Poll

Most fun enemy?

teleporting dogs
5 (5.6%)
jumpy grabby goatforgets
8 (9%)
rats
4 (4.5%)
ocerios' charge move
3 (3.4%)
seriously who thought thralls were a good idea
6 (6.7%)
dark sword
8 (9%)
estoc
5 (5.6%)
proof of concord farming
4 (4.5%)
sorry but im so good and i literally never die you all just need to git gud lmao
10 (11.2%)
lord tony's stuffposts
36 (40.4%)

Total Members Voted: 88

Author Topic: Souls Thread [Demon's, Dark 1, 2, 3, SotfS, BB] - Working as intended.  (Read 191037 times)

You people play with all these builds. You know what. I want you to play the deathtrap dungeon build.

No shields no left handed weapons and only a sword for the right hand a long hammer fire bombs and a crossbow
bloodborne ultimate build:

un transformed blade of mercy x wooden shield, rope molotovs only

Oh whoops I meant dark souls only. Because it's much harder to play with 1 hand in those games.

idk if you want to add this to the op or not because it's not made by namco but lords of the fallen has the same mechanics as dark souls
the reviews thing on steam says mixed but i wouldn't really go off on that considering the top negative reviews are saying the game has "slow movement" when it didn't really feel slow to me



More like Lords of the Fallen and can't get up

I've played lords of the fallen and i have to say its much like a heavier dark souls. Its nice to see an actual use for tower shields instead of a useless bash. You can plant yourself in the ground and literally receive no stagger whatsoever. Projectiles are faster and deadlier, monsters require actual tactical approach rather than using your +10 mundane dex build falcion. Enemies stagger more when blocked and are vulnerable after.

The environments are lackluster because its the same few corridors in the same castle buried in the hill but the visuals are stunning for a game released prior to dark souls 2. Armor actually feels like armor and every piece of armor looks usable in a way that won't have you dumping useless rags and leather in your item box. Crystal spires work as bonfires and allow you to level your character at any spire and allows you to level up at any. There are a multitude of weapons that encourage thinking rather than brute force which further hardens the game because enemies adapt to situations instead of blatantly running at you in hordes.

Speaking of enemies, there's not too much enemy verity but each enemy feels unique in a way because of their branching attack patterns. Some enemies feel like rehashes of others while other enemies have different strengths and weaknesses and some enemies require you to run the forget away because they will kill you.

Did i mention that most of the enemies aren't superhuman giants that tower over your small wimpy hollow protagonist? +1 for consistency.

The game is good, its a decent souls-like, i'll give it that.

Did i mention that most of the enemies aren't superhuman giants that tower over your small wimpy hollow protagonist? +1 for consistency.
that's a negative?


the best part of dark souls is going up against these towering monsters and just layin waste to em.


Yeah but it causes inferiority complex. That's why so many new players deter from ever going to heide's tower of flame in ds2. The giants may be pushovers but from a design point of view, they shouldn't even exist. You can tell by the architecture that the giants don't even belong in that area to begin with. The guard rails are sized to the player and not the giant soldiers. If those soldiers existed prior to the flame going out, then how the forget did they traverse the spiral staircase in the cathedral of blue? Its loving inconsistency like this that makes or breaks a game for me. Bosses i can accept because they are supercharged with power unobtainable, and power makes you go loving insane. Their bodies have been altered greatly and are revered for being deadly because of that reason. The bosses are remnants or memories of people who used to have great power or great influence over a cult or following but were transformed when their greed for souls got the best of them. Or its likely that the bosses were made up of a collective swarm of souls which formed a new entity, ie the rotten. Most of the bosses follow the same principle of being important figures but later on feel more like a chore than a fight. "Haven't i seen this dragonslayer guy somewhere, i could've sworn i killed him and his fatty companion". A nice nod but it wasn't needed, it takes away from the feel of the game. Its almost like your character in the previous games never existed.

Another example is how there are random carriages and wooden wagons inside of buildings or pathways that are too big. This is too obvious in scholar of the first sin. How and why did these wagons get in there in the first place? Who knows, whatever the reason is stupid. Or the fact that there are enemies too big to go through a certain door. Its almost if they designed the enemies before the areas and said:
"Place this guy here, and this guy behind a wall".
"But boss, he's too big for this area".
"Ahh, the player won't notice. They're all ignorant".
"Well said!"
the best part of dark souls is going up against these towering monsters and just layin waste to em.
Yeah but don't you think a feeling would be best saved for a huge monstrous boss fight? You've been subjected to huge enemies throughout your journey that when you get to a boss within reasonable size it comes off to you as a regular enemy. The red bar and flashy name doesn't make a difference. He's/she/it is just another "wall" in between you and the next bonfire, and this is where it gets to be a chore rather than an actual confrontation stated before.

Being a minor developer, it really hurts me when i play games and expect the unexpected. My younger self didn't know about lighting effects, level geometry, triggers and activation lines. I can't ever run through a game and not know whats coming. But souls does something to me that makes me forget all about that. I've spent more time on lore and finding all the items and creating a perfect character build that I've completely surpassed my hours on Blockland, and I've had that game from loving 2009. So it hurts me when i see a souls game choose sloppy improvised design choices instead of thinking through and being clever with placement, because its the only game I've played that i actually enjoy playing through for hours and hours on end.

Oh stuff i was rambling half way through, sorry.

oh you're talking about dark souls 2



i've never played it, i only play dark souls and bloodborne bruh.


I didn't add lads of the flannel to the OP because it's not made by Fromsoft, and everyone i've ever talked to says that it's a terrible souls imitation and a decent game at best

At that point i might as well add fluff like DarkMaus and 'kinda like souls games i guess but we have no actual idea what makes souls games good however it's hard so buy it' games which i won't

Just make a souls-like section in the post. Nobody will throw a fit.

I've recorded Dark Souls 3 beta test footage but I never uploaded it yet.

Just encountered an invader in bloodborne and they just had to loving use the god damned lead elixir.

Seriously forget the guy who thought adding that in would be fun.