games
Jump to date
Wednesday, April 20, 2022
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
I mean, features are features. If you want to make some feature, it cannot devalue the game, only be neutral
fire emblem difficulty is retarded
True, they also tell you which things to avoid if you play games properly and avoid powergaming
I agree with bopit
in all the FromSoft games, if you really need an easy mode, just load up cheat engine
Just play with gyro like they intended
There is no problem with having difficulty options
metroid dread is a good example
the game is fucking hard, playing it on normal first then hard is a good experience
and its almost designed for that
