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Повідомити про проблему з перекладом
RoB and Moonveil can be dodged, although dodging RoB is harder.
BHS literally gives you 0 opportunities due to the questionable iframes and pressure / safety it gives combined with the distance travelled at the almost non-existent cost of FP and stamina.
it uses a negligible amount of fp, covers more distance in less time than a roll or any other evasive skill, and can be followed up instantly by an attack with a weapon that extends that range even further, often combined with a status effect that cannot be resisted and that also resets immediately after the bar fills before being able to be applied again, and negates damage entirely while using it. unless you out DPS them with melee, you will lose that fight the majority of the time before they run out of FP and flasks because you cannot out run them, and you cannot hurt them until they are directly on top of you, and you cannot hit them with almost any skill after they hit it 3 times to get away and flask up. Please post a video of you doing this consistently in a 1v1 without using BHS.
Therefore the fixes are mandatory.
If you want my honest opinion, I think that weapon arts should be more akin to a weapon durability system than the FP system. Like every art should have a certain number of uses between grace points that are un-replenishable until resting. It would both allow for players who like to be spec'ed really hard into melee to not have to waste a ton of points on Mind in order to use the art multiple times, while also almost completely negating excessive spamming by not having a potion that just refills it all, over and over. I'm sure plenty of people would disagree, but I feel like giving say, BHS 10 or 15 uses total before it needs to be "recharged" at a grace point would be a fair way to cut down on spamming without having to alter it at all. (then again I'm sure that would just lead to people getting multiples of the same weapon and cloning BHS and putting it on those weapons, but being forced to switch mid-fight during invasions would still probably prove to be more of a detriment than potion chugging is)
Of course, such a system would never be put into Elden Ring now that it is already out, but I think a system like that would feel overall better in the long run.
Yes, it's going to be long, but what i said is a viable strategy, since people tent to not lvl mind. They'll do the dodge about 10-15 times and they're out. Don't attack them when they come out, roll out of the way, provoke them to use it by hitting them.
The "instant attack when they come out" is the same as the one after a normal roll. Those attacks are easily parriable.
In other words, stop trying to win by only using dodge and r1.
No. I meant what I said. It all depends on the build. I literally one hit people trying to attack me with their youtube builds. I use ruin greatsword with maxed poise btw.
I think you are all stupid af and dont experiment at all. Just because you all consume far to many elden ring youtube videos.
That's like, your opinion, man...the overwhelming opposition to invasions and the already thriving mod community pretty much drives that thought into the ground.
If every pvp match doesn't look like a buncha those ♥♥♥♥♥♥♥♥ from Bleach flashstepping all over the place, why even bother?
"Opposition to invasions" was here for more than a decade, since 2008. Devs clearly think this is a core part of the game, otherwise they would make a pure coop game for casuals.
Invasions are here to stay and your misconception of the game concept will not change that. Deal with it, git gud, or go play another game.
Don't misunderstand, Hoarfrost Stomp had it coming; it was way too good. However, it's basically useless now.
Mimic I had just gotten and it seemed okay at its base level. Now, however, having it at +10.. it seems extremely hit or miss depending on what I summon it to fight. I assume it probably performs better with different weapons than I currently try to summon it with depending on the situation.