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Rapporter et problem med oversettelse
This favors to hyperarmor. Passive poise is non existent in the PVP exclusive. This was because the Passive poise ruined most of the weapons and rendered every Ashes of war, incantations, and other weapon classes useless. Now literally every weapon can stagger people on their first hit with is a huge plus and that means other stuff that were useless are much stronger.
The powerful AOW, Weapons did have hidden potential. It was because passive poise was locking them away and now every single weapon has poise damage buff, they're all reliable. Colossal weapons are unstoppable once they attack. You can't break them out of hyperarmor. If they're poising through lighter armor, that means, they have better hyperarmor than you unless you're using Greatswords, and Colossal weapon classes.
Not a trade if they are doing that and have no stamina to retaliate or dodge lol
You cant hyperarmor through 2nd hit always - you can poise through light weapons with the passive poise, but bigger things will follow up before you recover and activate the hyperarmor.
And looking at the numbers there are more players playing now than pre patch. Personally dont give a sh about Gabri and all that whiny rants about how it isnt like DS3, but right now its something in between DS3 and previous version of ER
Last thing: few words about my main weapons I used before and what I thing about the changes around them:
1. Darkmoon GS - greatswords hyperarmor is way too easy to take the advantage of, I said many times I think its too much, but on the other hand I prefer one handed moveset and 1H has 0 hyperarmor which I dont like either - the gap between 1H and 2H is way too big
2. Carian Knight Sword - barely any change for me. R1s break poise, but dont break hyperarmor at all. Previously I could hit R1 on a high poise guy, then roll, then hit again and stagger him that way - now its impossible, but R2s are just as good as they used to be.
3. Wing Of Astel - this thing is crazy good right now, since both the blade and the magic wave do poise damage and can break some hyperarmors.
4. Regalia of Eochaid - it was useless in pvp before due to low range and very low poise damage of the skill, now its actually quite good, the drill can stagger people
What I definitely don't like is that some weapons were kind of left behind with the hyper armor changes:
- My favourite weapon is the Grave Scythe and it does not have any real hyper armor (only this weird "ignores light weapons" thing). Now suddenly a greatsword can just poise through my 2-handed attacks, but I can't hyper armor through anything they do. With reapers being rather on the slow side, that's not good. I think reapers were in a really good place before the patch and definitely not too strong.
- I also tried the Iron Cleaver, the only axe I liked to play before the patch. One of it's defining traits is the super cool heavy attack where you charge at people like a madman. Guess what? It has no hyper armor, making it almost useless. This feels like an oversight.
Also, ash of war balance is all over the place. On the Grave Scythe, I run Storm Caller and Bloodflame Blade. Before the patch, it was a "get off me"-type ash with the potential to kill. Now, you get really cheap kills with it. Doesn't feel good to me.
In case anyone is interested: You can break 2-handed colossal weapon hyper armor with 2-handed heavy attacks of greatswords, I was using Banished Knight Sword against a duo with Ghiza's Wheel and Golem's Halberd and staggered them out of the middle of their attack animations several times.
You can add the Veteran's Prosthesis to the list. Despite all of the storm ashes of war being buffed by the poise update, Storm Kick still has no hyperarmor on the initial hit.
I've had more than a handful of instances where the second 2H R1 of both a Shamshir and a Cleanrot's Knight Sword would stagger me right after staggering me from the first 2H R1. This was despite both queuing a great weapon R1 (for hyperarmor) and having 109 passive poise (well above the 70.2 poise damage of the follow R1s). Don't know if it was a P2P issue with my poise not being reset on the other side, the "pre-hyperamor" frames somehow reducing my passive poise, or perhaps something else. But it was very unusual and concerning.
And I agree about the first two weapons. Had a host using a DMGS during an invasion and the hyperarmor is brutal. And someone was outspacing my greataxe very well with the fancy block R2 during a duel a few days ago.
Found this spreadsheet with the hyperarmor values for weapons, ashes of war, and spells updated to patch 1.10 on the BadRedMan reddit: www.docs.google.com/spreadsheets/d/1pVyZi-Do3NAcfyMzwE2cTzHc5Yp99fSLuKt-X71JAss/edit#gid=0
EDIT: wording; the spreadsheet may not be completely accurate, as WhiteMamba correctly pointed out below that flails do have hyperarmor
Yep, the high damage with poise changes makes stunlock more punishing in invasions. Testing it from both the invader and co-op phantom perspective at meta (RL138), some notable blenders include:
- Stunlocked to death as an invader by a single 2H axe R1 into another player's powerstanced great spear queued jumping L1 INTO another 2H axe R1 from the first player. Had about 75% health (60 vigor)
- Stunlocked an invader with a Pike running R2 right after they whiff punished the host, which then combo'd into the host's colossal sword 2h R1 INTO a pike 2h R1 from me. Reduced invader health from ~80% to the Physick Bubbletear activating (Tears of Denial).
- Had a low poise Hand of Malenia invader combo'd to death from full health by a running greataxe R2 into another player's queued doot hammer bubble shower into the third player's fully charged Night comet. Each bubble held the invader stunlocked long enough for the third player to charge up the Night Comet.
Not impossible to win invasions, but it will be a lot risker to engage a group with an ounce of coordination (i.e. keep close enough to punish the whiff punish).
Haven't tested above/below meta, nor have I tested any sort of caster with the updated spell poise damage.
For example Flails 100% do have an innate poise, but are listed as the weapon class without any hyperarmor
Next thing: it would be weird, if greathammer's running R2 did less poise damage than running R1, but knowing FromSoftware it is believable.
Anyway, if the total poise is really calculated as [armor poise+hyperarmor]*2 with the talisman reducing incoming poise damage to 75% it would explain why hyperarmor feels so busted. Just made a little bit of calculation using those 2 google docs posted here about how in the world a morning star user with relatively light armor and using only R1s poised through my greathammer's 2H running R2 into multiple R1s combo and the result is my weapon did 208 poise damage (after 0,75 multiplier) on initial swing while he had around [60 armor poise+52 innate poise]*2 and the poise health probably resets with every swing that has hyperarmor. Thats dumb.
Still like this new patch tho, just stating what feels stupid to me