats. That will be changed for very obvious balance reasons in Dark Souls 2.

infinity_turtles said:
Phoenixmgs said:
If you have your pyromancy flame leveled up, you're not really level 1 are? Technically you are but... What's the point of these level 1 runs. It just sounds like you'll have good damage with your fire magic and one hit will drop you because of your health.
No, you'll have "okay-ish" damage versus things that aren't fire resistant. Limited attunement slots also mean that you'll need to manage casts. Pyromancy is actually a pretty big investment that for most players on a non-SL1 run requires farming to both manage equipment, stats, and pyromancy. There are a couple buffs/debuffs it gets access too that are useful without the big investment, but aside from that it's little more than a glorified bow for most characters.(Unless you're keeping SL down for PvP, really need to manage your weight, or want those buffs you get more out of investing in a bow with the amount of souls it takes to buy the useful pyromancies and nab some attunement slots)

Phoenixmgs said:
Level up Int only, use sorcery, and it will be the same damn thing.
Nope. Not even close. Sorcery is powerful. It scales crazy well. Pyromancy falls off way quicker. Also there are more bosses and enemies resistant to fire.
Ah, ok. Still you are kinda finding a loophole for those level 1 runs by being able to level pyromancy though. Everything else requires stat investment. Most good weapons require at least a certain stat to just use not even considering you need to level the stat to up your damage.

Cybylt said:
Also, and I may be in the minority here, but Demon's Souls bosses were far better overall than Dark Souls which are largely slugfests. In Demon's every boss was more like a puzzle to be solved, and also it can kill you in two or three hits. Even the slugfest bosses of it (Phalanx, Old Hero, Flamelurker) had tricks to them like the Old Hero was blind and hunted you down by sound, so you could hide your footsteps by wearing the Thief's Ring making him go from this aggressive and agile monster into him blindly walking the hall, occasionally slicing between pillars.
I was playing Dark Souls and my friend was playing Demon's Souls at the same time. He would talk about those boss battles in Demon's Souls that sounded awesome and I'd always say something along the lines of "I hope the Dark Souls' bosses get better because they are nothing but enemies with more HP really" and I never got a boss like that in Dark Souls. I really do want to fight those bosses in Demon's Souls but I really have no interest in playing through all the other parts of the game.
 

ERaptor

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Never thought id say this, but i agree with Phoenix that the PVP in Dark Souls can be unbalanced, at least early on. Its absolutely possible to gather equip that just WRECKS Newbies without even upping one level. You just need to know where to get it. Its definetly better later tough, and high-level PVP Battles in Dark Souls can be really exciting and is entirely skillbased. The only real thing that allways bothered me was the fact that invaders do not get attacked by the Monsters of the World they stand in. It enabled a lot of really cheap kills.

Other than that:

Twenty Ninjas said:
I don't get your idea that a game needs to strictly follow some arbitrary "RPG Standards" you chose yourself in order to not be considered "broken". What's up with that?
I have to agree with that.

Phoenixmgs said:
There is a reason every other RPG has an inventory limit, it's not just because it's tradition or something. Managing your resources from point A to point B should be part of the game, especially Dark Souls, which has that survival aspect to it that most games don't have. I'm very confident Dark Souls 2 will have an inventory limit.
This being an example. Firstly, not every RPG has inventory limits. And secondly, arguing that an inventory limit automatically goes along with "ressource management" is bullsh*t. Its absolutely possible to push the weightlimit in most RPG's to a point where your PC has 3 different armor sets and 6 different weapons with him at all times. Funny enough, in a lot of RPG's Potions and Scrolls do not have a weight at all, enabling you to just jug healt potions until the Enemy drops dead.

And if we're talking about abusing game mechanics to your advantage, did you know that you can easily cheese your way trough almost any fight in Dragon's Dogma, by standing on a ledge/ rock or abusing aggro range? Dragons can be easily kited by shooting them with arrows from afar, if done from a certain distance the Dragon will use maybe one breath attack (which wont hit you, because of the distance) and then loose interest and turn around.

What im trying to say is, if we apply your "X is broken because i can abuse it"-logic, i can think of almost no RPG that can not be cheated by a variety of means. IF you need to establish arbitary standards, please apply them to every game, and not just the ones you dont like.

An invetory limit in Dark Souls would've just been a tedium. You'd enter an area "Oh they're using poison?" and then you'd have to walk back all the way to your stash to change to your anti poison-gear and then come back. Thats not a challenge, and its not punishing your for your mistakes (Because you cant know what awaits you in an area before you enter it), so it wouldnt fit the feeling the game is going for. And there is still the matter of upgrading gear. A fully upgraded armor may not have the specific resistance, but has a lot better protection. And while its certainly cool that the giant Doomspider cant poison you, she wont have a problem chewing your arms and legs off because you decided to remove your armor in favor of a Robe. The fact that you can change gear on the run isnt "broken" at all, it just allows the Player to adapt his Playstyle.