Yeah, I get this impression too. A +15 Normal weapon with fast enough swings and recovery between them should've been able to dish out higher DPS when buffed with resins, spells, or miracles, in DkS1. Not sure how it fares in the sequels.Weird, I always read that split weapon damage is always inferior because of how resistances work.
Elemental weapons wreck DS1. The supposed drawback is the split damage types, but that's easily overcome by having one fire weapon and one lightning. Nothing in the game has significant resistance to both (the Midir trap), so you'll always have a viable option. And while it's true that a purely physical weapon can eventually outpace its elemental counterpart, the level investment is so much steeper that it's not really worth it.
Yes. The one time I tried to go through as many NG+ as possible, I had a lightning Zweihander and a lightning Washing Pole and had no trouble.Elemental weapons wreck DS1. The supposed drawback is the split damage types, but that's easily overcome by having one fire weapon and one lightning. Nothing in the game has significant resistance to both (the Midir trap), so you'll always have a viable option. And while it's true that a purely physical weapon can eventually outpace its elemental counterpart, the level investment is so much steeper that it's not really worth it.
Probably in reference to SL 120 meta PvP? At that point people are hitting soft caps on stats and single damage type weapons generally win (though not by a huge amount in most cases IIRC).Weird, I always read that split weapon damage is always inferior because of how resistances work.
I've been digging a bit, and I've found this post that goes into the math.Weird, I always read that split weapon damage is always inferior because of how resistances work.
Shame you have to finish the Catacombs to get access to fire upgrades. It's almost like that was on purpose!
I will present my rebuttal. Ha-ha! (incoming wall of text)And then there's the unwinnable boss fight, a thing that shouldn't ever have been in a Souls game. I knew it was coming, but it has no business in the game.
As I've said many times before over the years, a game's (or novel's, or film's) lore is never an excuse or amelioration for deficiencies or poor choices in other areas of design or production. Lore is and must always be subservient to good design and quality production.
The heart of this "mystery" is that the boss is invincible, and the player must die, once. Railing against an essentially endless health bar is the only means to solve the mystery. It's extremely simplistic, and I have no idea why you're attaching any philosophical importance at all to it. Anyone could be forgiven for panicking and being confused by an unwinnable encounter with no foreshadowing, forewarning, or precedent elsewhere in the game.
I don't like this sort of thing in ANY game. It is a form of the plot armor trope, but for the boss. It's garbage.
Personally, I wore the Crimson set, the Bloodhsield, a regular ring of sacrifice, and then sat the controller down and went to pour my tea. What a truly profound preface to exploring the two big boxes, simple cylinder, big grass square, and shiny mess that came after.
I get the idea is to make you feel hopeless and desperate, but yeah it does suck if you blow a bunch of rare consumables on a scripted event.
I disagree. I think design and production should serve the lore. Imagine the world, and build the game around it.Lore is and must always be subservient to good design and quality production.
Well, like others already said, you could blow a bunch of hard-to-get or expensive consumables the first time you fight him, which is very annoying.More to the point, it's not like you lose anything. Dying during the first Seath encounter actually advances your progress, so you don't have to deal with a long runback. DS1 doesn't have an HP penalty upon death like DS2 or losing the health bonus from using embers like DS3, so that's fine. The only thing you lose is however many souls you had on hand, which by the time you're at Duke's probably wouldn't be enough for a level up anyway. It's the ultimate non-issue.
Well, like others already said, you could blow a bunch of hard-to-get or expensive consumables the first time you fight him, which is very annoying.
Fair point.Souls players wasting consumable items on their first crack at a new boss deserve whatever happens.
We praise it because in most cases the player is learning something from their fuckups, some tactic we can use next time we fight that boss. With the first Seath encounter, it's not like you die but can do it again with newfound knowledge and succeed. You just die and never do it again.Moreover, I thought one of the reasons we've all spent a decade praising this game was specifically because it didn't hold our hands and allowed us to fuck up occasionally.
Fair point.Souls players wasting consumable items on their first crack at a new boss deserve whatever happens.
We praise it because in most cases the player is learning something from their fuckups, some tactic we can use next time we fight that boss. With the first Seath encounter, it's not like you die but can do it again with newfound knowledge and succeed. You just die and never do it again.Moreover, I thought one of the reasons we've all spent a decade praising this game was specifically because it didn't hold our hands and allowed us to fuck up occasionally.
It essentially is a cutscene, anyway, since there's nothing the player can do to change the outcome.
I'm personally not too bothered by it, like I said before. It's a minor flaw, really. But I also don't understand how someone could defend it.