Despite avoiding all the story and location spoilers, I've felt free to read about game mechanics and such.
I'm worried about armor being literally worse than nothing. I don't even mean like Bloodborne, where it does little but costs nothing, so you can just wear whatever looks cool. It may literally do the least it's ever done in any Souls game (including Demon's Souls) while also costing the most. *According to the numbers on the wiki, no set gives more than 35 physical defense. For comparison, physical defense seems to go up by 1 every other level and by 2 for every per point of Vitality. Armor isn't upgraded anymore, and doesn't seem to get scaling either. *Poise is still a stat, but I've read numerous posts that it doesn't do anything. There's mentions of a stream where an NPC with tremendously heavy armor gets stunlocked by a one-handed short sword. Conversely, hyperarmor from weapons seems to work regardless of Poise. *Equip load is more expensive than ever: it's 40+VIT, which is the same formula I had with Endurance, but Vitality only raises base defense, not stamina. Encumbrance also seems to be like II where a lower value means a further roll--and possibly affects invincibility because there's no Agility stat--so there's always an upside to less weight.
The selection of armor is pretty amazing in terms of variety and appearance. It would be extremely disappointing if you really have to basically cripple yourself to wear any of them.
>>199653 >Will there be DLC for this one There's already a season pass. I think it was stated there's going to be two major DLCs releases, but don't quote me on that.
>and other possible upgrades. Scholar of the First Sin mostly happened because II came out so late in the last console generation. It's pretty unlikely the same will happen with III.
>>199658 >So we're more Fashion Souls than ever now? I'd be OK if it was like the Network Test, where armor didn't do anything but there was no equip load either. But there actually seems to be significant incentive to wear nothing at all. Basically I'm afraid it won't be Fashion Souls, it'll end up being Naked Souls.
>>199659 You probably think I'm just talking about Havel cosplayers, but even the starting clothes for the Thief and Assassin weigh about 15 while the Sorcerer's weigh 10. That translates to like 20-30% encumbrance if no one's going to be leveling up VIT.
>>199660 >Basically I'm afraid it won't be Fashion Souls, it'll end up being Naked Souls. the current version of the game is lacking a massive balance patch that will be accompanying the worldwide release, along with a bunch of bugfixes and, oh yeah, MULTIPLAYER
I feel terrible for Japanese console players for a bunch of reasons.
I still haven't played a single game in the Souls series. It's one of those things I've been meaning to get around to but haven't. About how much time should I expect to invest in one of the games if I play one?
>>199663 >About how much time should I expect to invest in one of the games if I play one? Obviously only as much as you want. But if you mean how long a game usually takes, without the DLC, Dark Souls I will probably be about 60 hours the first time and II will probably be about 70.
The reason the numbers for the armor are so low is because armor doesn't add points to your defense anymore, although you'll take a penalty for wearing nothing. The way it works is defense (what Vitality and other stats raises) subtracts from an attack's damage, then armor reduces that final damage by a percentage (at most about 30%).
>>199742 >Ive only been able to play for like an hour so far, but it certainly starts fucking strong. God, does it. Anyone else get a Battle Axe? The two-handed strong attack when you use the buff is amazing.
1. This game is fucking gorgeous. Everything looks incredible.
2. I've beaten two bosses so far and both have been real as shit. Like a combination of the best aspects of Dark Souls 1 and Bloodborne bosses.
3. Katana are super legit in this game, but you better have that charged dash distance down tight or else you're going to eat shit.
4. From Soft know that many enemies could be rendered trivial one-on-one by sides trading until you get a backstab, and they've incorporated moves into their move set specifically designed to counter it. Jesus Christ.
Not that far into the game, but what I've found so far is that bosses tend to be usual Souls fare and not actually that difficult for veterans. But fuck me did they crank up the difficulty on the regular encounters. Like, enemies that would've been despawning mini-bosses in the previous games are regular enemies showing up in groups in this game.
>>199765 It is great, but I got kind of burned on it when I failed to notice a major sidepath (because I assumed a ledge you drop down on was some place I'd already been to), then spent like an hour looking for a lever I couldn't reach.
This game is too hard. I say that as someone who can blaze through 1 in like 4-5 hours. There's just way too much shit in the lategame that instantly one-shots you if you don't get several frame-perfect dodge rolls in a row. And shields become pretty much useless due to how hard and constant the attacks are.
>>199771 I'm at the lava place and my problem is that some enemies randomly break out of stunlock and attack before I can reasonably be expected to respond. It leads to me suddenly getting hit without feeling like I did anything wrong.
And fuck that one NPC with the really huge sword (you'll know them when you see them). It's literally five different kinds of bullshit at once: 1. Every attack does at least 50% damage, some are one-hit kills. 2. Can't be parried. 3. Effectively can't be blocked. 4. Half their attacks are over/under attacks with hyper armor that track almost 180 degree. 5. So much health and defense that even a backstab with +6 weapons takes about a tenth of their health.
I'm glad that dumbass died running after another enemy who fell into lava, because fighting them was not fun at all.
Haven't played the new game (although, I'm getting really tempted to do so), but I've been replaying the first game on Xbox One and Tomb of the Giants is such a pain. My most effective weapon requires two hands to hold, but I gotta use my left hand to pull out the nightlight.
>>199809 >My most effective weapon requires two hands to hold, but I gotta use my left hand to pull out the nightlight. There's a hands-free light source in Lost Izalith. Or could you not do that now for some reason?
>>199822 >How does this one's goal stack up to the ones of the past
It's pretty much the same as Dark Souls 1's.
>Also how much lore on this trip through the new layer of this world.
A lot, but a lot of it has to do with 'what happened to all that Dark Souls shit after the Chonsen Undead linked the fire'. Almost everything from Dark Souls 2 that isn't Eleum Loyce was completely ignored.
>Above all is the layout as good as Dark Souls.
It doesn't have Dark Souls's great interlinking area design, and sadly I don't think we're ever going to get that again, but all the individual areas are very well-designed and loop back on themselves in satisfying ways. They also flow from one to the other in a more natural manner than Dark 2's.
Once you hit a bonfire then you don't need to backtrack all the way through I guess. But liked DS1 that the nested paths you could open were sometimes even better shortcuts. And bonfires weren't that useful for travel.
There's no interconnectivity between areas, though, and that's what we're talking about. There's nothing like looking down from Firelink Shrine and seeing Blighttown, or looping through Valley of the Drakes to get back up from there.
>>199833 >There's nothing like looking down from Firelink Shrine and seeing Blighttown Just to be pedantic, but you can actually a majority of the areas from the bridge above Farron Keep, where the Stray Demon is. Doesn't change the fact that the world of DaS3 is a branching path rather than an interwoven net, but they did at least not do the impossible space thing DaS 2 did.
>>199834 >they did at least not do the impossible space thing DaS 2 did. I'm not sure if that's entirely true. The view of Lothric Castle from Irithyll suggests the Catacombs of Carthus are a lot longer than what you travelled in-game (especially since you spend half of the path going either perpendicular or opposite to the direction Irithyll is in).
>>199835 DS2 broke mainly because someone coded the elevator incorrectly to the Fort so that it goes up to an underground sunken Fort. Other than that it's overall fine. Still miss that interconnected nature.
There's two different kinds of "impossible space" people are talking about.
The first is when you attach all the collision data (i.e. the area you're actually in) end to end, and there's overlap. I know 1 had little to none (see pic), but 2 had a lot. I assume Bloodborne and 3 don't have much.
The second is when the areas in the distance don't match up to the collision data. All of the games fudge this part a bit to make things more clearly visible, but 2 was more obvious with it, like how Heide's Tower of Flames looks farther away when viewed from Majula than you'll actually walk. On closer examination, 3 mostly make sense in this regard, but Irithyl is a bigger discrepency than I initially thought: from there you can see the Abyss Watchers' mausoleum, Lothric Castle, and the Cathedral of the Deep, but not the other way around. The only other place I can see it from is Vordt's bonfire on the High Wall of Lotheric, where it's entirely differently-looking (surrounded by trees and fog and high up, not low in a valley with snow and clear air).
A separate, but related thing is when the placement of geographic features doesn't make sense (and doesn't have an explanation, like the lava in the Demon Ruins being from the Bed of Chaos instead of natural). What >>199835 said about the sea level between Heide's Tower of Flame and No Man's Wharf is one example. Irithyll is also weird in this regard: how is the Boreal Valley colder than the other places surrounding Lothric Castle when it's at a lower elevation?
Despite coming back to an Mature rating, III still has the name censor from II. The checks are case-sensitive, which makes it even more pointless--"Dead Knight" still becomes "D*** K***ht"", but "Cunt" is fine now.
Unlike in II, there doesn't seem to be any way to get rid of it.
I'm going to have to farm enemies. Sunlight Medals are easy enough, and I can do invasions for pale tongues and vertebra shackles - there are areas of the game where when you invade there's a pretty good chance of the host just dying on their own within seconds of your arrival. But I literally can't get any of the autosummon covenants to work for me.
BUT all of that is going to have to wait until I beat Yhorm on this run so I can farm a Symbol of Avarice from the mimics by his bonfire, because the fucking thing refused to drop for me this character.
>>200054 Welcome to the "covenants don't work" club. If you're not being summoned every 15 seconds, there's a good chance you may never be summoned. Have fun killing the same small groups of mobs for hours as you attempt to get covenant items.
From what I understand, if you go past around SL75 and +6 reinforcement and you have trouble with covenants, your just SOL.
>>200071 Does New Game+ allow summons from regular? I know in some areas of DS2 were popular for PVP after I had a abusrdly high level as only learned about the cutoff until after I'd gone way past what was advised.
I'm fairly certain NG status has no affect on matchmaking. The only things that affect it are SL, highest weapon upgrade, and whether the are boss is dead or not (which affects the area specific covenants, for whatever stupid reason they did that).
>>200076 Highest weapon upgraded on the file. So if you upgraded a weapon past +6 you will forever be slotted into the higher tiers on that character. Doesn't matter if you don't have it on you or you sell it or something.
There's some other stuff that can happen with attack power when invading and such, but I haven't bothered to look into it since I came to the conclusion that this game's PvP is garbage.
>First time playing a souls game, only about an hour in but so far it seems neat. Am I losing out on a lot by not using the online features?
Not really. Like what >>200139 said, for finding that extra humanity you farm the giant rats. I say this because having humanity (item) is like having extra healing item. Having humanity (in the counter on the top corner of your screen actually effects Item discovery. Having 26 humanity jumps the Item Discovery count to 210 instead of the base 100.
Also while in human form, you can find npc summons to help with the bosses, and npc invaders that will drop stuff when you defeat them. Famous examples are Kirk and Maneater Mildred who become a summon to fight Chaos Witch Quelaag.
>>200140 >having humanity (item) is like having extra healing item. In the sense that you can both use the Humanity (item) to heal, then burn the resulting Humanity (counter) at a bonfire to increase how much it will fill the Estus Flash up.
Humanity also gives slight defense bonuses. It doesn't matter most of the time, but it becomes really noticable when you're at low level with 99 humanity. Which is why most invaders are almost impossible to beat, even when they're trying to stay fair.
>>200142 The stat I quoted was what I saw on my stat screen at the time of the post. I don't know what the cap is. Just an example I forgot to say was that is was an example. I was also going to mention the serpent ring, but forgot that too.
I agree generally with his points, but if there's one defining problem with the game it would be the sense of unfairness. Despite the moves made to make it more accessible, Dark Souls 2 has more moments of annoyances than challenges.
Still enjoyed it overall, but I can understand why some view it as the weaker Souls game.
I'm playing the SOTFS version of Xbox One, so I'm not sure how bad the initial game was before the updates. I think the DLC levels rectified some of the problems in level design and difficulty, although, I'm not a fan of how paths to the optional bosses are tedious to traverse through like the ones for the Blue Smelter Demon in Iron Passage, and Lud and Zullen in Frigid Outskirts. .
Slightly related, but going from Dark Souls to Bloodborne is like night and day. After playing slowly and carefully in Dark Souls, the fast-pace nature of Bloodborne took me a while to get use to again. Not helping that I'm diving straight to the DLC for my replay in months.