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번역 관련 문제 보고
Based off the full/long description of the Iron Key, it says that the iron from the castle was stripped off by opportunistic passers-by. Might explain why the iron door in Forest of Giants is opened by that key.
On-topic:
1. Crystal Lizards, those guys manage to evade me more times than I'd like.
2. The Greatshield and Warpick wielding Drakekeepers, their attacks stun for soooooooo long.
2. Shrine of Amana casters because their range is almost unlimited with homing soul arrows and you have to deal with multiple ones at a time. We can't even fire the same spells half that distance it feels like. We also can't log on and need binoculars unless we are 10feet away which is insane design. The 2 archdrakes right before the fog wall to one of the bonfires is up there too. :edit: as the previous poster said they have rusted iron rings moving quickly through the water.
3. Syan Knights. Mostly cause they turtle behind their big shield so can't really be taken out by range and they almost always come in groups of 2 or 3. Depending on build I may just kite them to the edge of the draw distance so i can fight one at a time which gets tedious particularly before the boss in the crypt where there is 7 of them, all except 1 can't be pulled one at a time! Pretty easy to deal with since their moves are well telegraphed. Just tedious.
4. Ogres. Very, very high health and they have very good range with their fists and are quick making them difficult to engage as melee. Probably impossible without a long range weapon. Their grab will also one shot you and can teleport you into it as the hitbox was not designed well on that ability. I just take them out by ranged when I can now or I'd hide inside a room in Aldia Keep and attack them through the door as they can't reach me if I time it right. Surprised I didn't see them mentioned yet.
5. Humanoid spider things. Their branch attack which does decent damage is unaffected by poise break unlike the rest of their bodies. Otherwise they are fine.
6. Salamanders. Maybe I should have put this in top 3. But only one area you have to deal with them and don't really need to return on NG+ if you already got the items. I just won't deal with them melee, and even at ranged you have to watch out for the fireball spam.
7. Petrification statues including turtles. The area is worse than black gulch cause of all the soldiers and turtles.
8 Dinos. I assume these are the imperfect demons everyone else refers to. THey aren't so bad close up if you have a good shield but if a second one comes over then... It is easy to get caught an attack with them jumping on you or stepping on you though.
There are some more enemies I could include due to ganking at being ranged as well as melee close up. Mostly the DLC area but I got used to it. Same with Iron Keep.
She can oneshot you with her chime in NG+++ :)
1) The hammer ones are easy when you get their pattern down. The shield ones, bait them out then run past. Too much trouble to even bother with as far as Im concerned.
2) Bow...I cannot stress how trivial that place is with a bow
3) Knock their shield back then critical. Whilst in that animation any other one that attacks you deals way less damage
4) Bait the attack where they try to sit on you. You can lock them into that attack
5) Zweihander keeps them at a good distance. Stops them from hitting you when they die as well
6) Again, bow. You can kill them without them firing at you. Takes a lot of arrows though
7) I'll give you that one.
8) I just ran past them XD (first one slaughtered me)
Only enemies that bothered me are the weird half human half Jabba the Hutt guys on the way to the Lost Sinner. Those and stupid little dog/rat things outside Aldias Keep :S
2.)The Iron Turtles in Iron Keep
-Infinite Stamina
-Infinite Poise
-Does huge amounts of damage
-not infinite poise, Mastodon Halberd stunlocks once he's finished his crazy attack pattern
-does huge amounts of damage