Margit, the Fell Omen - RL1, Hitless, +0 Zweihander
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Wednesday, April 20, 2022
Replying to kaze #not_kaze there's a lot of downtime between attack windows if you're ONLY playing melee in er and that shit is frustrating as hell
I could imagine there are tons of times in ER where if you're playing only melee, it'd feel like you're fighting Moonlight Butterfly. ._.
I guess I was just kinda scared that more shit would be getting nerfed, and nerfed heavy, because of spending too much time on GameFAQs boards. Balancing from at least DkS2 onward - especially MASSIVE nerfs, to the point where shit feels completely useless in PvE - has reflected what the FOTM for people on GameFAQs to bitch about in PvP that I was expecting this patch to be like, "Bleed? Yeah, that gets like 10% of buildup."
Replying to Gent #gent_. I don’t think it’s necessary to include a visible meter when you’re killing it effectively the same way regardless
yeah I mean I don't think it's strictly necessary either, I just personally think it would have made fights feel more consistent without putting in tons of effort to learn exactly what will stagger and when
Replying to Lute #lute.sf moonveil and sword of night and flame deserved the nerfs (edited)
Luckily those weren't nerfed to the point of feeling useless. I'm talking things like Barricade Shield, which had its FP cost doubled and duration halved, effectively being 4x as much FP for the same duration, or Bloody Slash taking a massively higher chunk of HP, to the point where you can almost kill yourself at low levels(which it only really seems useful early game in the first place), and still increased cast time and recovery time.
Does elden ring have gyro control support
Its the only way to play a souls game
They "fixed" some of the DirectX issues, but yeah some areas are just fucked with stutters/hitching
doesn't matter what hardware you use
Speaking of Souls games: I'm not advocating for implementing an "easy mode," as in an actual difficulty you can select right from the options, either before hitting "New Game" or before picking a class after hitting "New Game."
That having been said: Is there really a good argument against different difficulties, other than development time that could be used elsewhere than balancing numbers around different difficulties?
Some games can easily scale with difficulty so it does not matter if there is options
all difficulty does in most games is "enemies do more damage and have more health"
which is lame anyways
