Dark Souls 1: A new players perspective (Part 3, The End)

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3.10 Dukes Archives: 9 Deaths

The entrance to Dukes Archives is a bit of bs imo. I don't know if there's a trick to fighting these boars, but attacks never got blocked by any black or other knight armor in the game. I died to the piggies twice before figuring out the trick to slowly widdle them down. No big deal, but a waste of my time.

Dukes Archive looks incredible. It is one of my favorite areas based on visuals and it has fun aggressive enemies that managed to kill me once and always significantly tore into my estuts charges.

It was fun to make my way to a suspiciously early fog door. Being killed in a scripted way and then teleported to a different bonfire is unjustifiable.

I never cared too much about losing souls and I barely ever lost any anyway, so I didn't really mind the death (I'll be honest I kind of like it because it definitively proofs that not every death is your fault) but what happened to me here was that my weapon broke and I had no way to repair it.

But first things first, I made my way out of the cell, the alarm rang and I was braced to fight the two Snakeheads but they ran right past me.

There were also these thingies coming from below so I figured it was my queue to run aswell. However, the snakeheads simply blocked the ladder, pushed me off it and I died. That's a bit of extra bs on top of an already pretty bs situation if you ask me.

On my next attempt, the Cthulhu smurfs didn't come up the stairs anymore so I explored the lower parts. I died to the 3 snakeheads after ninja looting the chest near the alarm.

I realized this time around that I could run towards the ladder before the other snake idiots made it there and ran for my life. I didn't fight anything because my weapon was broken. I made it to a Bonfire somewhere low in the area and teleported out to repair my weapon. I thought I had made it past the BS, little did I know it had only just begone.

This area is horrible for melee builds. There are archers everywhere and you can't see them most of the time. I already eluded to this but I got one shot by archers hiding behind other enemies and shooting at my back while I slowly tried to make my way back up.

I died 5 more times before I had enough and did something that, yet again, breaks the game. I put on Havel's armor and the area became laughably easy. I had no idea just how much heavy armor could break the game. I easily, but slowly made my way through the area, turning staircase 20 times to kill the bloody floaty Hitler dudes with their newly learned teleport ability.

I reached the shortcut back to the bonfire that helped me teleport away, which was surprising and awesome and made my way towards Crystal Cave.

It's hard to rate this area, I think the forced death is so egregious that I will downgrade from 7/10 to 6/10.

3.11 Crystal Cave: 4 Deaths; 1 Boss Death

I wasn't sure if I should combine this with Dukes Archives or not, but decided to give it a separate paragraph, just to hate on it a little bit more. It's not a terrible area per se, it just feels like a glorified and very long boss run.

Before entering I had cleared the entire yard of Crystal dudes, so they didn't give me any trouble inside.

I made my way through quite quickly, but I do want to point out, that I felt more comfortable to step on the invisible paths than most of the paths I could see. One path almost made me slide off completely even.

I made my way down to the butterfly thingy and learned the lesson that I really should not have made my way down to the butterfly thingy. I don't know what a melee build is supposed to do exactly in that situation. I guess not make your way down to the Butterfly thingie. I was dead nonetheless.

My next death came quite swiftly as well when I tried to fight yellow crystal dude and learned that standing somewhere near his punch attack installs a jetpack on your back that actively looks for the nearest death drop.

I died one more time to that guy but he was kind enough to also fall off the pathway and didn't bother to respawn. I'll consider that a win, thank you very much.

My last death here was to the first crab I pulled. It's not a difficult enemy type, but you really don't want to fight 3 at once.

That's basically all there is to this area. It's really mostly walking and I am incredibly grateful, that I was lucky enough to beat Seathe on my second attempt because that would have been annoying as duck.

The Boss to me feels incredibly uninspired. Basically, stay close to him, punch him and run away when he does the closeby crystal thingies.

It took me a while to beat him, but he really wasn't all that difficult. I'm pretty sure I luckily dodged 2 or 3 attacks he has by randomly standing in the right spot but I only ever saw him swipe, conjure far crystals, conjure close crystals.

Also, why does he curse you? The crabs drop anti curse items if I remember correctly so it's not even a big deal. Just a little extra annoyance for the road? I was level 56.

I don't have much to say about this, there's nothing there, really. 6/10, didn't make me want to murder a puppy.

3.12 Gardens (are they called Gardens? I'll call them gardens) : 5 Deaths; 2 Boss Deaths

Off I went to murder a puppy. So yeah, I made it past basement stone buddy below the blacksmith.

I figured his twin in Anor Londo was supposed to teach you that now is the time to go there, but no.

The area behind him proves that the game isn't fun unless it's hard. I walked through it easily and felt very happy to have a swing at my old butterfly friend.

I also don't know what in the world a melee build is supposed to do here most of the time so I went for a nice 1-minute stroll around some magic projectiles and when he came down for pets I figured I'd go for some tough love and one cycled him. Fun times.

I found the crest somewhere in that area I think? I don't actually remember where you get it. Behind the Dragons somewhere I think? This area confused me and it was before I wasted half of my lifetime on Giants Tomb, so it's quite blurry.

Nonetheless, I made my way to the other gardens and had to fight the weird knights. I got killed there once by the Cleric who made it his life mission to run through the entire forest, pulling everyone he could find.

I then made my way to the creepy cat and joined the Covenant. Yay, no more getting murdered.

So I made my way through the mushroom forest and across a bridge and got murdered by two catwolf thingies. Now one catwolf thingy I could deal with. Two cat wolf thingies, I don't know how.

Learning from my mistake I entered the Catwolf area again and got murdered again. Unlike the good old black knight times, the game had wasted enough of my time for me to actually learn my lesson and try just one more time... no, After my third attempt I learned that I really don't know how you're supposed to beat them.

I died another time to the Hydra which I had already seen in the area I can't remember for the life of me in that other place where I think the seal was. You probably know what I'm talking about if you can still be bothered to read this.

That one was fun. So I tested if I could swim. Turns out I can walk on water. So I walked towards the Hydra until juuuust about the point where the game decided I wasn't allowed to walk on water anymore and dropped me through the floor to my death. The game is always fair. The Hydra gets to live.

No harm done, it's a good thing I didn't figure out there was a hidden bonfire until after I had beaten Sif otherwise I might have actually enjoyed this place.

Sif was interesting in how difficult it was to dodge his attacks. It took me an attempt to learn how to beat him (let him come to me) and one more to actually kill him.

It also took me 3 minutes of kiting him around and trying to find an alternative to killing him after he went into his "second phase". I couldn't figure anything out so, sorry pup, you've been a good boy, but this knight wants some loot. I was level 59.

I feel generous for giving this area a decent rating because of just how boring it was and how confused the layout was, but such a good boye 7/10.

3.13 Painted World: 2 Deaths

At this point I was stumbling around anywhere. I had already visited the Catacombs and apparently missed the giant gaping hole in the wall somehow so I thought it was a dead end and I hadn't figured out how to beat the ghosts yet. Therefore randomly running through areas began and I found the painted world.

The entrance into this was odd but amazing. The level design reminded me a lot of Undead Burg and also somewhat resembles New Londo. This just in, castle resembles other castles.

It was a pretty great area with fun new enemy types. I was clearly over-leveled for this area yet somehow still managed to get killed by the dragon I already knew not to try and fight as a melee build.

I also managed to show off my Assassins Creed moves, which work considerably worse when landing on cold hard stone, concluding in my second death.

I also enjoyed the preview of an enemy I would come to despise more than anything down in the well. The good old, Cirque du Soleil skeleton. I'm not one to question the physics of these wannabe tires, but can somebody explain to me whose idea these guys were at least?

I will call out the fight against the 300 sundried Spartans as pretty fun. Probably one of the better uses of a non-boss fog wall in the game.

I made my way across the bridge to the Boss. I was quite confused to see her talk to me instead of murdering me. I returned the favor by testing if I could actually attack her and lo and behold I just entered a boss fight.

The fight went through my estus charges fairly quickly but once I had figured out how to dodge the damage, there really wasn't anything there. A somewhat disappointing end to a great level.

I'll go for a 10/10 here, but I might overrate it just because it's so much better than everything I played recently. I also really wanted to explore past the dragon, but, you know, stuff happened.

I also forgot writing down my levels from here on. I never farmed levels again after Anor Londo and I only really farmed 2 levels there and used my stored souls for the rest. So maybe you, dear reader who is still reading this, can extrapolate my rough level from that data. I was level 74 when I beat Gwynn.

3.14 Undead Asylum 2: 5 Boss deaths

So I figured that one out. It was really quite fun to get back to the asylum.

My torched friends were so happy to see me they also threw a surprise party that instantly killed me. I'm sure I should have remembered that there was another Demon there from way at the start of the game and that the floor would break away because it was shown to be so fragile before when a 10-ton demon divebombed it from a 30-meter drop. After all, the game is always fair.

Nonetheless I really enjoyed the fight against the Stray Demon. It took me a while to learn the read of the red explosion, Mostly because it one shot me quite easily, but after a while, I really learned to appreciate how well designed the boss is.

Easy once you figure it out, but punishing and with a lot of potential for extra damage if you play well. It was a smart move to reuse such an early Boss to truly help the player appreciate its design. A one of a kind rerun. Because using a boss more than twice would really be lazy and boring now, wouldn't it? Wouldn't it?

There wasn't much there so I'll just rate the Boss an 8/10.

3.15 Catacombs: 7 Deaths

I'll make this fairly short.

The area itself is pretty well designed with ways to jump down and create shortcuts etc. It's the mechanic around it that I hate.

Not being able to kill enemies breaks so much of how I played the game. Slow, methodical, just avoid all the bs that happens when you fight against groups of enemies.

I died here twice to random enemies before failing to find the summoner who's responsible for all the tire skeletons. So basically I dropped down to defeat a black knight and two immortal skeletons just to take part in a crash derby where I'm the only one without a car. I died twice before making it to the "Boss", killed that "Boss" on my first try, went to the very well lit tomb of giants and dropped down to get a hidden item, lost my way, died and had to go back through all of the Catacombs.

I did by accident reverse find my way to the summoner at some point. I am again very good at seeing gaping holes in walls it seems.

I still hate this mechanic, but I will take the blame for all my deaths here. I also learned to drop down to that area while exploring the Giants Tomb before my first bonfire.

Overall I think this would have been a lot of fun for me without the Summoner mechanic 7/10 (I know about divine weapons by now btw, I don't know what they are, but I sure would have liked one)

3.16 Giants Tomb: (stopped counting after) 5 Deaths; 5 Boss Deaths

So, the Giants Tomb, the wonderful area that made me want to quit the game about 5 times. I'd like to point out that I don't really rage quit games a lot. I only did it once in Anor Londo after the Archer Knight BS. Yet I quit the game 5 times in this area, never because of rage but because I was so annoyed by this place that I would have rather spend my time reading Harry Potter fanfiction or walking barefoot across legos than going through it again.

The two offenses here are that it's filled with enemies that waste your time so much that I stopped fighting them and that the darkness mechanic, while fine in itself, makes it so there's nothing interesting to make me want to explore there.

Let's start step by step. It starts okay enough with some kind shiny guidance and a Lantern you're supposed to equip instead of your shield.

The first big boy skeletons aren't much trouble and easy to kill and generally, the way to the first bonfire is fine, not great, but fine.

I got kicked down the pit before finding the first bonfire and managed to fight my way out of it again. I didn't mind it, but I imagine death, as a result, would have been incredibly frustrating.

I'm not a vengeful person so I decided to forgive the kind man who pushed me off the ledge. I killed him first, of course, but I forgave him.

I then made my way to the most genius bonfire location I have ever experienced. I walked off the cliff next to the bonfire 3 times I think. If you've quit the game because of all the fun you were having and get back into it it's quite easy to remember a death drop like this. (It's also why I stopped counting deaths after a while, I was just completely apathetic at this point.)

My main problem with these weird crawling skeletons here is that they require an enormous amount of space to fight safely and there are also archers, who knows where, that you have to dodge while fighting the flail monsters.

I died twice, once by getting hit by an arrow and subsequently murdered by the crawling flail monster and once to pulling too many of said flail monster (two to be exact, two is one too many).

So I just ran past them, jumped down drops without knowing if it would kill me or not, sometimes it would, sometimes I would be cornered and murdered by my flail friends, sometimes I'd find the way forward.

I'd find items etc. and was very happy when I found some bloody light at some point.

This lead to a narrow path before the boss which took forever to fight through, I think I also died here once.

I'd later just run through this entire area, which is fun I guess. The great fun of avoiding to play the game you are playing.

The repeat of the Catacombs Boss reinforces my belief that it wasn't a real Boss, but maybe I just misjudged the intended level for the Catacombs.

At some point I made it to the Boss.

Let's start by pointing out the mildly questionable nature of dropping you in a room, dealing significant fall damage. Let's continue by talking about the fact that while I healed away the damage with an estus flask I heard a distant scream and was immediately stabbed by a Scythe coming from the ground. Let's also ignore that this fight comes with invincible adds. (yes I know divine weapon, how was I supposed to know about that?) Let's just talk about the fight removed from all that.

It's a big pile of bones that you punch a bunch. There's nothing there, once I figured I'd just play the DPS race I beat him in my first attempt, just punch him, he doesn't do anything clever at all. It's just resigning yourself to never being able to deal with the adds and he'll do it for you. I don't understand what the idea here is.

So I don't actually have as much to say about this area as I thought. Probably because of the fun mechanic of not being able to see anything. I'll just complain about the Blender of 4 giant skeletons that guard 2 items and give this area a 3/10.

3.17 New Londo: 3 Deaths; 7 Boss Deaths + 2 extra Boss Deaths later

New Londo needs a Bonfire. That's the one key thing about it. It has a Chimney, but no bonfire. There's one in firelink and then there's the one behind the dragons that I decided wasn't worth it. Because. Dragons.

I checked this after the fact. I spent so much time here searching for the bonfire and I was certain I must have missed one behind some invisible wall somewhere. I spent so much time Don Quijoteing my way around every suspicious piece of brick here that it left a bad taste in my mouth that the area itself doesn't deserve.

I managed to figure out you need to be cursed to beat the ghost at some point and was able to enter New Londo for real.

The first area is fine. The ghosts were really easy to beat but sometimes annoying when they'd attack you from places you weren't able to see. They barely deal any damage though, so I can't be bothered to complain about it. I mean, I just did, but who's paying attention anyway.

It's a pretty fun area and quite intriguing in its small initial scope. There's a dude on the roof for whatever reason and you find the access point to the flood gates. This was the last time the game amazed me. I

remembered seeing that door, but I never really thought about it. Seeing it open and the water drain genuinely restored some spark in me that I had forgotten about. This game can be good. What is that all about? It was a spark that didn't last too long, unfortunately.

The drained part of New Londo was fun enough to explore, but only having one type of enemy got boring quickly. (plus whatever that other thing that doesn't respawn was)

I died here once because I pulled two of these guys at once and managed to mess up a bit too hard. I also died once to a surprise ghost, who apparently made his way down to say hi.

My last death here was fall damage. Do you know how you can just jump into the Abyss from the top of the stairs? You can also hit a small piece of pebble sticking out from the stairs that barely hits a part of your foot and kills you.

Four Kings is a Boss Fight I can't talk about much. I didn't really beat it. I couldn't figure out how to reliably dodge their attacks and resorted to armor cheesing the fight. I got close to beating them once but decided I didn't skill into Stamina enough to really fight them.

I went over to do the lava place and when I came back I had enjoyed my time there so much that I resorted to tanking the Bosses again. It worked. 10 estus charges are too much. It breaks the game. I regret cheesing this fight as it might have been fun after figuring it out, but like I said, I felt completely apathetic at this point. I only beat the game because I didn't want to not quit, not because I felt like it was a worthwhile time investment.

I'll give this area an 8/10. It's hard to judge it. Enemy variety was low, I can't judge the boss, I wasn't enjoying the game anymore and yet, looking back at it, I don't have a lot of complaints and can appreciate a lot of the design.

3.18 Ceaseless Discharge: x Deaths

So this thing deserves its own Paragraph. What an incredible pile of bs. The only redeeming fact about this thing is that it is so horribly bugged that MAYBE the design itself was just bad and not atrocious. I had tried to beat this boss before and was utterly convinced that it wasn't supposed to be possible.

Before beating this Boss I kindled the bonfire nearby. I had god knows how much humanity in my inventory anyway, so what's the point. I also read up on it. It's a puzzle boss. Lure it near the entrance and it will fall off. It didn't work. I have no idea what trigger I missed, but it didn't work. At this point, I at least knew I HAD to beat this Boss, so I continued trying.

First things first I wanted to get to the big platform after I found it was impossible to dodge any of his attacks on the small pathway. I got hit once on the way, survived and made my way behind the giant piece of mountain in the middle of the boss area.

Ceaseless discharge didn't care and sent a stream of fire right through the solid piece of roughly 20 meters thick rock. I died. Fun times.

I made my way directly to the large platform this time around and tried to just fight the boss normally. Let's start by pointing out that the hitbox of his arm is more than 5 times the size of his arm. (that is one actual arm, and 2 extra invisible arms on either side) However, it was possible to dodge this. He also had a flail attack that is basically impossible to dodge. I knew about invincibility frames at this point, it didn't matter.

I also once died while the Boss was just standing in front of me, watching me drink an estus flask. There was no animation, no nothing, I was just dead.

I basically ran my head against the wall, hoping he'd use the one attack I could dodge and tried to bait it. The flail was an instant kill every time however so no luck with that.

At some point, I went back to the place where I stole the armor to look for clues. There were no clues there, but apparently it triggered something in the code that fixed the hitboxes. The boss was trivial to kill after that.

I think I died here 15-20 times in total. The bonfire was close and I tried beating him at multiple different stages of the game, so it didn't actually take that long. The Boss is just a complete testament to how incredibly unfinished the REMASTERED version of this game is. 0/10

3.19 Lava Place 1: 12 Death; 1 Boss Death

So Ceaseless Discharge is dead and the lava is removed. What opens up is an incredible ode to creativity. Spam old Bosses to make the game fun they said. I was bored out of my mind at this point.

I died to the Capra Demon twice because I forgot how to fight it and couldn't be bothered to approach it properly. I also died to the Taurus Demons a bunch, because I couldn't be bothered to try and separate them. I didn't remember how to fight just one of them but two at the same time was somewhat harder than it should be for whatever it was that was hidden behind them.

I also died once in an attempt to fight the Capra Demon spam before I gave in and simply jumped down to the bonfire.

I made quick work of the Worm and rested at the bonfire. I quit the game for three days and wasn't sure I was ever going to pick it up again.

I did end up going back, of course.

I was first greeted by the most worthless enemy in the game, fire puking do-nothing fat gargoyles without wings. Hit them twice, they die, next. The contrast between these and the literal boss fights they were surrounded with was laughable.

I also died one more time to the second worm, who decided I was quite delicious and killed me in one attack. I didn't try and fight him again.

There was also that weird ambush of worms behind one of the Taurus Demons that I just casually walked past, grabbed my item and went back. What exatly was that about?

Anyway, I went through the Fog door and was greeted by another rematch against the Asylum Demon. I'm not even going to complain about the second rehash, at least it's a good, fun boss, so I didn't mind. I died to him once because I forgot about the range of his explody attack.

I did overall enjoy that rematch though. It really did have some impact on me to see how much I improved in the game. And by that I mean, how good I was at remembering patterns.

It lead me to an elevator back up to Queelag's Domain. Usually, I would praise that, but the game had already thrown roughly 50 bonfires at me below, so I really didn't see the point in this elevator.

I went on to fight the Centipede Demon. It really wasn't much of a Boss and more of a fancy chest that gives you the anti lava ring. It was still a good enjoyable fight. I genuinely had hope for this area at this point and it might be a better area than I give it credit for had I explored a bit more, but it wasn't to be.

I'll give this part a 7/10. The enemy spamming was just lazy game design that made me certain the game ended up being rushed, a repeat boss confirms that idea. Maybe he was just there because the Centipede Demon was too easy to fight, I don't know, I liked both bosses so I won't give this place a dumpster rating.

3.20 Lava Place 2: 1 Death; 7 Boss Deaths

I didn't really explore this area thoroughly. It reminded me a lot of lower Blighttown and had I been in a better mood I would have probably tried to explore more of the lava area.

Instead, I quite linearly followed the tree branches towards the hidden bonfire and up into the ruins. I completely ignored the giant Dino skeletons. I also didn't fight stone dude from the blacksmith's basement again.

I figured I'd just return to this area after beating the game. Because, you know, why wouldn't you be able to do that? The game wouldn't possibly overwrite your save with something you don't want now, would it?

I explored enough to find the weird swamp plant demon thingy area. I explored a bit but, after getting instantly killed by one in the slow poison mud after I was certain I had dodged in time, I just went for the fog door and got to experience what I heard described as an "event boss". I'd like to refer to it as a pile of garbage.

The first time I died to bed of chaos was an attempt to damage its hand. I dealt no damage but had expertly navigated to a place where I couldn't escape its attacks anymore and died. Thus began the era of boss runs. This time I came prepared with a podcast.

My next attempt I learned what you were supposed to do, but died while stabbing at the red glowing light that I was too scared to walk into.

Next go: kill left side, die to floor breakage.

It was fun to find out how aware the devs were of how poorly this boss is designed when I returned and saw phase 1 was already completed.

I ran towards the right side of the tree and got pushed off into a hole. Another death. It took me a few more tries to get to the right side after learning how to block the attacks and then I died once again trying for the middle.

When I finally killed the thing I believe that what I killed was one of those 3 bugs that tried to get through a locked door in Lava Place 1. It might have been a nice touch. I decided to return there later and see if the door had maybe opened. You get the gist by now. I didn't make it back there.

I don't know if the Devs were forcing variety or what in the world happened with this boss, but I don't see the point. The entire area is an unfinished, boring mess. 5/10

3.21 Gwynn, Lord of Cinder: Deaths 2; 9 Boss Deaths

Before going to the last area in the game I had to beat the four kings, which went down fairly quickly and as mentioned, in a regretful fashion.

Filling the Lord Vessel and entering the final area felt amazing. The enemies there were simple versions of previous enemies that seemed designed to help you farm upgrades should you have to. It was a fantastic victory walk. The scenery was amazing and everything seemed to be perfect.

This is where my expectations failed me to an unbelievable amount. For some reason, I thought the final Boss would be an endurance test near a bonfire that tests several different playstyles.

What I got was a frantic, short Boss fight with an incredibly long walk back to it.

My first attempt at Gwynn went down pretty fast. He charged at me, caught me off guard with a late dodge. I got hit once, got up from my dodge, got hit again.

This is the first of many times I had to go through the 1:30 min walk back to the Fog gate. I also managed to slip off the bridge twice at the thin part that apparently has some kobolds hidden below it that pull you in there while blocking past the knight.

I think Gwynn is a great boss. He's also a real disappointment as an end boss. The fight I beat him in lasted 1:17 min. That's less time than the walk there.

I like his aggression. You have 20 estus charges at this point for reasons I don't understand since you don't have time to use a single one during the boss fight. (unless you parry and break the game completely)

He doesn't have all that many attacks so it's not too hard to learn but positively difficult to actually execute. I died twice to his grab. I don't understand why it doesn't just kill you outright. He combos you to death after you're hit by it anyway.

I also never learned to dodge his initial strike, which didn't kill me but I also didn't understand how it hit me. My invincibility frames seemed to work, but then I'd get hit after the fact. I wish I had tried more. I resorted to attempting a parry on it and it worked. Out of reflex, I attacked him after. I dealt about 1/5th of his health in damage. I continued the fight and beat him. It felt somewhat cheap, but not unearned so I took it.

I lit the Bonfire and the game had one last duck to send me on my way with. I was back in the Asylum. My keys were gone. I looked it up on the internet and realized I was in a new game+ that had overwritten my savefile. The only way I can explain this is for Lore reasons. I don't really understand why, but I don't see another explanation to stab the player in the back for beating the game. This isn't No Mans Sky. I was told this game was supposed to be great.

7/10, a fitting final rating.

  1. The lore

You thought I was done, didn't you? I genuinely don't think anybody is reading this anymore. I'm going mad while talking to myself. Speaking of going mad:

The Lore in this game is probably interesting. I enjoyed its vagueness because it allowed me to move on quickly without being given any context to the world I'm in. It's a good fit for the game and I can understand why people enjoy diving deep into it.

I really don't care much for it and even after researching it a bit it really seems to be some grey "up for interpretation" stuff that a lot of people have a lot of fun with. I don't care as long as it doesn't affect gameplay by, say, deleting my save file and making me play through this game again to play the DLC and explore the world some more. Thank you. Fantastic Choice.

  1. The community

If anybody actually bothered to read this far into it and doesn't yet hate me for all the shade I threw towards your community. First of all: Thank you.

I hope it was worth the read, even if you skimmed through it. I understand. I didn't try to make this Shakespeare, I only proofread once and I'm german, so maybe I struggled with the language a bit here and there.

I want to say that my preconceptions of this community were mostly wrong. There is a very vocal bunch of "git good" guys, but overall you seem to have built a very supportive community. I could find a lot of balanced opinions, especially when researching Ornstein and Smough. You guys seem to get a bit defensive when somebody calls the game out for being garbage but I read very few bad spirited opinions.

I also want to commend you for the support and the amount of relaxed, non-elitist guides you put out there. I read through a few and realized that I myself was too quick to judge the difficulty of many bosses.

The gear you're in, the level you're at, the weapon you use can all change the difficulty of bosses so much that it's hard to judge. I've read people struggle with Iron Golem for instance and I struggled to understand why. I'm sure most people beat Ornstein and Smough in about half the time I did. That's how it is.

The only criticism I still stand by is that the game isn't always fair and I enjoyed the game a lot more after accepting that. I think if you pushed on this a little less the game might be more enjoyable for newcomers.

I also think there's games that are a lot fairer than Dark souls so the point about it being a standout quality doesn't really hold true imo. And by fairer I mostly mean that they have fewer bugs.

  1. Final thoughts

I have 37 hours on my game file. I think I thought about 10 of those were fantastic, another 20 were fine to good and about 7 were a complete waste of time.

I still don't understand why this game is hyped as much as it is, but I will say that reflecting back on the game makes it seem much better than it was when I actually experienced it.

I think it's also one of those games that you can't ever experience for the first time again, you won't see flaws in pattern recognition, because you've already learned the pattern. You won't struggle to find a defense against some attacks because you already know about invincibility frames. You already know how you want to challenge yourself and which rules you want to handicap yourself with so you don't have to constantly second guess the game's intention.

I think I did pretty average in my playthrough. I overperformed on some bosses, out scaled others and probably sucked a little more than normal against Gaping Dragon, Ornstein and Smough and the Four Kings. I don't bother even considering Ceaseless Discharge for this.

Posted Jan 23, 2020, 6:08 AM UTC

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Jinxed_Scrub•

Part 3

Armor doesn't block damage, it never has, never will, and that's true of almost every game in existence that has armor, so I don't understand how you expected armor to block the pigs when all armor does in most games is reduce damage a bit. That's even how it works in early NES games like Zelda, which you said you've played.

If you meant "armor didn't reduce the damage enough to let me survive a powerful attack" when you said attacks never got blocked by armor, that's again a sign of too little health. Not exactly the game's fault. Armor only mitigates damage a bit and some sets give you poise and various defenses. Except for poise, everything works like in nearly all other RPGs.

Since you obviously noticed durability was a mechanic in the game early on (Depths?), why didn't you buy the repair box? You can even buy it from 2 different merchants: the male undead merchant and Andre. Didn't you read the descriptions or even look through what they're selling? The purpose of the repair box is described clearly even in its name, so if you chose not to buy it despite having several opportunities to do so, sorry, but it's your own fault if your weapon breaks when you're far from blacksmiths. You can even check the durability in a weapon's stat screen.

A few things about melee builds vs magic builds vs bow builds etc:

Dark Souls still allows you to make dumb builds and dumb decisions. It gives everyone the freedom to restrict themselves for additional challenge or to use a variety of different methods of beating the challenges they face.

Because the game gives you that freedom, complaining about melee builds having a hard time in some situations is akin to going camping and saying "I'm not a tent person, I'm a sleeping bag person," and when it rains, your sleeping bag gets soaked and you're miserable, you go "this is bullshit! Nature shouldn't force me to get a tent! I'm a sleeping bag person!"

If the game is unreasonably difficult or frustrating for melee weapons in a couple places, that's the devs hinting that you might want to get a bow, crossbow, spells, firebombs, or any of the myriad of ranged options available. You don't have to because you're free to limit yourself as much as you want, but it's silly to fault the game for being more frustrating/difficult than necessary because you deliberately ignore the tools offered to make it easier/less frustrating.

Btw, you can't walk on water. You can walk in shallow water, but like irl, if there's a sudden underwater drop and you step in while carrying heavy armor/weapons etc. as a medieval dumbass who never learned how to swim, you sink like a rock. Did you not see the bottom of the shallow water? Surprising, I know, but shallow water exists. You can even see where the shallow water ends and the deep part begins (yes, water can also be deep).

I'm starting to think you're either not very observant or deliberately obtuse to have something to complain about.

Anyway, you kill both undead dragons (Valley of Drakes & Ariamis) by dodging their swings on reaction and moving back when they puke poison. No ranged weapons required. It's not easy but I've seen plenty of noobs do it just fine, so it can't be too hard either.

When Patches kicked you into the pit in Tomb of Giants, did you really not pick up the loot right in front of you? 3 items, 1 is a lantern. The cutscene always ends with you right next to it. Do you just not pick up loot sometimes? Is that the game's fault?

If you light your way with the lantern, you can see how to get to either bonfire without repeatedly falling off ledges to your death.

I don't have much to add to the rest. Izalith and Demon Ruins are commonly known as an unfinished mess because we know the devs ran out of time. Ceaseless and Bed are frequently and universally considered among the worst in the series.

Gwyn is a surprise to most because most expect an epic final boss instead of a sad, broken god who has already given up and gone hollow. And yes, getting thrown straight to NG+ is annoying.

Too bad you missed the DLC, it has some of the best content in the game.

Anyway, just like the game allows you to use bad weapons, bad builds, it allows you to use limiting "one trick pony" weapons and play in various sub-optimal ways, but as you noticed, not all of them are equal because...

Dark Souls is not perfectly fair and balanced and perfect in every way. It's a flawed masterpiece that suffers from partially rushed development, time (it feels clunky in comparison to ds3), poor optimization (especially for PC), and idiots who make inaccurate, dumb statements that the gullible then believe.

I'm not sure how it will stand the test of time but I do know most who finish it, end up cherishing the experience, and some become lifelong fans who sink hundreds or thousands of hours into the series.

If there's a few final words I'd say, it'd be not to take absurd statements at face value, not to blindly trust people when they make outlandish claims, and to try to check your preconceived notions at the door when you pick up a new game, any game.

Hell, that should apply to movies, TV shows, books, everything. You'll be able to better appreciate things for what they are, rather than what you assumed them to be.

And just for future reference, if you come to a community basically expecting them to be dicks because some jackass told you they're dicks, and you let them know you assume they're dicks, don't be surprised if you are met with less than gracious hospitality.

Kinda like me coming to Germany and opening with "hey, I heard you Germans are prejudiced dicks, you kinda have a reputation for that sort of thing, but the people in this town seem mostly alright, a bit defensive maybe." Not a very good look, just saying.

If you'll excuse me, I have some hosts to kill. Have a good one.

7
Doom7313•

Holy shit honestly I was gonna say something similar but you’ve covered all of it. Nicely done sir!

2
Syntax_OWOP•

Thank you for writing this.

I think I probably didn't make myself clear enough in describing a lot of things.

I'll start by describing what I think is "broken":

As you guessed, I think things are broken when they make the game too easy. Parrying in itself seemed so easy to do that there didn't seem to be a reason to also give you an incredible damage boost afterward. Ranged Combat is something I didn't try, as I said, but it's easy to see that there are simply too many enemies in the game who have no ability to fight back against a ranged enemy. Similarly, Havel's Armor broke the game for me because it gave me so much extra "health" that I could basically just walk towards things with my shield up and spam attacks instead of fighting strategically.

What I will say is, that you are fair to point out that these are probably all intended to help players who struggle. I don't know why I didn't consider that, it seems I was still stuck with my preconceived notions that I thought I had gotten rid of after the Gargoyles.

About mechanics:

Parrying is consistent in terms of game design but not in terms of "realism". I don't think I made this clear enough. In a real fight, a parry would stagger if you manage to deflect in a way that throws the enemy off balance. In Dark Souls it's just hitting the timing that the game expects you to hit. It's consistent, it's too easy, I stopped using it. I know I can't expect that level of detail from a game. It's fine, I have no issues with it.

Backstabbing apparently is consistent. What I did wrong is walking towards the enemy while attempting one to make sure I'm as close as possible and apparently you can't hold down a directional stick to trigger a parry. It appeared random to me because it sometimes triggered while I was fighting normally. I don't mind this, it seems to be another thing that breaks the game anyway.

The Camera. I honestly don't know if you're right about the camera never switching without input, I'll assume you are. It might be that my freeroam camera reflexes triggered and I moved it myself, I can't look back at it now. I was certain it did it automatically because it does definitively do it when you kill one enemy. It switches to the next. I just tested this. This is where my frustration started and I actually used the lock on very sparsely throughout the game as a result, but it's not worth complaining about if it does in fact never do it for another reason.

About stats and health. This is something I think I miscommunicated too much. I always felt like I had enough health in the game. I ended the game with 25 vitality, 28 endurance, 15 strength, 50 dexterity, and 12 resistance. That was all I skilled into. My use of one-shot is completely flawed in what I wrote. What I mostly mean is that often when you get hit there is a second hit either right after the invincibility frames end and just before you get to react, or you get to react but there is simply no safe place to go. I also don't want to blame the game for that and that a lot of the things that read like criticism in my writeup are actually just meant to explain why something else got frustrating. Ornstein and Smough wasn't frustrating because I died to combos, it was frustrating because when learning the boss the initial hit that started the combo was often due to a bug.

About the weapon. I did not realize a raw spear doesn't scale with dexterity. I feel somewhat impressively stupid right now. I remember checking for the drawback of the raw spear when I upgraded, but I didn't understand what it meant at the time it seems. What I did for Ornstein and Smough was mostly upgrade to raw +5. I never felt like I did too little damage after that moment. As for the repair kit. I'm the kind of person who ends an RPG with 10 thousand health potions. I hate "wasting" resources, so I'd rather run back to the blacksmith than buy an item. I could not possibly predict that the game would throw a situation at me where I couldn't simply go back to a blacksmith. I also don't want to complain about my spear, I like my spear, my spear and I are friends. I just hate the stupid flies in lower Blighttown etc. I'd also like to point out that I tried to switch weapons multiple times, but most dexterity weapons just seem gimmicky and suicidal. That's in part why I created a strength build character, whom I took up until Queelag. I might at some point continue playing him and check out the DLC that many of you say is great.

About Ornstein and Smough:

Ornstein and Smough have 2 major bugs and a lot of the usual. The usual being attacking through solid walls and enemies. (I'll accept the second as a feature) The first major bug is Ornstein's charge attack. He can get stuck behind Smough and clip past him randomly. He can also decide to stop the attack completely and all of a sudden charge at you again after moving normally for a moment and he can randomly change his direction sometimes. All of these can be handled once you know about them. It simply will get you killed quite often before that. The other is his lightning attack, both ranged and close. He can sometimes completely clip past the pillar and right in front of you when using the charged stab and the ranged bolt also very rarely goes through the pillar for whatever reason. I actually wonder if these bugs are new to the remastered version since a lot of people don't seem to know about it in the comments. I expected it was common knowledge.

As far as dodging and reaction times go I miscommunicated. I think dodging is fantastic. It was a huge chunk of my defensive strategy. I don't think the timings are off and after learning about invincibility frames I barely used my shield anymore. What I meant by reaction time is actual reaction time. You seem to have misread it as reaction timing, which is distinctly different. Reaction time was needed in that fight because he would sometimes reenter his charge attack without the tell beforehand. Dodging in these situations was often too risky as it opened me up to potential attacks from Smough so I'd have to turn around and raise my shield within a fraction of a second. It felt incredibly rewarding. I don't want the game to be based more on reaction time. I don't think it's fair to exclude people for something they can't control. But I still enjoy it when a quick reaction is rewarded.

Your part 3 is where you misunderstood me on a lot of issues.

Firstly, I didn't mean to complain that the boar doesn't get blocked by my armor, I complained that my weapon couldn't go through its. Every time you attack that thing you get a small stagger animation. As a result, you have to slowly widdle it down, while staying on its side to completely avoid its attacks. It's the boar's armor that I hate here, not mine.

I did find the Lantern in Tomb of Giants, if I may quote myself:

Let's start step by step. It starts okay enough with some kind shiny guidance and a Lantern you're supposed to equip instead of your shield.

But even with the Lantern, there is very little light, which mostly annoyed me because that made the area uninteresting, not because I couldn't see enough to properly find my way. The reason I randomly jumped off cliffs was because it takes so long to fight the enemies in this area that I always had an escort of two or three flailmonsters behind me. Waiting to check where I'm jumping would only ever have resulted in an assisted jump. I also never found the second bonfire, I saw it from a distance but couldn't make my way there. I probably don't judge this area fairly. But I think I'm allowed to do that.

I was never frustrated by the difficulty in the game. It's not anywhere near as hard as people make it seem. I was frustrated by the tedium of walking the same path over and over again, not having any fun, not experiencing anything new or exciting. It gets old. Very old.

I'll concede on the Hydra that I shouldn't have mentioned it. I was aware that I wasn't walking on water and it was shallow water instead, I was just trying to be funny because I didn't realize it until I stepped into it. I expected to die, I didn't think I could swim. What angered me was that I thought I was about to fight a miniboss, had my eyes on it to prepare and dropped off the map in an instant. There was no gradual descent, it just fell off a cliff into nothing. I also want to point out that I was wearing cloth, not heavy knight armor. There's no bottom to that lake. You drop into the void. It's fine, we both exaggerated on this.

I also know that starting off by insulting your community is a bad look and needlessly hostile. It was a deliberate choice to stop people who feel offended by it from reading any further. I hope I had enough kind words for your community in the end. I think even more highly of you guys after reading the comments.

I hope I didn't forget anything. Thanks again for replying.

1
Jinxed_Scrub•

Thanks for the clarifications!

About the jumping lock on: there's an option in the game's settings where you can toggle "auto-lock on" (or auto-targeting or whatever) on/off. ALO turned on = the lock on jumps to the next enemy automatically after you kill the previous one. I always turn this setting off because I find it annoying, but it's optional (I also turn off camera auto-wall recovery).

That said, I'm almost certain you made plenty of unintended inputs that you didn't notice because everyone does that, especially when they're new to a game. I didn't even notice this until I started recording myself playing fighting games with all inputs shown on-screen. Watching the videos afterwards, I noticed tons of inputs I wasn't even aware of before, and the same seems to apply to just about everyone except the most seasoned players.

After learning that, I started paying close attention to my use of the right stick while locked on and sure enough, the lock on didn't jump to another enemy unless I moved the stick (I had ALO turned off so it didn't jump to a new enemy after a kill either). That's normal, though; even seasoned players can sometimes do that by accident when they're under pressure.

Either way, as I said, you can easily test this at the entrance of New Londo, with the passive hollows.

As for stunlocks, yeah, those do happen. However, as you noticed with Havel's armor, poise is a mechanic the devs provided to let players control how easy you are to stagger/stunlock. The more poise you have, the harder you are to stagger/stunlock (there are several breakpoints).

They gave us various armor sets with different poise ratings and the Wolf ring, and by raising your Endurance, you raise your carry capacity, allowing you to wear heavier armor for more poise etc. It's all a matter of balancing your stats well.

As for the repair box, I still wouldn't blame the game for that. You knew the game only has a few blacksmiths, they're few and far between, and often you end up far from them, so since you knew durability is a mechanic and a repair box is available very early for only 2000 souls (seriously, it's easy to farm 2000 even from basic hollows, much less the enemies in Anor Londo), I don't agree it's fair to count it as a design flaw to allow weapon breakage in a situation where reaching a blacksmith is difficult.

I'm not sure what you mean by many Dex weapons being "gimmicky and suicidal." Many Dex weapons are among the best in the game, stuff like Uchigatana, Iaito, Chaos Blade, Gold Tracer, Falchion, Quelaag's Fury Sword, Shotel, Balder Side Sword etc. They're extremely versatile, which is pretty much the opposite of gimmicky.

If I assume correctly that suicidal = bad, well, what can I say, try a Dex build with a bit of poise (say, 36-56) and an Uchigatana, 40 Dex, and I'd be shocked if you didn't find the game too easy, and the Gold Tracer is so good, it's borderline broken in pve even with only minimum stat reqs (25 Dex).

Ornstein's charge is buggy. It's idiotic QLOC didn't fix it in the remaster, but seeing how they barely fixed anything, I'm not surprised tbh, just disappointed.

Anyway, enemies can attack through one another (and their attacks don't ricochet off walls) because otherwise it would be way too easy to abuse the braindead A.I. I'm sure you noticed the enemies are kinda dumb.

That said, this applies to human players too: you can freely fire spells, arrows etc. through your friends during co-op. Is it cheap? Absolutely, especially in pvp, but hey, at least players get to be just as cheap as the A.I, so it's not an advantage only the mobs/bosses have.

I still didn't understand what you mean by reaction time vs reaction timing. Some enemy attacks are slow, some are fast, and how successfully you can react to them depends on your reflexes and muscle memory.

About the pigs: their armor works like heavy shields. They deflect weak attacks, which means 1-handed attacks for most lighter weapons. If you 2-hand e.g. a katana or greatsword, your attacks don't get deflected by the armor. This is an advantage only the pve has but e.g. if players use high stability shields and block a weak attack, the enemy experiences the same stun/stagger animation. This applies to both pve and pvp. The mechanic isn't communicated clearly, but it's just another of many instances where the developers reward experimentation and taking risks (a common theme in the Soulsborne games).

Regarding the water, you may have been wearing cloth but you were still carrying weapons and even if you weren't, you'll find your character, much like most people in the medieval era, can't swim. Also, sudden underwater drops like that exist irl too. Sure, there's no killbox over a literally bottomless pit irl, but this is an old video game, surely we can suspend our disbelief and accept the character just can't swim lol.

I get what you were doing regarding the initial words about the community, but being hostile out of the gate will color the impression of even those who are trying to give you the benefit of the doubt and go through the trouble of reading the post anyway. The whole "I heard you guys are really toxic" -spiel just gets kinda old after seeing it for the 1000th time even though this is one of the most friendly and supportive communities I've ever been a part of.

Besides, I'm not sure why you wouldn't want everyone to read it. Sure, some might not contribute anything constructive but on the flipside, I have received some of the most enlightening criticism from people who disagreed with me about whatever I was talking about, so there can be value even in negative comments.

1
Jinxed_Scrub•

Believe it or not, I actually read the whole thing (I'm home sick so I have time to kill, sue me). It's always interesting to hear fresh perspectives of a game I've played so much.

Note: reddit doesn't allow posts this long, so I'll reply in this thread as a few separate comments.

Part 1

Disclaimer: I'll mainly comment on where you're subjectively or objectively wrong. If I don't comment on some part, I probably agree with it or just didn't notice/remember it. Just so you don't think I disagree with everything you said.

Anyway, your first and probably biggest mistake was listening to fucking idiots. The world is full of them and while I'm not entirely convinced I'm not one of them, next time listen to what others say, sure, but take everything with a grain of salt because if anyone says "XYZ is literally always perfectly fair and balanced," chances are, they're full of shit and don't know what they're talking about.

I'm not even sure how naive/gullible you'd have to be to believe such an absurd statement since it doesn't apply to (almost) anything except maybe Pong. To then repeatedly fault the game for not being perfectly fair and balanced with every death being 100% your fault literally always and forever comes off as either incredibly naive or deliberately obtuse to have something to complain about.

The "fair and balanced" -slogan is a tired meme that should die already. Dark Souls (and Bloodborne) was never meant to be perfectly fair and balanced.

For evidence, just look at the pvp: the developers have done pretty much everything possible to make it as disjointed and asymmetrical as possible.

E.g. you invade a player who may have pve mobs to deal with = the invader has the advantage.

You invade a player who has killed every mob and has 3 over-leveled password summons with end game gear and spells, and they're all on voice chat = the host has the advantage.

You invade a player who has killed every mob and has 3 over-leveled password summons with end game gear and spells, and they're all on voice chat, but they're average gankers and you're a top tier pvp veteran with 2000h in the game and several tournaments under your belt = who has the advantage?

Even if it's just 1v1, different builds are better for different things, so unless both players use exactly the same gear on exactly the same build, it will never be "fair and balanced," and if you read some of the interviews of the developers, that's by design.

Btw, you can't pause the game because it's a multiplayer game. If you need to answer the phone or get the door, just quit out to the main menu. It takes only a few button presses, a second or so, and bam, you're safe to do whatever and when you reload the game, you won't start at the bonfire but on the last piece of solid ground you stood on. E.g. if you quit out on an elevator or during a fall, you'll spawn in where you last stood before the elevator/fall.

Anyway, about B as both dodge and jump (and the mechanics in general), yes, the game explains almost everything poorly, but I don't really understand why people don't just experiment? What's the worst thing that can happen if you press every button and try different button combinations? Isn't that what folks usually do in the beginning?

Speaking of which, if you hold block (doesn't matter if you have a shield or 2-hand your weapon), you can't jump. If you're sprinting and hold block, if you press B, you'll roll. This way you can avoid accidental jumps and roll out of a full sprint.

As for the lock on jumping from target to target, this is easy to test as well: go to a place with passive enemies, like the area between Firelink and New Londo with the passive hollows, lock on to one, and wait. You'll find that nothing will happen. The lock on won't suddenly jump to another target.

Even if you move around a bit, it won't change. What will cause the lock on to jump to another nearby enemy, however, is touching the right stick, the one that controls the camera. This is by design so that you have an easier time fighting groups while locked on in case you don't like fighting groups unlocked.

Btw, it would make your review clearer if you defined what you mean by "broken." It seems you use it to mean both glitchy mechanics/design, i.e. actually broken elements, as well as simply intended but useful mechanics, like parrying. Correct me if I'm wrong.

Backstabs aren't inconsistent btw. You just didn't grasp how they function. Essentially, in order to get your hitbox to connect with your opponent's hurtbox, you have to get 2 things right: spacing and angle. If either is wrong, the bs will fail. The enemy hurtbox's angle is determined not by their upper body, but their lower body. Angle yourself properly at the right distance, and you'll get the stabby.

This seems to cause confusion among those who tend to blame the game rather than their own skill/knowhow when something goes wrong. If the devs didn't implement this limitation, backstabs would be even easier to land, making them even stronger and I don't think anyone would want ds1 backstabs to be even easier to land.

As for parries, they're also consistent, but of course different attacks from different enemies with different weapons are different, and you need to adjust your timing accordingly. I don't really understand why you think they're inconsistent. I'd understand if you were talking about pvp (where parry timings are affected by the limitations of technology), but in pve, parrying e.g. a broken sword hollow's jump attack always has the same exact timing.

3
godcardkid•

Ok so before I say anything I want to say that I am very impressed by both your language/how you describe things and that you beat the game at level 74 (on your first playthrough no less). I have been playing the Souls series for a few years, sometimes out of spite of people telling me that I cant do something particular etc. or just to reminisce my first time going through Demon's Souls and seeing how far the games have come. In my opinion, Dark Souls is a good game but, without a doubt, has it's flaws. The way i look at it is not really the game by itself though, but more along what the devs have made (those being in order, Demon's Souls, Dark Souls, Dark Souls 2, Bloodborne, and then Dark Souls 3) and their journey.

I 100% agree that a remaster should be better than the original, having less bugs and such, but mechanically, it's not too different than the original. Both had the limited 4 direction rolls, and the same bs hitboxes.

Having played all of these games it still feels off every time I play Dark Souls because it actually was rushed in the end, more than the others at least. Lost Izaleth (lava part 2) was the clearest example of this, the boss especially. The devs had a hell of a time with the area and boss fitting together and the end result was whats in the game now,a bit of a mess. This is always the place I dread in every playthrough regardless of stats or equipment.

In your section on the Depths you got cursed and died but didn't know what killed you; getting cursed kills you. Also in regards to Seath, the entire reason he can curse is lore, same as to why the clams can drop purging stones.

A big part of why I come back to these games is the PvP. Simply put, as time went on and patches for the games came out, the games started to become more and more balanced, but I'm always gonna miss the days full of adrenaline when you simply use a bigger weapon to pump out more damage and beat someone with a bigger sword.

I understand that this was your first time and I certainly don't fault you for not doing PvP, but i encourage you to do it sometime, on any of these games; be warned though, that there are always gonna be hackers and people with lag to their advantage that will make it almost impossible to win, but that makes victory all the better.

In regards to your opinions on this game though, I would agree with almost all of it. Now that you've finished it though, you could stop with these games altogether, you could go through it again knowing what you do to find more secrets, or you could try one of the other games from these guys (my personal favorite is Dark Souls 2)

2
Jinxed_Scrub•

Part 2

It's entirely possible to create a very impractical, bad build; you are given that freedom. E.g. if you decide not to level your health (Vitality), don't be shocked if you die in 1-2 hits a lot more than most people. It doesn't even require much to have enough hp to survive at least a few hits from bosses. It seems odd to blame e.g. boss design if you get 1-shot because you didn't level your health enough.

How to know how much is enough? Trial and error. Remember: the game isn't supposed to be perfectly fair at all times in every way. Some stuff you just need to figure out yourself. That said, everyone's first build is trash, mine was too, but if you die from 1-2 hits, surely it would occur to you to raise your hp a bit? Or if you choose not to because you want to challenge yourself, well, that's not exactly the game's fault.

Speaking of bad builds, the game also has good weapons, bad weapons, and average weapons. Some are good at some things and terrible at others, some are only good for one thing, some are very versatile, others aren't etc.

Spears are among the more limited weapons for the most part because, as you noticed, their moveset doesn't have much variety. They mostly do just one thing well: poke shit right in front of you. Hitting flying enemies, groups etc. isn't what they were designed to do.

Is it the game's fault if a player doggedly sticks to a weapon with limited functionality and gets frustrated as a result? I wouldn't say so. When I was new to the game, I tried various weapons and when I found something was struggling at certain things, I either accepted that I was using a weapon that made life more difficult for me or I switched to another weapon.

You said you stuck with the spear because it didn't hit walls as much. Yes, that's one benefit of spears. However, it's entirely possible to avoid hitting walls with other weapons if you experiment a bit: straight swords have vertical R1s when 2-handed, which makes it easy to avoid walls, the Balder Swag Sword also has R2 thrust attacks, which are also great for avoiding walls. Greatswords have 2H vertical R1s, some ultras have vertical attacks etc. Katanas too. Katanas, straight and greatswords etc. are also good at hitting flying enemies, groups etc.

I don't know how it's a flaw in design if they include weapon variety (i.e. different weapons are good/bad at different things) and give you the option to use different weapons.

You also went with the Raw infusion. This boosts the weapon's base damage but reduces scaling, which means after you have the base requirements for the weapon, increasing Strength or Dex won't affect your damage output, so those are pretty much wasted levels at that point. Did you not read the description of the infusion and look at your AR after raising your Str/Dex? If you did, you would've seen there was no damage increase.

While I think the game could do a better job at explaining these things, all the information is still there, in your stat screen. Is it the game's fault if you don't look at how changes to your weapon affect it?

Regardless, when it comes to games with any notable mechanical depth, such as Dark Souls, many RPGs, RTS games, fighting games etc, isn't it common practice to look up/ask about the mechanics? Those aren't exactly spoilers.

I don't get why you wouldn't just look this stuff up since you looked up boss guides etc. Why not look into the weapon upgrade system and buildcraft as well?

As for O&S, how is Ornstein's buggy charge "one of the few instances in the entire game where fast reaction time actually helps you"? So many enemies attack so slowly that I don't understand where this criticism is coming from. There are players who don't use a shield even on their blind run and only rely on dodging, and somehow they make it through the game. How?

If you mainly panic roll, many attacks will catch you, but if you roll on reaction, i.e. you see the attack coming and then dodge it, you can avoid many attacks even if you've never seen it before. Yes, some attacks will throw you off, but surely they're in the minority rather than majority?

I'm basing this on watching several streamers, friends, my wife, and others play through the game for the first time. Many if not most of them rely on their reflexes to avoid damage, so I'm not sure the dodge timings are as unforgiving as you claim.

2
Doom7313•

Quick comment on parrying

A parry has 3 stages.

  1. Prep

This is when you first hit L2. Your character, depending on the shield or weapon being used, will either bring the shield over to their right side (for medium shields and most small shields) or bring the shield up to their top right (Buckler, Target Shield, Parry Dagger). Other weapons have weird parry animations (scimitar is one, idk how that even counts as a parry but ok), but all have a small amount of time, usually around 3(?) frames before the parry frames start.

  1. Parry

This is when your parry frames are active. This IS NOT when you see your shield swing off to the left, but right before that animation. Medium and most small shields have 6 frames where a parry is possible. The Buckler, Target Shield, and Parry Dagger have 8 parry frames. This is when your shield is at its rightmost point.

  1. Recovery

This is the swinging animation you see when you parry. This is not part of the parry frames, but rather a recovery animation.

So if you’ve been using the swinging animation to parry, try parrying a second earlier. It takes practice, but it gets amazingly easy one you know how to do it. I practiced on Hollows in the Burg, and I was able to start parrying almost all the enemies in the game.

2
dwcfy•

The only thing I don't understand is the running part. Like it works the same way in all video games. Maybe it's a toggle, but that's it.

This, along with the many Joseph Anderson references just makes me feel it's a joke post.

1
Hashtag4terms•

I don't understand how you could view this as a joke post with how much the author wrote about each section of the game. It feels like a very genuine post by somebody that doesn't jump on the dark souls circlejerk train.

1
Syntax_OWOP•

I barely ever play games on console. I only used a controller because mouse controls felt awful.

Trust me that I don't spend 10 hours on a "joke post", but thanks for recommending Joseph Anderson. I've watched his part 1 and I can see where you are coming from. I also disagree with him on a lot of things however.

1
WabbajackWielder•

Both Andre and Domnhall tell you about divine weapons. Don't get me wrong, I agree with eightty percent of these things. Also, have you played the DLC?

1
Syntax_OWOP•

I have not played the DLC, I might fight my way through to it again on a new character. Many people here said it's fantastic.

It's good to hear there are clues for divine weapons in the game. I must have missed them.

1