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Bir çeviri sorunu bildirin
I guess with FromSoft games being massively popular mainstream games, elitist need to bend reality a little, to get their kicks now.
I'm sorry, that may have been too harsh, what i've meant to say is, that of course you are the main gamer of all games and the realest gamer of all time and all games are only made, because of YOU. Thank YOU.
doesn't even know they're called furnace golems
thinks he has any idea what the overall tuning of the dlc is like
Edit: I just killed one. I take back what I said. They are not tanky like flame from Halo said. Their legs are but their face isn't. You just put on Flame Protect Me and attack the feet while double jumping when they stomp, which has a rhythm to it. When they fall over you do extremely massive critical damage to their face. It takes more than 1/3rd of their health in one hit. Takes less than 5 minutes. Is this your idea of overtuned, rabureta? A mob that loses well over 1/3rd of its health in one hit, and has the majority of its damage negated by a single incantation?
Do you mean the Scadutree Blessings? They aren't needed but they will certainly make things much easier. I read you can acquire 10 of them before attempting a single boss, which is enough for level 4.
Let me know what you think afterwards. At this point they aren't difficult for me, just tedious. I know I will spend a ton of time just hitting their legs, and if I greed for 1 too many hits I have to remount Torrent(if I get hit by the first stomp in the double stomp move I will be stagger locked to death). But as we mentioned, they suffer from the fact they drop too little for the effort they require, since most of the tonics are not useful for a specific play-style. I also agree with the nature point as well, as I think about 75% of all eagles/deer I have spotted in ER were in this dlc alone.
I respect that playstyle, glass cannon is how my character was before re-statting for the DLC. I go tank-strength my first run of content because I feel it is the most personal way to fight bosses[pizza wheel+medium->heavy armor]. Getting in close with heavy swings is a way to force me to really learn the openings of bosses and their melee moves/how to counter them while still giving me health enough to not instantly die for 1 mistake(usually). Before my re-stat I was dual wielding int-katanas with sorceries, but when I played it on my 2nd play-through of the core game I found that just about every boss was a joke since I could just spam dodge away and wait for an opening just to cast a few chip-spells. Certain bosses I never even saw some of their attacks, because they rarely caught up to the half-naked sorcerer spamming glint-stone pebble every .3 seconds. I don't shame people for their play-style, but I feel most ranged builds/shield builds never make you actually fight the boss by denying the bosses' desired punishes, but ER design has leaned far more towards bosses not needing you to come to them and having a wider engagement range. I still think it is a major flaw that I had hoped FromSoft would remedy since release(a good example would be fighting Elden beast as melee before Torrent was actual suffering).
I also absolutely understand their desire to challenge people who have played ER a **ton** but I think there could have been better ways to go about it. Look at DS3's dlc, while Ashes was very short and Ringed City had some truly awful mechanics, they both gave very satisfyingly difficult bosses that all gave the players a great amount of breathing room(even Midir would give several full seconds for players to hit him during most attacks). I understand your point that the scadus are better for players who want a softer version of the DLC, but I think that the scadus frags should have been more heavily centered around clearing content. If you can't fight a main boss then go explore! That was the main appeal of the game to many with Morgott(too difficult then just go explore and level up). I feel it would be much better if fewer scadu fragments were required but -all- fragments were received from dungeon bosses or open world bosses. It would give people more incentive to explore past finding items and also give them time between boss attempts to compartmentalize/think of a strategy. Better yet they could have the dlc be baseline difficulty but do as DS2 did and give new/harder enemies for people on NG+, or give bonus content for beating certain bosses with charms that increase player damage(there is one in ever ds game, why not actually put them to use for once?). I just think that the baseline damage for the DLC is off for those in melee combat, but will absolutely align with most people in this comment section when it comes to my int-mage replay saying 'lmao he never hit me' 'git gud'.
One of the main problems I am faced with when discussing this dlc is that it is MORE than worth the price if you enjoy ER. There is so much content it is actually absurd, even considering the price tag, no souls game with ALL their dlc combined has come close to the amount of playtime Shadows gives. That being said, I find is that so much of my time spent playing it doesn't feel as enjoyable or compact as any other souls game, riding around on Torrent, searching for hidden paths to new areas, grabbing far off items, fighting open world bosses, all of these things are about 66% of my playtime in Shadows and I really do not care for it at all. While the amount of content is worth the price tag, the size is really not worth my enjoyment.