Uh, dude the game isn’t out yet and there is no official word on that afaik. Heck, in that link the shields the “northern warrior” has are the same size and one is for arts, the other for parrying. Not only that but there’s only 6 shields shown. We have no idea how many there will be on the final game port how they will all work.
I’m not sure why you’re so hung up on it, but in any case well know for sure once the game is out and we actually see everything.
DkS2 is great and had loads of mechanical improvements over the first, you’re missing out if you haven’t played both, there are good reasons to like both of them.
So far in the betas we’ve seen pure DeS style hyper-armour but nothing which resembles DkS1 poise. If it’s gone completely or relegated to a DkS2 style system where it kicks in during big weapon swings then I think that’s a better design. Poise is only really needed to make massive slow weapons viable anyway so the DkS1 system which lets you just walk through swings and has the same impact on all weapon types seemed like nonsense to me.
You give the big heavy weapons arts or charged attacks which can’t be interrupted, then for regular attacks perhaps have a poise stat on armour which allows you to shrug off hits during an attack only, and is multiplied based on how heavy your weapon is. That way guys in heavy armour with Greathammers can’t be poked out of an R2, but you can’t just wear Havel gloves and walk through swings to BS people with a dagger.
I’m really looking forward to this game but it has a lot to live up to after Bloodborne. Bloodborne is one or my favorite games of the last decade, if not all time. The idea of returning to slow paced DS combat after months of BB seems weird.
I disagree, the poise system in Dark Souls 1 is what made Tank builds unbelievably fun in that game, PvE AND PvP wise. You had enough poise and you would be able to drink a flask while getting slapped the fuck up by a boss and not even flinch. I feel like the stat should require a little more investment though, in order to balance it. It was borderline broken in DS1, maybe if it had a dedicated stat similar to ADP and if you got generally less poise from armor overall. Tying it to a dedicated stat with a high cap, imo, would even it out for the most part because you’re using those points to better your poise instead of other stats that could be benefiting you. Just like a Sorcerer will be weak in specific areas, a poise-centered build would be weak in specific areas as well.
It just sucks because playing a tank build in Demon’s/Dark Souls II doesn’t actually make you feel like a tank, especially after playing one in the first Dark Souls. You’re wearing all this heavy badass armor but you can only take one hit before flinching? That’s dumb as shit. If you’re walking around with all this heavy ass gear on, there should be a tradeoff besides just high defense. Maybe that’s just me though. I feel like playing a tank build should make you feel like you’re a giant brick wall carrying a sword.
You’re not exactly selling it to me as a good idea there…
DeS and DkS2 did allow you to absorb hits, they just didn’t allow you to absorb hits while casually strolling around, you had to be trying to hit something. The mechanic is there to prevent you from being flinched out of a big swing, to make it possible to swing a slow weapon while being attacked by quick mobs. Tying that stat to the armour instead of the weapon was a mistake, and lead to some really poor PvP gameplay. The ability to ignore hits is extremely powerful, it shouldn’t be a mechanic available to people who are fast rolling and sprinting through attacks with a Katana or poise stabbing with daggers.
If high poise were only available to fat rollers with big weapons that would seem like a functional design, but I’m not sure how you’d go about doing that, you’d need a complete redesign of the weight and gearing system.
I don’t have any intention to “sell” you on anything, I said I disagree and then explained why I thought it was a fun mechanic in the first Dark Souls.
I remember watching a video that has shields in separate “classes”
Some can parry, some can’t. Some have shield bash mechanics or unique things about how they work. So kind of like the way Dark Souls usually works, except it isn’t just exclusive to larger shields now.
Hell I could be wrong, but I remember a Vaati video or something of that nature that said something along those lines.
Yeah, the way it works is if there’s a shield icon on your shield, then L2 will parry. If there’s a sword icon, L2 will just be your right hand weapon’s weapon art, so no parry, otherwise you’d have to two hand your weapon first to change L2 to your weapon art button