The Souls Series Replayed

Phoenixmgs

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A MH stamina system in DS would change the flow of the game, and make it more convoluted than it ever needs to be. Besides,


Hardly ever uses even 20% of available stamina pool and seems to be doing just fine while wailing away at the thing. Whether that’s possible through perks/items/etc. is kind of irrelevant as it renders the whole system rather pointless, so why bother having one with different requirements to manage it.


Souls games have stat requirements as well as a damage scaling tier based on respective stat levels, so the effect is synergistic when combined with the correct weapon. Not sure how or why that would be a bad thing, but it’s far too common a trend with you to overlook or dismiss things like that.
How is making a player manage stamina convoluted? Sekiro basically has exactly that, is Sekiro convoluted?

Why do you keep posting endgame builds and videos for MH? You're not going to be able to play like that for most of the game. Endgame stuff makes like every game seem like a joke a lot of times.

I know all of this stuff about Souls. I didn't say Souls didn't have scaling damage with stats, I said you can bypass it. It would be like a wizard in DnD being able to bypass the Intelligence stat and have as powerful spells as someone that put points into Intelligence. Since fire "magic" doesn't require stat investment a level say 60 character that farmed souls and maxed out fire magic put literally nothing stat-wise into that to get that powerful magic. That level 60 character is more powerful than another level 60 character that didn't use a method to bypass stat investment.
 

hanselthecaretaker

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How is making a player manage stamina convoluted? Sekiro basically has exactly that, is Sekiro convoluted?

Why do you keep posting endgame builds and videos for MH? You're not going to be able to play like that for most of the game. Endgame stuff makes like every game seem like a joke a lot of times.

I know all of this stuff about Souls. I didn't say Souls didn't have scaling damage with stats, I said you can bypass it. It would be like a wizard in DnD being able to bypass the Intelligence stat and have as powerful spells as someone that put points into Intelligence. Since fire "magic" doesn't require stat investment a level say 60 character that farmed souls and maxed out fire magic put literally nothing stat-wise into that to get that powerful magic. That level 60 character is more powerful than another level 60 character that didn't use a method to bypass stat investment.
It’s convoluted because it uses how many different types of food/drink/etc. to manage a point-based system that’s ultimately rendered pointless anyways. With Souls it doesn’t matter what game cycle you’re on since stamina is always being used equally. The rings or talismans in ER only negate a small percentage to enable recharging slightly faster or gaining an extra hit or two.

Sekiro doesn’t have a stamina system either. The posture system is built off of Souls’ poise system. The difference is being able to run, jump, attack, etc. as much as you like without penalty, but only when guarding is that mechanic introduced.

That last paragraph is a failure on your part to understand or acknowledge that pyromancies have operated on a different path than magic/faith in Souls games. It’s a bogus argument for the sake of it and nothing else, which makes it a waste of time to keep trying to explain here. Any build type can be viable if you know how and what to invest in. Some more than others but that’s true with pretty much any game that has a ton of variables.
 

CriticalGaming

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I gotta say for a game designer (supposedly) he really approaches this from the mindset of an incompetent player and not from the mindset of a designer. There is a reason why Bloodborne is pretty much still the fan favorite Souls game, and that's because it's systems are beautifully woven together in a way that allows everything to work. Your healing is finite because the game wants you to be hype aggressive, that's why you can recover lost HP by hitting the enemy who just hit you, you aren't SUPPOSED to use your vials you are supposed to fight back and in so doing you completely negate the need for blood vials almost entirely.

Additionally the finite systems of healing work well because of the damage output of the enemies. Healing vials, estus, gems, only work for small mistakes. But when a boss catches you slipping, you're dead. So the healing in Souls games are used to help the player recover from minor errors in play and wont save you for the bigger fuck ups. That's why the enemies come back when you die, because when you go through and area your minor mistakes build up to the point of unrecoverable and you'll die. So what happens, you have to retry the area only this time you know how you fucked up slightly and can avoid doing it, allowing you to get through an area with more and more of your healing available allowing you to make new mistakes on a boss or something later.

Souls games are not really meant for a bad player to be able to facetank their way through everything. You have to learn and play the way the game wants you to, at least to a baseline level.
 
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They were too hard on Bloodborne’s system IMHO. Yeah it kinda sucked having to farm vials when you’re stuck on a boss but in general gameplay otherwise it added a layer of tension, which is really tied to the game’s thematics. It isn’t really in the same “magical” realm of the Souls games, and the whole land of Yharnam feels thematically experimental and crude in a way, so naturally the blood vial system being something that’s hunted down and collected makes more sense than a replenishing “magic” flask of sorts.

I recall some of the best gaming moments of Bloodborne being when I was out of vials and an added layer of survival mode kicks in being extra careful around every corner and really digging into the regain system when taking any damage. Then an enemy drops one or you find one somewhere and breath a sigh of relief. That feeling is kinda lost when it’s just a matter of finding another lantern.
 

BrawlMan

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I gotta say for a game designer (supposedly) he really approaches this from the mindset of an incompetent player and not from the mindset of a designer. There is a reason why Bloodborne is pretty much still the fan favorite Souls game, and that's because it's systems are beautifully woven together in a way that allows everything to work. Your healing is finite because the game wants you to be hype aggressive, that's why you can recover lost HP by hitting the enemy who just hit you, you aren't SUPPOSED to use your vials you are supposed to fight back and in so doing you completely negate the need for blood vials almost entirely.

Additionally the finite systems of healing work well because of the damage output of the enemies. Healing vials, estus, gems, only work for small mistakes. But when a boss catches you slipping, you're dead. So the healing in Souls games are used to help the player recover from minor errors in play and wont save you for the bigger fuck ups. That's why the enemies come back when you die, because when you go through and area your minor mistakes build up to the point of unrecoverable and you'll die. So what happens, you have to retry the area only this time you know how you fucked up slightly and can avoid doing it, allowing you to get through an area with more and more of your healing available allowing you to make new mistakes on a boss or something later.

Souls games are not really meant for a bad player to be able to facetank their way through everything. You have to learn and play the way the game wants you to, at least to a baseline level.
They were too hard on Bloodborne’s system IMHO. Yeah it kinda sucked having to farm vials when you’re stuck on a boss but in general gameplay otherwise it added a layer of tension, which is really tied to the game’s thematics. It isn’t really in the same “magical” realm of the Souls games, and the whole land of Yharnam feels thematically experimental and crude in a way, so naturally the blood vial system being something that’s hunted down and collected makes more sense than a replenishing “magic” flask of sorts.

I recall some of the best gaming moments of Bloodborne being when I was out of vials and an added layer of survival mode kicks in being extra careful around every corner and really digging into the regain system when taking any damage. Then an enemy drops one or you find one somewhere and breath a sigh of relief. That feeling is kinda lost when it’s just a matter of finding another lantern.
I didn't get a chance to watch all of it; only post it. I don't know they went so hard on Bloodborne. It's clearly has its own playstyle that works for a majority of people.
 
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CriticalGaming

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I didn't get a chance to watch all of it; only post it. I don't know they went so hard on Bloodborne. It's clearly has its own playstyle that works for a majority of people.
It's a hard thing to rank a specific element of any given game because individual mechanics don't exist in a vacuum right? Healing systems in the games work along side the combat, the enemies, the level design, etc....so you can't just look at the surface of a healing system and rank it based on the healing alone. You might as well just rank the Souls games as a whole.
 

BrawlMan

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It's a hard thing to rank a specific element of any given game because individual mechanics don't exist in a vacuum right? Healing systems in the games work along side the combat, the enemies, the level design, etc....so you can't just look at the surface of a healing system and rank it based on the healing alone. You might as well just rank the Souls games as a whole.
Between this and Nick's recent dumb take video, Second Wind may need a third wind knocked into them, because they are going way off course. Right now Yahtzee is looking more reasonable compared to half of the cast right now.
 
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Between this and Nick's recent dumb take video, Second Wind my need a third wind knocked into them, because they are going way off course. Right now Yahtzee is looking more reasonable compared to half of the cast right now.
I haven’t watched much of them, but even on Escapist this was likely true to some extent. It probably is most noticeable when they’re criticizing things that people are already aware of and may have a different take on themselves.
 
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