Machocruz
Arcane
I'm tired of the size queening too, but I'm not going to worry until Devil May Cry type games start going open world.
They need to stop "letting the player decide" the story. If this is the last game in the series, then they should elaborate on the curse a bit and I'm guessing give the player a way to end the curse forever. One of the problems with DS2 was that it was too vague and there wasn't anything drawing you in. You're playing through 90% of the game and you have no idea why you're doing anything.
I'm tired of the size queening too, but I'm not going to worry until Devil May Cry type games start going open world.
They need to stop "letting the player decide" the story. If this is the last game in the series, then they should elaborate on the curse a bit and I'm guessing give the player a way to end the curse forever. One of the problems with DS2 was that it was too vague and there wasn't anything drawing you in. You're playing through 90% of the game and you have no idea why you're doing anything.
I'm still surprised by the fervent supporters of the game, I feel like they're easily pleased by suits of armor and swords like holdin something shiny in front of a baby, and don't expect any kind of standard for even a small story component to their game.
They need to stop "letting the player decide" the story. If this is the last game in the series, then they should elaborate on the curse a bit and I'm guessing give the player a way to end the curse forever. One of the problems with DS2 was that it was too vague and there wasn't anything drawing you in. You're playing through 90% of the game and you have no idea why you're doing anything.
I'm tired of the size queening too, but I'm not going to worry until Devil May Cry type games start going open world.
MGS went "open" world so... the end is nigh.
do you even pvp faggot? what mechanics? rollbackstabs,chainbackstabs and rolling in 4 directions with lock on?https://twitter.com/Peeverson/status/610952543007432704
DkS3 details: DkS1 movement/combat (same parries/backstabs). Kick is back. Summon signs. Soul Level matchmaking (dedicated servers).
(same parries/backstabs)
backstabs
Noooooooooo.
After Dark Souls 2 improving the backstab mechanics and Bloodborne fixing them, we're back to instant backstabs?
Bravo From! Great.
you know nothing
das1 mechanics are way better
I pvp and I found the pvp in das2 way worse. people who think das1 pvp is bad haven't played it at its prime. there are actually many people in the das pvp community who think this. (and yes I recognize that the pvp is a BS-fest, it's still better. there's so many mechanics to master that the skill ceiling and the depth are just way higher, even if it's much more unforgiving for newbies)
Brianna Wu is art because she evokes anger in me
What a vapid statement.
I pvp and I found the pvp in das2 way worse. people who think das1 pvp is bad haven't played it at its prime. there are actually many people in the das pvp community who think this. (and yes I recognize that the pvp is a BS-fest, it's still better. there's so many mechanics to master that the skill ceiling and the depth are just way higher, even if it's much more unforgiving for newbies)
This argument for why DkS1 PvP beats DkS2 PvP is crap because depth has never been the selling point of the Souls games. Even played at a high level of competition and skill, they pale in comparison to most adversarial multiplayer games. They are relatively shallow and require loads of "house rules" or other sorts of contortions to shape them into something resembling a good competition. Variety, novelty, and accessibility are the driving force behind the popularity of Souls PvP, and DkS2 blows the first game out of the water on all counts.
There's a far greater variety of builds that are viable in DkS2 PvP, many of which owe their existence to the fortuitous nerfing that backstabs received; that one mechanic pretty much warped the entire meta. Entire classes of weapons simply were unusable in any "serious" PvP because every single one of their attacks could easily be punished with a roll-BS for massive damage. Magic, aside from Dark Bead, some Pyros, WoG, and buffs was utterly worthless...and even many of these were easily punished by roll-BS.
The proof is in where the players are; people aren't playing much DkS1 anymore because it offers nothing over DkS2 to most people. Both games are relatively "casual" as far as adversarial action games go, and DkS2 is simply better produced. Who cares about minutiae like GFB cancels, the Great Scythe moveset, and whatnot when DkS2 PvP is superior all around?
There's an entire Anor Londo location in DS3. Was too lazy to post it here when the screenshots with comparisons were posted somewhere else.turns out there's an Anor Londo Giant Sentinel in one of the first Dark Souls III screenshots
In the interview, translated by Gematsu, he says that in terms of design, it follows closely from Dark Souls 2, and that they kept “the handy things,” presumably referring to the second game’s improved menus and the like.
“For instance, we adopted the concept of rapid fire for the short bow, and the animation between rolling and walking has been smoothed out. I don’t think we’re going to employ the idea of agility, otherwise the action would be stressful until you raise your stats.”
Remember the Red Eye Knights in Demon Souls' 1-1? They were badass. You have to go out of your way to even agro the guy and if you're good enough you can take him down.
First time I played I abused the AI and avoided breaking the barrels on that long staircase in the tower nearby, which 9/10 would cause it to try and charge me without touching the barrels and cause it to fall to its death.Remember the Red Eye Knights in Demon Souls' 1-1? They were badass. You have to go out of your way to even agro the guy and if you're good enough you can take him down.
Only viable melee tactic at the start is to backstab it until it dies.