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At that point, is magic really OP though? HF Stomp was OP because it could shred enemies and would prevent you from potentially needing to face an enemy/boss numerous times to overcome it.
Based on this logic, I could say that the Serpent-Slayer Spear is over-powered and needs a Poise nerf because I broke the boss with the right combination of attacks that he stayed stunned the whole fight and it only took me 5 tries to figure out how not to even let the boss attack phase one (R2, R2, L2, back-step once so he only moves forward vs attacking, R2, R1, R2 and it's phase 2). If you time it right, he would try to earthquake but the L2 knocks him out of the wind-up, so he was literally just stuck lol
I'm not calling magic weak mind you, just not OP. It's as good as anything else in this game with its share of strengths and weaknesses.
THIS^
yes how op it was we see now, spells cost less and sometimes do more damage, so op the magic it had to be buffed.
Magic is OP. Deal with it.
LMAO!!! I KNOW RIGHT?!
https://www.bilibili.com/video/BV1zb4y1W7Q5/
https://www.youtube.com/watch?v=LnsfycE1fgs&t=1s
All of these requires specific setup. Comet Azur is actually LESS reliable then EITHER of these two setups.
The melee setups above are more efficient and easier to get the kill then it is to 1shot something with comet azur.
Melee and Magic have to deal with the same problems, therefore Magic is OP.
Baffling.
The openings they have after they attack. They can't dodge during their endlag. Gap closers are particularly susceptible to this, as are a lot of enemy ranged attacks. You may or may not have time to wind up a spell for five years to catch it, but if you refuse to use any of your quicker spells, that's your fault.
I've seriously seen people saying how overpowered sorceries are purely because they're ranged.. literally no other reason.
The early game magic really sucks, but the later you get the better it gets.. mostly the curve is really messed up honestly. Once you start getting higher dex and the talisman to reduce cast time you start to be able to cast at like half the usual animation which drastically helps for both pve and pvp.
Even after yesterday's patch though I feel like quite a lot of sorceries are pretty useless.. things like magic downpour, rock blaster, oracle bubbles, and a few others I just don't see any use for. It does so little damage and poise damage that people really could just tank through it in pvp and pve.. There's also things like meteorite which doesn't seem to be that useful compared to the typical rock sling.
About the dodging, I agree completely. There's so many enemies that can dodge roll absolutely perfectly to all ranged attacks.. this isn't exclusive to sorceries. They do the same with all ranged attacks. They don't seem to have any kind of "human" error involved. But meanwhile you can abuse it as well with spells like rock sling because they're programmed to dodge at the *cast* rather than the actual spell projectile.
Every Souls game has had issues with magic but this time around it's not *too* bad it just feels like sorcery didn't get literally any balancing while faith got *everything*.. faith flat out is just better in all of the variety you get.
And now it's some kind of herd mentality to just say "magic op". I don't know why people are as dumb to argue about something like that without even trying it themselves.
I bet this guy has never done a playtrough with a new character as a caster.