Poise was made to be as obtuse as some of the quests in FROM games, for some reason. The best explanation I’ve seen -
FromSoftware has changed how poise works across all three games, to varying degrees. In Dark Souls 1 and 2, think of poise like an invisible meter. When attacked, your poise meter would go down. If your poise meter expired, your animation was interrupted. Though this wasn't surfaced in the game's interface, you could intuit how it worked. In Dark Souls 2, FromSoftware introduced a wrinkle that fans dubbed "hyper poise." For certain weapon types—usually heavy ones like greataxes—poise would temporarily increase while attacking, but you had to time your attacks to make sure poise kicked on at the right moment. None of this was made visible by the game, of course; it was all silently happening in the background.
"The invisible number war now had an invisible number modifier in an invisible situation," said Norwood.
For Dark Souls 3, FromSoftware quietly removed how poise worked in the original game, while keeping the mechanics of Dark Souls 2. Now, poise exists when you attack with a weapon, but no longer protects you from being staggered while standing around. Additionally, some weapon arts, like one inspired by the dash move from Bloodborne, enable poise while the player is moving. Essentially, Dark Souls 3 only provides poise while players are active.
Basically, bad Miyazaki. They need to realize that *good* communication, at least when it comes to game mechanics, iskinda really important.
FromSoftware has changed how poise works across all three games, to varying degrees. In Dark Souls 1 and 2, think of poise like an invisible meter. When attacked, your poise meter would go down. If your poise meter expired, your animation was interrupted. Though this wasn't surfaced in the game's interface, you could intuit how it worked. In Dark Souls 2, FromSoftware introduced a wrinkle that fans dubbed "hyper poise." For certain weapon types—usually heavy ones like greataxes—poise would temporarily increase while attacking, but you had to time your attacks to make sure poise kicked on at the right moment. None of this was made visible by the game, of course; it was all silently happening in the background.
"The invisible number war now had an invisible number modifier in an invisible situation," said Norwood.
For Dark Souls 3, FromSoftware quietly removed how poise worked in the original game, while keeping the mechanics of Dark Souls 2. Now, poise exists when you attack with a weapon, but no longer protects you from being staggered while standing around. Additionally, some weapon arts, like one inspired by the dash move from Bloodborne, enable poise while the player is moving. Essentially, Dark Souls 3 only provides poise while players are active.
The Long, Desperate Search To Understand Poise In 'Dark Souls 3'
Months after release, a frustrated Dark Souls community finally has the answers it's been looking for. It shouldn't have taken this long.
www.vice.com
Basically, bad Miyazaki. They need to realize that *good* communication, at least when it comes to game mechanics, is