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Case Closed
If it is, after Bloodborne, the souls series will be known more than ever. Souls series was slowly growing since DS1 and then kinda kicked down a bit by DS2 but still over time it grew. Now with Bloodborne with almost nothing but good reviews, the next souls game(I pray they'll keep it coming) should be vastly populated. Here's to hoping!
Yes in Dark Souls 1 because there are some build, weapon / spell that totally outclass others (This system are carried to bloodborne, firearm spam anyone??). Dark Souls 2 lore while is not as good and mysterious as it's predecessor, have in my opinion "one of the best classic hack & slash gameplay of the year" as there are hundreds of viable build without any feeling of getting underwhelmed. Also the online mode/ convenant are working like charm.
Also Dark Souls 2 is the only soul series that is worth to continue on New Game+ mode. That is why most people upvote the game.
Seriously nothing new here
What is interesting is that Tanimura stated that the world was orignaly arranged in a different manner but he thought it was an extremely boring layout so he re-arranged it and developed some of the areas that were orignally just empty paths (Heide's Tower of Flame originally just being a scenic view).
We have asked for fixes to simple bugs and issues (too many to list) for years, we got none. We asked for good PC support, we got none. We asked for dedicated servers or better netcode to lessen the lag, didn't happen. We asked for good region locks and ping limiters, didn't get them.
"Good"
I dunno where in the world rooms full of poisetanking enemies and bosses with resistances up the eyeballs are considered good design, but to each his own.
The problems with DS2 run deep on mechanical level, but it all became much worse with time THANKS TO THE BRAINDEAD INTERNAL BALANCE TEAM! ♥♥♥♥ YEAH!
I tried multiple build on DLC (spell, melee, etc) and it still not that hard (until you enter the fog). DLC content pretty much test your skill & patience.
Servers do not decrease latency and "netcode"--which is a term made up by gamers--has extremely limited effects. The nature of the combat being close proximity and highly reactive will always highlight latency related disparities. There's nothing that can really be done about it. All games with this kind of combat suffer from latency issues while online. No amount of "dedicated servers" and "optimized netcode" will ever solve a real-world physics problem.
That's true to some extent. Some areas they expect you to Co-op. Such as the Sunken King 3 hollow bosses. The area before that is a nightmare going through it alone. Unless you intend to run pass everything which defeats the purpose of why that area exist, co-oping is the better way to go about it otherwise you're stuck in a small area with tons of enemies and terrible terrain+status effect lingering over you.