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
"If my build can't deal with them easily then it's artificial dificulty"
You can just hidden body them or just run past them cause it's something you can do.
Interesing two lines.
You do know that argue with a point that does not matter at all in this whole "discussion". I can run past them. Probably everybody with half a brain can. It's not like it's impossible.
The problem is the design itself. You NEED to either wait after killing the mob for 20 or 30 seconds or hide behind a wall. Those are proper examples of bad design. It makes the game a waiting game. What would happen if you got invaded at the moment your HP got to 1? A stupid throwing knife would kill you. A small scratch would kill you.
There enemies are a proper example of "run" or "cheese". Sure. You can snipe them with magic/pyro/miracles or a bow/crossbow OR even use consumables to finish them off from a distance. But it is a stupid mechanic that does nothing but makes the game a waiting game if you like to clear areas. Those enemies are NOT hard. Only annoying. You didn't get hit once? Well. You still need to estus because your hp got reduced to 1. (Or use a divine weapon/ring to regen HP).
People who argue that this is "proper" design of enemies should really stop. It is obvious as the glorious sun in the sky (PRAISE IT NOW) that they are not. It's not as bad as the tracking some enemies in dark souls 2 had, but still annoying. (Remember those giant armors wielding greatweapons? Those in dragon peak were ♥♥♥♥). It adds some stupid artificial difficulty. Maybe the term "artificial difficulty" does not really fit into their descrpition completly, but it does not really change the fact that the jailer are a design fail in this game.
We havn't seen THAT in this series before.
Seriously though, i die more in Mario than i do in Dark souls.
I usually have more lives in that game than I know what to do with. Can't remember the last time I died in a mario game ( outside of Wii Mario multiplayer + dickish friends ).
I die like 150 times in DS3, but then i die over 500 times in Mario, of course i always have loads of lives in Mario...but still.
Try fist only challange. Or torch only. Will probably be fun. Trust me.
It's funny tho, People have been complaining that the "game is too easy, lol i barely die" then they hit the one thing that might throw them off curve and bam "Artificial dificulty'.
Your post made some sense until this part. You should have realized by now, that there is either plain disagreement or a misunderstanding involved. When people talk about "good design", then they either come with some sort of credibility or they will be ignored for using flat catch phrases. It's now up to you do explain, what you think "good design" was, or give us some sources, where we can see, that you are some sort of authority when it comes to game design. Don't pull a smug "everybody who disagrees with me, must be wrong" move.
Turn your opinion into something worthwhile. Explain, what makes this a "bad design". Why is it "good design", when all damage can be avoided?
I've been running pen&paper RPG's for almost two decades. I usually try to allow multiple solutions to an encounter, but this doesn't always work. You cannot expect a group of runners to obtain a keycard from a dragon asleep in his natural form without either perfect stealth or a flawless social interaction. If anyone decides to draw a handgun and shoot the dragon, then the next thing I'll have to do is sit down with each player and create a new character. Not unlike a Jailer in Darksouls 3, that dragon is very likely to hit with his claws or magic AOE likely enough to make the dice rolls a performance instead of a test. Should I let the players battle the dragon, just because this has been working fine so far, so why not now?
You keep saying that word, but I do not think it means what you think it does.
A "good" design is something you can avoid with game mechanics. Hiding behind a wall is not a game mechanic. It's called cheesing. Running away or stunlocking is the same. Stunlocking works for 1 or 2 enemies standing together. More than that is impossible to stunlock.
Is THAT point enough for you? Going by your logic you should explain to me why they are a "good" design. "Don't pull a smug "everybody who disagrees with me, must be wrong" move." can be said directly back at you. I already said why it's a bad design of an enemy.
Hiding behind a wall may be a strategy, but it does not mean that it's not really a game mechanic. You can neither parry, roll or block the hp-drop. I don't think even magic barrier can block it. So miracles also don't work. You can only run it out and play the waiting game. So how can you counter it? AH right. Hiding behind a wall.
I'm about to start the irithyll dungeons area right now, so I'll try this tactic and see if it actually works well.
edit: it does.