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On your point of HP something to point out is that "twinked" invaders are unlikely to have fully maxed # of estus or amount of heal per estus while maintaining low weapon upgrades due to the size of the game and difficulty they'll encounter with later scaling compared to DS3. It can happen, but it will probably be far rarer than what we saw in DS3 so your example was definitely an "extreme" comparison for practical comparisons. Your point about standard host + phantoms, or standard host + late game built up phantoms, would be much more applicable vs a somewhat "twinked" invader so their pool of healing should noticeably surpass the invader in almost every case in a more practical sense (and as you showed even in an extreme maxed twink's case typically would unless host was alone and activating finger).
Do we know if crab negation gets nerfed similar to Talisman's in PvP yet, if you've had a chance to test or seen a source who has tested it? Or is it closer to spell and other ash buffs that keep full effect even in PvP? Crabs are an interesting point that, while not huge, is a point of min-maxing for sure.
About boluses they're not actually relevant for Scarlet Rot as a solution for anyone as Sacremental Bud ingredient in their crafting is finite. Supposedly they respawn but the conditions are either very extreme or most likely boss based PLUS an additional CD mechanism making them literally finite. I mean, technically, they can be farmed from a mob but the drop rate is heinous. "Flame, Cleanse Me" is a superior option for early and late game and can be gotten extremely early. Sadly, you have to actually find it which presents limitations and while it can be acquired super early... realistically at the most absolute early points of the game odds are unlikely a standard host will have it. :( Alas, a similar situation to poison in DS3 which could be countered by blessing but actually having it or being obviously aware of solutions is an information game... that newbies are likely to fail due to no fault of their own.
Madness from Vyke's Spear and stuff is an interesting situation. The invader having a bolus for it might not be relevant because odds are the host doesn't have the weapon most of the time unless it was dropped for them at low level. Exception being a "twinked" ally phantom of host on occasion (odds of this hard to say, could be frequent or not). Host dealing with this as a standard host is also of interest because if you are building up madness then you are probably being hit way to much. In the end Madness currently follows a similar issue of bleed in PvP where bolus is not particularly the best solution as not getting hit in general. If anything, it could be said to be less of an issue than bleed with exception of host having very low HP due to a bad build as the burst flat dmg on top of % and the attack itself could lead to instant death similar to being hurt then hit by a critical from a parry at low HP (or if HP simply too low to begin with). More of a build issue and/or getting hit too much issue in general. I won't completely discredit the value of bolus for this but, honestly, not that important.
You mention poison but there is an antidote spell very early. That said, without it poison can be very problematic similar to moss if host HP is obscenely low. Fortunately, the spell is nearly impossible to miss being at the Roundtable Hold from the first NPC you are likely to see there and you can get there nearly immediately due to Melina kidnapping you (lol).
You mention Ragadon's Soreseal for +5 stats but there are two reasons it isn't a problem.
1. The +3 version is on weeping and almost identical in stats.
2. Unlike Prisoner Chain which is more obscure and hidden behind mandatory to beat bosses that some find hard on a route that, unless you like killing NPCs randomly, you are less likely to find early the route to Ragadon's is almost forced upon you if you explore northern Limgrave and meet Hunter D. He marks the waypoint portal on your map. From there you just explore a bit south to see if there is anything of interest and find a site of graces tucked right next to it and can see the item through the boards in the wall. For the adventurous sort lured by its visibility they will run and grab it regardless. Others may not but it is practically shoved in your face, in truth. Odds are most will not explore past that point, though, due to the obvious dragon issue. This was a rather interesting design choice, especially after the whole Prisoner Chain incident in DS3. I think this plus the weaker +3 version were intentional to make things fairer for less skilled players and to reduce complaints but who knows for sure. As for Greatjar’s Talisman it isn't especially relevant, but you could of course use it in an attempt to min-max and maybe slightly improve combat performance with the right build. Honestly, not a huge deal as it is like comparing someone with med armor vs heavy armor builds be it early or even late game.
Actually, because I appreciate your post though I don't fully agree with all analysis on it I've changed my mind and will put this response there as well since it has no responses at all (such a mostly solid post really does warrant a response and discussion). That said, I'm not going to go super deep atm no it (maybe later if I can be bothered) but hopefully it helps others jump in and discuss.
(lazy copy paste from other thread since OP presented link to this one)
its for regular most likely. +3 somber is equal to +8 regular roughly.
as for the tc :
a few things. its pretty simple to get 14 flasks without even beating morgott at low level. did this myself recently. while i was level 40 with +3 special gear the difference wouldnt be that big that its not possible. plus the twinkvader needs all 4 charm slots so must reach godfrey shade boss ANYWAY as these cannot be traded.
its unknown if spirit ash upgrades influence matchmaking as of yet. i havent seen data for or againist it. if they are ignored its silly easy to get into endgame areas with just a +10 oleg doing your job for you on most bosses. this would make staying at low upgrade easier than ds3. there really isnt a reason to defeat maliketh or anything past him for the twink as it doesnt give anything such a low level can make much use off.
you assume all flasks set to healing for the twinkvader. given the power of ashes of war and spells the twinkvader wants fp flasks aswell atleast 1 of them. so 7 is not a given.
getting to +10 flask upgrade is easy and can be done before even entering the erdtree city. the final 2 upgrades are in the mountains and are probaly wasted anyway due to the hp limit on low level you would overheal with these. thus unneeded.
you also assume the host never leaves limgrave. a big IF. youre never confined to limgrave afterall. game is open world. you can just walk right past stormveil.
the invader needs to stay at or BELOW the hosts level and upgrade level to even invade them. so if host has +2 regular weapon invader can have AT MOST + 2 regular and +1 somber aswell. on that front the invader has no advantage. even at low level due to the invasion matchmaking rules.
rotten breath is insane at killing low level hosts. but very often they are accompanied by endgame casul carriers which will just hand them the healing item for it.
radogans soreseal is by far the strongest charm in the game currently. given pretty much ANY build even at meta levels (125-150) uses this thing a nerf is likely to happen on it (but probaly not soon as there is simply more serve balance issues beforehand) the lower your level is the bigger the advantage of this thing is. and its easy to grab even without tradeing you can get it early if you know where it is.
the armor advantage isnt really there due to weight limits for the invader beeing very low even if you got the jar charm and a erdtree favor. both are also available early game easyly.
most low level invaders stop at 20 already to be able to invade outside of stormveil aswell. at 30 you wont see much invasion success in most of limgrave.
the fact pasword summoning exists gives the host extreme advantage even at low levels.
currently none of these numbers matter much as you can just madness eye lazor snipe any host or invader if you stay out of range and wait for a good snipe moment. this is due to absolutly silly status buildup values which will hopefully soon see a serve nerf accross the board.
Yeah, this was basically my best case scenario for the twink. You're both correct; in practice it probably won't always be +12, and when it is it'll be at a lower rate than in previous games. At the same time though, the level appropriate players are also unlikely to be as strong as their potential best case scenarios imply, and the twink is favored more by that kind of suboptimal setup vs suboptimal setup scenario since so many of their later upgrades are just gravy on top.
As for having FP flasks, I'm not sure. I kind of figure that a twink that wants to use WAs might use a flask with bubble + fp restore for that, and if they're finding WAs to be powerful enough to forgo healing, I think that it's a bigger issue that the LAP doesn't have access to them than the extra twink healing would be.
This is a big if and might be over the standard level; I went with higher leveled situation so I could encompass all of Limgrave and because it favored the LAP some more.
I'm not sure that many people will go beyond Limgrave, though. Until you're right on top of Stormveil your only options are east into Caelid, Caelid through the Siofra River (itself very difficult below like 20-30), or being teleport trapped. I think that any player who winds up in Caelid is going to GTFO pretty fast if they aren't experienced and want to be there because...well...it's Caelid.
It's not even just rotten breath. Some weapons like the Antspur Rapier and...a dagger that I'm forgetting the name of have Scarlet Rot on them. It can be applied without FP investment.
OL phantoms are indeed problematic, but that's a separate thing; they're functionally like twinks but with way more variance in power.
Yeah, I completely forgot about the early version, as can be seen in my response to Xengre in the other thread. It does help even the playing field a bit.
Nah, it does matter. Between ETF+2 and GJ it's a 10% physical absorption hike, which is seriously noticeable when you're already going up from about 25%.
The jar charm is in Caelid and locked behind three NPC fights where you're going to get oneshot if you're below level. I had to resort to rotten breath cheesing even with a fairly strong build because those NPCs ended up so powerful (I highly suspect it's only copying builds and then assigning a hugely bloated HP value. Maybe upping damage too).
Hopefully. And hopefully fast.
From an invader perspective, Rotting a host and watching him slowly die while out of Flasks is a unique feeling. Often, though, their phantom steps in and helps.
I believe the invader can use a summon on their account to access late game areas without upgrading their weapons, unless summons are also affected by weapon matchmaking which I doubt is the case?
While invader has little vig due to low level.
Meaning the flask advantage in that situation is obsolete. It's either play perfectly and avoid being hit or die.
Which leads us to "how many hits it takes to kill the player". Vig is the most op stat in the game in pvp for that reason. Many "normal" players dont level vig at all. While their summoned friends have it capped out.
Meaning invader has to rush to kill the host every time while being unable to deal with password phantoms whatsoever unless the phantom is extremely bad at the game and gets rollcarched to death.
But most likely it's one cast of lightning strike from phantom and the invader is dead.
Keep in mind, invaders can only invade coopers and most coopers play with their password summoned friends.
There's just so many things a twink can do that a normal host, and phantoms, generally cannot combat for the average player. You've aromatics which have no requirement other then materials(which are easy to farm) and most are extremely powerful. The many pots you can throw that can stagger or do large AoE damage, etc etc.
Even if the co-op has password summoned a massively higher leveled helper, it won't matter due to the higher RL person being scaled down to the hosts level range, including damage and health, invaders who twink don't experience this cutback of balance and check other then RL range and max Weapon level.
If they summon a helper of permitable range? Even worse chances versus a well geared and experienced person who took the time to twink.
Agreed; this is specifically a twink analysis. OL phantoms are another problem entirely, and they seem worse in this game than DS3; even twinks are like tissue paper against anything with good scaling.
it varies a lot, but my experience has been that OL phantoms can and often do hold their own or more against twinks; as an example, I just had a guy at 58 who was casting Placidusax and ripped off 70% of my HP (40 vig) with a single hit from a greatsword.
It seems to be worse on elemental builds.
I kind of see where that's coming from, but you can outplay Seppuku, even if it's hard, and you really can't do that to rot. And once it's on, the twink's done; they just have to avoid combat until their opponent gives out.
I actually have an answer for this now; yes, crab and prawn are nerfed in multi. Crab goes from a 20% damage reduction all the way down to...15%
Meanwhile, the other 20% damage reduction item, which takes up a talisman slot, gets nuked down to 4% in PvP.
Wot?
I invade at level 1 weapons +0, I find it offensive to be labelled as a 'Twink'. But 9/10th of the summons with end game gear, who can literally cast and use any item with a password is completely fine?
Get the F out of here.