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(I've had a dude basically exploding in rage and claiming that the Zamor dudes are copy/pasta because 1-2 of them traveled out of their home and can be met EARLIER in the game ;))
I think you will hear more of this millicent and her siblings in the dlc.
Lore wise i think Neil has PTSD while Niall doesn't.
In souls games everything is kept pretty vague and that creates atmosphere enough.
I think they just write a bunch of fatalistic prose for the item descriptions to suite the visual and sound design.
Seriously, if they had a full-fledged, written story, why wouldn't they tell in detail so the players understand it.
edit: ik this is getting off topic.
i got now well over 400hrs in, i have no deep problem with the bosses (as long as they die)
Further conclusion: Tarnished is racist
I see a tree avatar.
I go brrrrr.
Tree avatar is dead.
Now, what I really really REALLY HATE is Godrick's reskin. You cant just copy paste a main story boss, that is a very unique, has an awesome theme, cutscenes and many characters talk about him. Also I dont like 2 Mohgs, and I dont like that Mohg and Morgott are twins in general, it feels to me like "lets make a one boss, equip him with 2 different movesets and copy 2 of them to make 4 boss fights". Champion Gundyr was the only copy boss that was done right, in any other case the copy of main boss takes away what was unique in the 1st encounter.
You'd be waiting a long, long time to make ER's extensive number of boss arenas contain unique and balanced encounters, and considering <50% of ER's vast number of players have even burned the tree, you can imagine how many optional areas have gone completely unnoticed even now.
Main boss encounters are far more important, and there's quite a few decent mini-boss variants, along with a surprisingly small smattering of normal mobs turned into bosses (eg. Giant, Rot-Worshipping bugs, Rune Bear, etc). I would rather have the glorious sense of exploration and secret hunting via repeated fights (vs) plugging tonnes of caves because there are no unique encounters to put inside them.
I get it, you can always try to rationalize everything, but I personally get annoyed when I constantly have to fight the same bosses and when they then start to drop two or three of those copies at you the game completely loses any appeal to me.
Dear Fromsoft, sometimes less is more. I bet many here would have prefered a smaller world with more unique encounters. I get burned out by this game every single time I reach mountaintops and can´t bring myself to keep playing because all you´ll get is even more copypasta just with higher stats.
(Also the reused Astel feels wrong)
IMO the reused bosses would've been more okay if there'd been more gameplay tweaks between them (Putrid Avatars are more challenging than Erdtree Avatars because they have the rot cloud area attacks, but since the best way to deal with that attack is "run away and wait until it's safe to return" it makes the fight less engaging and not more) - e.g. the Ice Spear Night's Cavalry could've been able to use that ash to get a projectile attack the others wouldn't use, some other random cavalry could dismount the horse and spend the fight on foot just to mess with your muscle memory, Erdtree Avatars could each have one unique attack per location (in Liurnia it could have a glintstone-based projectile, the Leyndell one call down lightning to hit around it, etc), and so on - a handful of reused bosses does this but for a lot of them the stats is the only thing that changes, or potentially fighting two at once.
(Also, the giant lobsters from Liurnia is the hardest enemy in the game and THEY never get used for a boss fight, but the Runebears are used once? Wh-what)
I also think it would've been better to have more "AI invader" bosses like Adan, Thief of Flame and Necromancer Gerrick instead of reusing some monsters a dozen times - there's so many cool movesets and ashes-of-war that you could turn into a boss.