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I mean, for fucks sake, in Dark Souls 1, Havel Flippers were in the game for months, if not a full year.
There were some good desicions in darksouls 3, but the precidence was set in darksouls 2 by the B team. like backstab confimation, sheild break, dual weapons (though DS2 was better). the only thing they did i thought was good in this game alone, was curb twinking a bit. its still possible, but not anywhere near as bad as it was in the previous games.
they would still be usable, but would requier not spamming R1. Also poise in my opinion should not have the totaly same effect in DS1. mainly the mechanic was that you would not regen poise hardly at all untill it was broken. then after the stagger the poise was returned to max. I would allow havels to obtain more poise, but would make haven your poise broken much more painfull. not guard breakingly bad, but i would have poise take longer then stamina to replenish.
1. Scamco isn't giving them much time.
2. They are taking on two many projects at once given their methods.
3. They are wasting developmental time in some manner.
It wasn't just that the entire last 1/3 of the game isn't on the same level of quality and consistency as the first 2/3s.
I still have some weapons to test, but this might help to get an overview.
I tested it on the two Ultragreatsword Cathedral Knights outside of Oceiros and the two patroling Silver Knights right at the Londo bonfire.
Note that I did not take Weapon arts into account.
The poise recovery time was about 3-8 seconds. Poise was instantly restored to 100% upon poise break.
These were the results on the Silver Knights:
Three different stagger animations upon stun: heavy weapon and light weapon stun (very similar stun duration) and a very short stun when the Silver Knight got poise broken while attacking.
Claws: Stun on the second hit except for the dual-weild L1, then it is a stun on the third hit.
Rapiers, Straight Swords, Scythes, Katanas, Curved Swords: Always a light weapon stun animation on the second hit both 1 handed and 2 handed (except for charged R2s).
Greatswords: 1 handed R1 - stun on the second hit, 2 handed R1s always stun, R2s always stun. (heavy weapon stun animations)
Halberds: Stun on the second hit on every attack except the Gundyr Halberd, which stuns on every hit no matter if 1 or 2 handed.
UGS: Heavy stun on every attack
Cathedral Knights:
2 handed Straight Swords, Falchion: Stun on the 6th hit
2 handed Greatswords: Stun on the 5th hit
UGS: 1 handed stun on the 5th hit, 2 handed stun on the 4th hit
So far I'm surprised how low the poise damage on normal Halberds and Scythes is.
I will continue the tests later.
Good stuff to know. Apply all thise poise damage related stuff to PvP and you'll see how weapons that'd potentially take 3~ hits to break players poise, as one can assume would be in place for balancing, instantly poisebreaking heavy armor users will incredibly imbalance the game. I can see plainly how this lack of Poise affects both sides of the spectrum even further from your tests. Thank you, sir.
Also, if you looked at the DS1 poise charts ever, youd see that the scythes/halberd have always been surprisingly low.
(also the way how From would make player poise work might be different than how it works on mobs)
With the ammount of hits it took to stagger a silver knight, id say theu have about 70 poise or so, similar to Dark Souls 1, actually.
Ultra-greatswords kinda make sense.
Maybe I should lower it to around 50 or 60 poise, but maybe they also tweaked poise values. Id expect them to, but I also expected poise to be on.