It’s a pretty good PvE weapon. I used it a bunch on my 1st playthrough. Then I used it with the Dismounter, since they’re both great curveswords, it allowed me to powerstance them which made them pretty strong in PvE. Only issue is how slow great curveswords are, which, they’re not the slowest weapon class or anything, I think their speed is balanced with their dmg output. It’s just that vs some bosses, it was just too slow so I ended up mainly just doing jumping L1’s. Which does great damage, but got boring after awhile.Iv also been having the problem of not wanting to branch out from bloodhound fang any time I do a new character. I’m always thinking “it’s RIGHT there and it’s so good” and just end up going back to my comfort zone
I feel the same way about the Flail.Iv also been having the problem of not wanting to branch out from bloodhound fang any time I do a new character. I’m always thinking “it’s RIGHT there and it’s so good” and just end up going back to my comfort zone
They’re slow but the weapon art on BHF is what makes it so fun to use for me. Definitely gonna try out a different weapon next time. How is bastards stars? Only care about PvE.It’s a pretty good PvE weapon. I used it a bunch on my 1st playthrough. Then I used it with the Dismounter, since they’re both great curveswords, it allowed me to powerstance them which made them pretty strong in PvE. Only issue is how slow great curveswords are, which, they’re not the slowest weapon class or anything, I think their speed is balanced with their dmg output. It’s just that vs some bosses, it was just too slow so I ended up mainly just doing jumping L1’s. Which does great damage, but got boring after awhile.
The closest to the moveset is actually the Caestus in this game. Which since the last patch that buffed all fist weapons, Caestus are actually super good and possibly even OP now.Looking forward to more ashes of war and spells etc.
Can we please have the Bone Fist back? PLEASE?
Yeah I started playing more again once the DLC was announced.Been playing this game more lately and really enjoying it.
The Soul System still blows
Runes/Souls. Sekiro's Sen was less of an issue but still problematic.Yeah I started playing more again once the DLC was announced.
What do you mean about the “Soul System”?
No doubt about that. The enviromental cohesion between enemies/bosses/items is unsurpassed in Demon's Souls. In the Dirty Colossus fight, you can set yourself on fire by stepping into the torches scattered around the arena as a way to get rid of the flies. There are other bosses with those neat little mechanics which were amazing.Love this game still, very excited for the DLC.
Has the high points and low points (low aside from DS2) of the series for me. Sekrio is still my favorite.
Playing through Demons' Souls before going into Elden Ring again gave me an appreciation for the "gimmick" bosses. Like in Boletaria 1, theres fire bombs everywhere, which intuitively tells you that you need them for the boss. I don't like the dorks that put 1 million hours into these games acting like Demons' Souls is some stupidly easy game in comparision, it's about overcoming a level rather than busting your balls against a boss. In Sekiro, the combat is so good that if you understand it you can beat many bosses first try. Genichiro killed me like 25 times but Isshin and Owl the Father, despite being much harder killed me less than 10 because I got it by them.
In Elden Ring I feel neither rewarded for paying attention to the environment or that my skills in overcoming one boss carries over for the next (in most cases). Fighting Morgott didn't prepare me for Malekith in any meaningful way, in both cases I was running it back till I memorized their shit.
But that seems lack of cohesiveness is unavoidable because of all the incredible variety and exploration this game offers, which is what it does better than maybe any game I've played.
Agreed on fuck the demon of hatred, I beat him once, I’ll never choose to fight him again.No doubt about that. The enviromental cohesion between enemies/bosses/items is unsurpassed in Demon's Souls. In the Dirty Colossus fight, you can set yourself on fire by stepping into the torches scattered around the arena as a way to get rid of the flies. There are other bosses with those neat little mechanics which were amazing.
Personally I just hated back then (before the remake) how inconvenient the game as a whole was. And I'm not talking about "oh you die twice and lose all your souls". It's just the menus are all over the place, literally THE worst UI I have ever seen. Then there's the upgrade system with tens of different materials, upgrade paths, and the fact that you need to find a specific NPC and choose the specific dialogue option after defeating a specific boss JUST so you can upgrade a boss soul weapon - with the specific colorless demon souls that drop from specific enemies under specific world tendencies. And none of this is said or hinted at ANYWHERE. Like, get the fuck out with that. I am all for rewarding exploration and initiative from the player and not guiding them by hand, but Demon's Souls was almost purposefully obtuse in that regard. This was a trend that continued in Dark Souls 1 and 2, eventually getting more friendlier/easier to understand systems in Bloodborne and DS3.
And while I also love Sekiro and its combat, it is paradoxally the only fromsoft game I feel doesnt let you beat bosses by your skill alone, but rather you have to know some specific things about their weaknesses and fit your playstyle to the boss fight instead. In dark/demon's souls you can beat bosses as a mage, cleric, spear wielding tank or fast nimble swordsman. In Sekiro, I remember dying an absurd amount of times to the Guardian Ape, and then seeing in a youtube video I had to use the upgraded spear prosthesis contraption thing to pull the centipede out of the ape's neck and stun him, while also having to drop fireworks into a specific sequence and then only slash in specific moments. There was simply no way, no matter how excellent my dodging and parrying was, that I could beat it with only using the sword, instead of exploiting the fireworks/slash/spear thing sequence flowchart.
I also remember trying to beat the secret demon fire boss and dying so many times I started to count how many hits I had to land to empty one of his lifebars. Fifty. You needed FIFTY sword slashes for each of the 3 phases to kill him, all the while you were 3-shotted if not healing, the demon is flying everywhere and exploding everything and stunlocking you, even if you had the fullest upgrade healtbar/defense/sword attack. I genuinely never felt a boss was so unfun in any other fromsoft game.
The PvP community comes together to decide the meta level. And it has been 125 in every Souls game except I believe DS2. For those that don’t know, it’s low enough to where you have an actual build and not too high to where your character can do too many things. Other things are taken into consideration, and people still argue with the meta level at least in Elden Ring and a lot believe it should be 150. This is why I go to 138, that way I can match with 125’s and 150’s. That said, there’s a lot of levels that are active outside the meta levels. Like level 50-70, 90, 200, and 301+ are all popular. Any level 301 and above goes into the max level bracket. So if you’re level 301-713, you can match with others within that level range. They started doing this in DS3 and kept it with Elden Ring. Which, it makes sense, so I’m glad they kept it even though I’ll never have a character anywhere near even lvl 301 let alone max level.Only thing I dislike about the souls system is that you have to stop leveling at around level 125, otherwise you will have a hard time finding pvp players - and when you do try to invade above that level, its two-three players just camping in ambush spots so they can one shot you with coordinated attacks.
DLC final boss is a double header of Astel and Erdtree Avatar lmaoAstel rematch