Does stuff Break?
What do the numbers mean?
I’m playing warrior, what stats should I invest in?
What do the different stats do?
I can’t parry… lol. I can roll like a pro.
CAN YOU RC? haha
some of these bosses are funny, Dragon on the bridge… the game is silly, haha. I like/don’t lilke how some areas are easy and then hard for no reasons when the enemies come back. lol
-For the numbers. I play on an old tv and CAN’T read descriptions
What kinds of features are you guys looking for in Dark Souls 2? I would like to see the return of an integrated messaging system like how it was in Demon’s Souls. I didn’t like that was made into an item, plus it wasn’t as good (fewer message options). I would also like to see even more nooks and crannies to explore, like small caves and such. Of course, PvP needs tweaks.
Being able to backstab rolls is one thing that needs to go lol. One bad change that went from Demon souls to Dark souls.
Of course keep the estus mechanic, maybe limit the kindling feature to 10. 20 is just lol.
Keep Dark souls map style where everywhere is seamlessly connected.
Make spells more interesting.
Give better incentives to using heavy STR weapons and great shields. There’s medium shields in Dark souls that accomplish a lot of things that great shields do.
Dual wielding should be like demon souls and expanded on. Like say weapons will have a different move set when used on the offhand. Similar to the Gold tracer except every weapon will have their own unique moveset. If two of the same weapons are wielded on both hands, it’ll unlock a new move. Some weapons can have properties like being capable of parrying on the off hand, blocking, etc…
Fist weapons/Whips need to be worth using in some way. Not in some linear way, but expand on their move sets. Fists should be light damaging and extremely mobile; meant to be dual wielded. Like say dual wielding boosts his evasive options like backdashing and rolling that leads into offensive options;
•Like say Backstep -> R1 can be similar to Dudleys Backswing blow.
•Forward roll can be like Dudleys command EX ducking, inputing R1 or R2 gets two different attacks.
Etc.
whips…well i’m stumped lol. Maybe a great off hand weapon, like have a sweep and a long reaching attack on R1 and R2.
Won’t literally break, but if you dont repair stuff after a while they become pretty much useless til then.
2 )Depends on where you’re looking. Obviously hitting a dude and numbers popping up = damage. If it’s that big number next to your health bar it’s humanity. http://darksoulswiki.wikispaces.com/Humanity
tiny spoilers, I’d recommend not looking through the rest of the wiki on your first play through other than what people list here. Spoils the fun of the game
3)Doesn’t matter what class you start off on for the most part. What matters is what kind of build you want to end with.
•Do you want to be a juggernaut with with giant ass shields, weapons as big as you, and thick ass armor?
•Do you want to be a weapon master, capable of using most weapons?
•Do you want to be specialize with a specific weapon?
•do you want to be a quick and nimble thief? Alternatively, do you want to be a quick and nimble thief with giant ass weapons, or a quick ass thief with magic, etc…
•Do you want to use offensive magic? Have some off heals on the side? Some utility spells like turning into a pot/box to ambush invaders?
Honestly there’s so much ways to customize the way you want to play in Dark souls. So imo I’d say, don’t focus too much on spending your souls into leveling. Upgrading armor and weapons will get you far. Mention what kind of playstyle you want to play and we’ll help find you a weapon and a build. Just don’t put points into resistance.
Furthermore, to use any weapon/shield, you’ll have to meet the requisites via stats. A typically giant ass Ultra greatswords/great axes/great shields need a lot of STR. Stuff like Katanas have higher dex requirements
*however there’s no weapons that require more than 25 dex. While there’s STR weapons/shields requiring up to 50+
Read through.
Just practice it. There’s also a variety of parry windows, based on whats on your off hand.
Cartwheel ring is limited to having less than 25% equip load. For the most part you’ll be wearing light armor for that, especially if you carrying around heavy ass STR weapons. It’s an amazing ring regardless, not mandatory but amazing.
if you want to go for tanking and big damage; STR + End or Vit + End. Max out stats at around 40 for your first two stats then move on to the next, STR you can get it to 50 if you want to 1 hand certain huge ass weapons or effectively use great shields *most start at around 30 STR to wield.
Take note
So say if you have 28 STR. If you 2 hand a weapon, you effectively have 42 STR. This is especially useful if you’re going for min maxing a Great hammer like the Large club, without investing too much into STR. This allows you to put points into dex and it’ll open you up to different kinds of weapons whose weapon’s damage scale from both STR and Dex example, great bows. Or you could put it into int or faith for buffs or utility. Tons of possibilities.
TL;DR
pick 2 of these stats and level it to 40 or so; VIT, END, STR.
Focus on upgrading weapons and armor over leveling.
Last note. Weapons often scale off a certain stats and have a rank attached in the form of D - S ranking. Generally the higher the rank is, the more the weapon damage will scale off that stat. As you upgrade a weapon, it’s possible for the ranking to go up. Furthermore it’s possible for a weapon to NOT scale off anything. Usually these have a very high attack rating.
I think the difference though is that you can kill the Rays with bows before they even attack you, and then take out the skeletons. In 4-1 most are close enough to simply use magic and the cliff edges will often protect you. In 4-2 you use a long range bow. Plus, you can see them, and know when they’re coming since they’re huge and fill the sky, unlike being hidden behind walls and being able to clip through them. The Gargoyles in Latria are all visible, their eyes glow red it’s pretty much impossible not to see them flying above the tower walkways. The difference between the two games is that everything in Demon’s is mostly fair, where as in Dark stuff will be able to hit you without you having any clue. The first time through Londo pissed me off because the damn ghosts would attack from below or behind a wall, and there is even a mob setup in the cathedral that you have no idea is coming. You can’t see them coming and they have huge ranged attacks. When I was playing in the Painted World, those birds would just drop down and it isn’t like you could see them perched everywhere, and they’re incredibly strong. You could see one or two if you look hard enough, but there was a point you get completely mobbed by them with no indication they’re coming. At least the Gargoyles in Latria were placed at a distance that they were usually within your point of view rather than hidden off camera. As you make your way through Latria you can see them well off into the distance prior to arriving to their destination. One game the designers were being fair, the other, they were simply being cheap.
Those bugs were annoying yes, but you could see them and the sound they make is a dead give away for them exploding. I think there was only 2 real cheap moments in the cave, and that’s when you turn a corner only to be smashed by a Lizard-man or possibly get caught by those exploding wisps around the corner right after that. For the most part, Demon’s will advertise your death and in most cases, give you a chance to avoid it. Dark just kinda fucks you for the sake of it, and while both games are difficult it’s the extra layer of spite in Dark Souls that makes it a more difficult game IMO.
Eh they’re typically in the same places so all you do is walk forward and then back. It baits them to come forward. It was only the case of finding them and taking it slow on your first run. Needless to say I did that because I was scared shitless of the place. Only recently I learned that I can take them out with the bow/crossbow if you got curses.
The unpatched 2 Anor Londo archers on the ledge and Lost Izalith on the other hand was just plain cheap. You don’t know cheap until you went up against the archers unpatched.
This, is what I love about Dark Souls. From Soft is just spectacular at creating an environment that you truly feel immersed in. An environment that transitions itself so realistically, in accordance with the amazing enemies and bosses, that at times it can be very unsettling. I love the feeling of walking into a boss room, seeing its intro and just thinking “Wow, how the fuck am I supposed to kill that?”. They are masters of atmosphere that really make me feel like I’m almost actually there with my character. Slowly shoving the huge double doors open and descending down into the depths of Blighttown for the first time was just such a disturbing feeling. I was afraid not only of what the path ahead beheld, but I also feared for my character’s safety. A genuine sense of worry that not very many games can so perfectly transcend unto the player.
Dark Souls is such a great game, because it’s never about getting the coolest shit or grinding to a certain level. It’s such an immersive experience because the ONLY thing that gets you through the horrors, trials and monstrosities of this cold and perilous world is your ***sense of perseverance. ***It makes you **earn **every ounce of enjoyment that you receive from playing it, which in the end makes it that much greater.
THAT, is the feeling that I want to receive from Dark Souls II. I want to just stare in awe/disgust at the amazing boss/enemy designs. I want to spend hours exploring one of the dozens of amazingly detailed areas. But most importantly, I want that sense of overwhelming challenge, so that I can feel the satisfaction of finally overcoming it and EARNING the spoils of my victory.
Fuck. Now I made myself wanna play.
Fuck sleeping, I’m getting out of bed and putting it in :nunchuck:
Those archers are still stupid as fuck… I didn’t find Lost Izalith that cheap, you could avoid everything and kill of those bounding demons safely with bows. They don’t respawn.
The lava part of Lost izalith was littered and tightly clumped with the giant ass dragon legs and they had HUGE aggro range to boot. As of patch 1.05 and on, they rearraged their positioning and nerfed their aggro range by a relatively huge margin. Like you could actually aggro nothing running from the illusionary wall bonfire to next path across the lava without attracting anything.
On my run through with my STR Tank, the only viable method that I could think of was to corpse run the whole thing and let them friendly fire each other. I didn’t have ranged options at the time and even if I did, I’d have to kill a lot more than I do now.
Also they rearranged the capra demon positioning on the same patch too. However, it didn’t bug me. They were hard to deal with but not bullshit like the following part.
As for Anor londo, this one im somewhat skeptical and can’t seem to find the source for the patch note changes. I swear I saw specific notes or overheard it on a ENB vid along with the Lost Izalith changes. They might have changed the positioning of the archers and made it easier to approach the knight on the right.
Anyways the lost izalith changes were indefinitely the most noticeable. My first run through was approx. before the 1.03 patch. Fog ring was untargetable by opposing players, and ironflesh was brokenly strong around then.
An eternal battle rages at the heart of Dark Souls II. On one side stands the stern force of challenge, the very soul of the Souls series. It has inspired thousands of fans to hack their way through two of the most demanding and rewarding games of an era, fans who expect at least the same test on the next go around. On the other side is the bright promise of accessibility. And why not? Why shouldn’t FromSoftware and Namco Bandai open Souls up to a wider audience when it could otherwise be in danger of becoming stuck in a cult cul-de-sac?
There are many, after all, who have been put off by the series’ habit of obscuring its best assets from all but the most committed. Entire systems, such as Dark Souls’ covenants and Demon’s Souls’ World Tendency, remain mysteries to even reasonably experienced players – wouldn’t it be a service to the games to help everyone understand them better? On the other hand, isn’t the very nature of the Souls series about obfuscation and what it makes you work for? Aren’t its greatest pleasures about the slow crawl of discovery in a world that refuses easy interpretation? What would the series lose if it was made more explicit?
As we find out in issue 249, the answers to these questions are in the hands of game directors new to the Souls series, Tomohiro Shibuya and Yui Tanimura, who have taken the reins from Hidetaka Miyazaki. Their descriptions of how they intend to mould Dark Souls II into a more approachable form seem reasonable. But Shibuya admits that their approach will be influenced by their individual characters. “I personally am the sort of person who likes to be more direct than subtle,” he tells us. “[Dark Souls II] will be more straightforward and more understandable.” We sympathise if that sort of statement concerns you, but at the same time, we can surely agree that we would all like to see Dark Souls attain as great a presence as The Elder Scrolls. How it gets there is a worthy matter for debate, but it’s certainly a noble task.
FML. I no rike. Gaming history has taught me that when new people take over, 99% of the time it’s NEVER as good as the original people who laid down the ground work. GGPO, I’m not buying this shit day 1 like I did the first two Souls games, I’m definitely going to have to hear some impressions+watch some videos of it before I make any decisions.