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
They balance the game around average Joe and then market the game as hard. Then the average people will feel like they beat a hard game. If you include more difficulty choices then they no longer feel like they did something great and can't be as emotionally invested in the game.
When you add easy difficulty they think that it is unfair when people less invested than them can beat the game. When you add hard difficulty they call it artificial difficulty or whatever word they can come up with. In both cases it results in less average Joes buying the game. And Joe is the king, so it's in the developer's best interest to cater to them.
I don't really care tho , the game is a blast , why you can't just enjoy it...
Happened to Lies of P aswell... Some people just can't wrap their head around the fact that not all games are made for them. If you don't want to die until you learn the attacks and openings for bosses then you are really in the wrong genre of games. This is what they are all about. Oh I bEaT oThEr SoUls gAmEs so that means I should be able to beat this one aswell. No It absolutely doesn't. Beating a souls game is not difficult. Beating it at SL1 at NG+7 or doing permadeath/no hit runs is difficult and requires complete mastery in every aspect. Beating it normally is like talking a walk outside while it's raining. Slightly uncomfortable at first but gets better after a while. This game was made for a more hardcore audience which is why it sticks out in the vast field of souls/nioh likes, the devs was kind enough to add an easy mode for those who can't handle the intended difficulty which is something you never see in these kind of games. But no they can't play on easy mode because they are souls pros so they will have to nerf the normal mode so they can call themselfs good. Pathetic
The thing is, Dark souls isn't "hard". Very few souls games are actually hard, and Elden ring is by far one of the easiest in the series.
People have cultivated this "Souls game means difficult" mentality but honestly, few games are actually difficult or demanding. It's just a matter of learning what to do and how to play it, and various levels of handholding along that path of knowledge.
The issue is rarely "game hard" but more "How much does the game let you get away with not understanding it."
For example, for people who find dark souls "hard" it's usually one or two little misconceptions that, once unveiled, turns the game into a boring trek right through the end of the game.
The meme of dark souls is "rolling". If someone brings up the idea of "Souls-like gameplay" in conversation, the first thing you probably imagine is "dropping my EXP/Money/souls on death", and the second thing is "Dodge rolling out of harms way while enemies do big sweeping attacks".
Except most people don't understand that rolling isn't about the "evasive" nature of the roll. It's the invincibility that it gives you that makes it strong. Many players roll AWAY from attacks, which is why they struggle. Rolling INTO attacks might seem counter intuitive, but it trivializes most bosses and Elden ring ESPECIALLY suffered from "Roll in" syndrome where rolling into attacks instead of away gave the player SO much time that they could roll past a big attack and wail on bosses with abandon, and still have stamina left over to do it again when the boss swung again.
It wasn't until later bosses where they'd attack in varied patterns and started input reading that it would get particularly annoying, but by making the bosses have specific patterns and things that they'd target you for, it left the door wide open for summons to tank that damage for you, or just blocking in general to weather the storm and counter, and your damage would often outscale that of your enemies using this "Block - counter - block - counter" loop. By the time actually understanding how to evade correctly mattered, you had tons of ways to avoid having to learn it.
But, across any kind of game, people view failure to get the "You win" message as exactly that: A "failure". And instead of taking responsibility for their own actions, reviewing their mistakes and understanding that learning takes time and information, it falls instead to blaming the game.
"The game is too hard because I didn't immediately beat the game / because I got stuck at one part for a few hours." - Reality being that very very few people beat a game without ever encountering some level of resistance or failure. If playing fighting games for years has taught me anything, it's that people want to mash buttons and get validation without putting in any form of effort or time to earn those two words appearing on their screen, and anyone who beats their mindless mashing is just cheating or using a broken tactic or is somehow lesser than them (Because their phobia of losing is so great that having to come to grips with the fact that failure isn't the end of the world is out of the question.).
"The game is unfair because I didn't know they could do that." - The reality being that all videogames (and hobbies) are like that. When you first start whittling, you won't understand all of the tricks of the trade just because you watched a few youtube videos. When you first start coding, you won't have clean, concise coding and you'll often make redundant codes that result in errors down the line. You grow by making mistakes and learning from them in ALL things, not just games.
"The game is too stingy because I can't stay at full health at all times." - The reality being "I didn't understand how the monsters in this area really worked or how to take advantage of their weakpoints so I ran headlong into danger and paid the price."
In Khazan, dodging is incredibly powerful, and gives you the same invincibility as the dark souls roll with even BETTER frame data tied to it. Even the first "miniboss" in Khazan (Yeti) is practically free if you just learn to dodge a little bit and dodge INTO the attacks to the side.
if you know their attacks, then you know how to dodge or parry, then everything is easy to you.
but as you says, "Whiny noobs" , what more can I say
None of this is a personal affront/favor to any type of gamer. It's the same story as every game like this - game's out, devs put out what they are used to from devving it for years, publisher/parent company comes in and says "people are saying X or Y, so do that we think it will boost sales."
if anything they need to buff main healing items or the consumables, hell Bloodborne's Blood Vials are better than the Main and consumable healing items in this game. That I have to spend alot of time progging Boss fights to learn and perfect timing and maintaining healing items.
Hell stuck on the second major Boss Viper, learned his first 3 phases and now stuck learning how to better handle low visibility even with Brightness set on max.
all on Steam Deck.