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Classes don't matter. Levels dont matter. Nothing matters. All that matters is the stupid scavenger hunt they force you to go on in one of the most empty open world games ever made. It's boring. It's bad design, and it's just padding to make the DLC seem longer with more content. I don't know how anyone can't see this. I've played every single Souls game and beaten Sekiro and I 100% agree that this DLC is the worst thing they've ever put out.
Dumpstering your stats for the sake of an opaque fetch quest is not good design in my opinion. It's also very disconnected from Elden Ring's main gameplay loop, which may throw players off. I also feel like it isn't scaled properly. In the base game, by the time you get to Godrick, you may have built up enough strength, or close to enough strength, to tackle him, but in SotE, you start at a colossal disadvantage and you've probably not patched that up yet by the time you get to the Divine Beast or Rellana.
Another issue, in my opinion, is that the scaling of the Scadutree Blessing is too 'wide'. You start off too low, and maybe end up too high. This causes reverse progression where, unlike in the base game, the start is brutally, unreasonably difficult, and then the end-game is way easier.
Imagine starting out in Limgrave and it's packed with Azulan Beastmen, and then when you get to Crumbling Farum Azula, you're getting Stormveil Militia thrown at you. It doesn't really make sense.
There's also a genuine difficulty spike in that everything tracks you way more aggressively, and there's longer combos. I also feel there's some bosses that are just plainly unfair, like Gaius and his busted charge or some of the attacks of the second phase of Mother Metyr.
Overall, the DLC is still good in spite of its issues, but the way the difficulty was handled just screams 'experimental', and I just wanna tell Miyazaki: Maybe take this one back to the drawing board.
The final bosses of Dark Souls 3 were difficult and yet the challenge was fun. In those bosses with repeated attempts you could learn their combos and be better than them.
On the contrary, it is not satisfying to fight the bosses of the expansion, I feel that when I defeat them it is thanks to brute force and luck, not because I have improved or learned their chain of attacks.
melee on bosses might be hard, but melee on trash is easy and ranged has been easy on the one boss (lion dancer) and field bosses (two mausoleums and an AI pvp) i have seen
my challenge isn't the enemies, it's the map. gorgeous, but hard to find my way around because of a relative scarcity of items and structures to guide me
IMO, it's not enough for a negative review, but I do think that Eurogamer's 3/5 was close to right. It's definitely a passing grade, but its heavy-weighing issues do not permit it to be more than that.
Glad to know I'm not the only one who struggled to understand where I was geographically! With the inclusion of much higher cliffs, it sent me for a loop trying to figure out how to get the last map fragment
The hardest boss (or enemy) till now was the first furnace golem that i aboslute did way to early (right after i enterd the dlc).
I wish the time back from dark souls 3 midir where i sat 16 hours over multiple days and got my ass handled to me over and over again. THAT was hard.
I know difficulty is subjective but I heard ALOT of talk about how hard the lord of frenzied flame was.... he really wasn't that bad, he took me 3 tries.
It's really a strange direction to me as well that the difficulty is spiked so much higher. Elden Ring has felt like the most forgiving and accessible of all the souls games and now I'm not feeling it.