Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the funny thing about sword of night and flame is, it really wasnt super strong in pvp. it was relatively easy to dodge, and while it did lots of damage, so do a million other weapon arts. nobody was complaining about it or asking for a nerf - fromsoft nerfed it because it was obviously one of the strongest weapons in pve and it was the top choice for speedruns at launch. this holds true for hoarfrost stomp as well. not praticularly strong or complained about in pvp, and was nerfed because it was a top choice for cheesing pve. a third great example of this is flame of the redmanes - nerfed specifically because it was used to cheese pve. nobody complained about it in pvp, it wasnt to strong in pvp, and in fact the nerf made it useless in pvp and people now complain that its useless in pvp AND pve. nerfed 100% for the sake of single player pve, period.
its also of note that many of the "pvp focused" nerfs were reversed or lessened in pve when the separate pvp scaling was introduced, and you can only assume that the nerfs that were left alone are how fromsoft wants the game for the sake of pve and is not a concession for the sake of pvp.
and on top of that, each major patch has continued to implement nerfs and balance changes that effect pve, despite the existence of separate pvp balancing. in fact, the list of changes that apply to both pve and pvp is usually significantly longer than the list of pvp exclusive changes.
rivers was partially un-nerfed but not all the way. rivers is one i was talking about when some changes were reversed after pvp exclusive balance was implemented - fromsoft realized they nerfed it to much for the sake of pvp, slightly reduced the nerf, and its totally fine now. very strong, extremely serviceable main weapon that will give you tons of bleed procs.
rivers in its current state is how fromsoftware wants it to be, in single player pve. the reduction in strength between now and launch is not a concession for pvp.
good lord. it makes me excited to see all the broken weapons the DLC is going to have
that thing lost everything it was used for, most other things remained atleast a part of what made them so strong.
im using it currently on my whip and id disagree but the reason isnt obvious.
when performing a normal dodge roll the action only procs when releasing the button, which will cost a few frames, you dont need to release the button to perform BHS or quickstep.
After a while, youll condition yourself to use BHS when the impact is imminent or roll if it isnt, so in combination with the roll youll essentially end up with like 20 i-frames, and both windows overlap a little, so it doesnt need to be spot on.
when trying to gain distance, you can alternate between BHS and roll, starting with BHS.