You should try the new game plus mode if u want replay it. There tons different new variety enemies added, and since you forgot how it play but still has the weapon from previus game. You can manage to make it efficien. Also if you want to try different gameplay, just realocate skill level point in Granny house and try new things that you miss.
Thats actually a good mechanic To prevent those host runner to fog gate when they start losing in invasion pvp Which is very frustrated Ds3 and elden ring should add this feature
As a person who has finished a SL1 run of the game, seeing this area bribgs back some memories, sone painful, but most of them funny. Ah, the iron keep's funhouse. Great times.
It was the only area in the entire game i completely despawned every enemy from how many times i had to make that run and dying on the way. I had like 3-4 sets of their armor.
@@ylawson7873 I do, I also know that this is probably one of the most difficult areas to do a run back because unlike most enemies, the Alonne knights are a good deal faster than the player, and the Captains have a large gap close that they can use in succession. Hence the comment.
@@TheRhalf DS2 dev team: "How can we make the trek to the boss as frustrating as possible?" Honestly, backtracking through Sen's Fortress to get to the Depths from Ornstein and Smough because I forgot the Dull Ember was an easier runback than a lot DS2 bonfire to boss ones. The bs to get to Pursuer can be just as aggravating or those three Knights after him. Don't even talk to me about The Rotten poison parade...
After despawing half of the enemies, i realized that you to have engage with the second to last knight so the last one is still aiming at you with his bow and you have enough time to go to boss room.
Dark Souls II does a lot of really cool things that I wish had carried over into other games. Being vulnerable to damage during door/lever animations is not one of them.
@@Eo-ms3kwAlways tought it looked stupid in them when interacting with anything gives s. Like opening the big doors no problem in cathedral of the deep in ds3 while a horde of enemies just whails on the player.
I absolutely despise fog walls don't make weapons phase through you for no reason Enemies being able to hit you while going into fog walls is the number 1 reason i nearly stopped playing the game
The first time I did this, I never dropped the bridges down, so I would fall from the platform above and only have like 2 knights after me, and I never understood why people complained about this run back until watching some peoples play through
@@MisterHeroman Hard disagree. DS2 has some of the worst areas in the entire series. The Gutter with it's pitch black atmosphere, precarious paths that often break open to lead to a pitfall or a group of the undead, onslaughts of annoying enemies such as the Rupturing Hollows, Acid Horn Beetles, and the Dark Infused Broken Sword wielding hollows that deal a metric fuck ton of damage. Brutally frustrating, especially for new players and nothing to stick around for like loot drops or character quests that Blighttown had. Then there's the Black Gulch right after with it's excessive poison, invaders, and a second bonfire you'll likely die getting to first try because of the petrified hollow that takes five whole seconds to decide whether or not he's up for getting killed or not already. Cave Of the Dead follows the same trend with it's excessive enemies, tight, cramped spaces and poison/petrification turtles that making getting to one of the worst bosses in the game not even worth it. And lastly, the Frigid Outskirts are undoubtedly the worst area in the entirety of DS2. A long, exhausting snowy wasteland meant to widdle away your patience with every death attempting to get to the boss. All the while spamming lightning-reindeer that can easily catch up with you and seemingly spawn ad nauseum, impeding your movement and vision all the while and giving you no other choice except to shoot magic and swing wildly for the best. And the boss itself is the putrid cherry atop a rotten, maggot-infested heap of composting refuse you don’t dare to call a cake. If Lost Izilith with its unfinished areas, Control Paste dragon butts, and lava pools culminating in a gimmick fight was bad, then the Frigid Outskirts with its reindeer, red phantoms, and endless snow culminating in a terrible tiger tag-team fight with self-healing and unfair combos has to be utter dogshit.
@@godlessgod402No, not lastly. There's the Shrine of Amana, which, albeit pretty, is designed to make melee players want to cave their own skulls in. Get to one long-range caster, and the next will aggro you. Several melee mobs guarding the casters in the later half. Plenty of mobs in the water, pitfalls if you're not careful and ogres. Then, while it's relatively short, dragon aerie bridges with the suicidal fucks, not that much of a problem, but it feels cheap. I also take issue with that one enemy in the Dragon Shrine, I think he wields a hammer, and has infinite stamina. He never stops swinging that fucking hammer.
@@Slaraffus2750 Yeah, the shrine is always a slog to get through, remember that Dragonrider on the narrow bridge that's *meant* to knock you off unless you cheese it? Such a bad area, even despite it's beauty like you mentioned. I just don't think I mentioned the Shrine of Amana because it's the least offensive, even if it does throw some bullshit encounters at you it'll never be as bad as Frigid Outskirts or The Cave Of The Dead. With the Dragon Shrine I just ran through everything, picking up items along the way because the enemies are so aggressive. That hammer guy you mentioned has a habit of bugging out his upper torso into his lower half momentarily in like half a second, especially after you've hit him. Those enemies are so weird I just don't interact with them. Oh, and of course the Dragon boss at the top, one of the worst fights in the series other than Prowling Magus and Congregation.
you actually can get a clean run through, its a bit precise though. it might also be a vanilla thing because it seems like scholar added another knight at the end of the bridge.
Dark souls 2 is for CHADS who don't run to the boss dodging enemies. Instead, it's all about killing them until they are all DELETED and won't respawn anymore. That's why Aldia call us "Conquerors of Adversities".
Ah, the ds2 house of fun version! Well, you have chosen path of perpetual torment i see :D Best souls 2 joyfull experience... Ah, brings back nostalgic memories.
Doesn't anyone else think animation tanking is a cheap mechanic though? Like I got so used to it in DS3 I didn't even think of taking damage while operating something in OddWorld, a guy shot me in the back of the head and I thought. "Oh yea of course he can still hurt me, I'm just standing here."
I hate this area so much, the first time I played this game I dropped it around there and now when I was playing again (this time I'm going to 100% on ps3) I almost gave up in the same place
Some people will defend this saying that *you aren’t supposed to run past the enemies*, and that would be true for a level, but this is the run to the boss, I don’t want to fight the exact same group of enemies just to get a change at fighting the boss again
@@prinnydude5864 Let people play however they want, my dude. They bought the game, with their own money. Besides, the video IS about playing the game. What? You're telling me it's wrong because someone isn't playing the same way as you, therefore it's wrong? Lol.
Me complainign after runnjng through an area and aggro8ng every enemy in a game that clearly doesnt want yiu to take it fast and just take your time taking each one out one by one instead
Corpse running is also an intended game mechanic used when you have explored the entire area with no more thing to find or collect, it is better than wasting your time fighting a big gang of badly placed op enemies, you need to try it in other non-broken souls games 😃.
@@el_gatoNegro And also dodge-use a shield is a great mecanic too to help u to kill the enemies and dont waste estus or time, also upgrade your stats, weapons, and armour 😃
Dude, no one wants to re-fight every single enemy all over again every single time they die and have to run back to the boss, it's a waste of time and annoying, running past all the enemies to re-attempt the boss is perfectly reasonable and something that literally every souls player ends up doing The problem with DS2 however is that is literally the only game by FromSoft that doesn't give the player i-frames while passing through fog doors and allow enemies to knock you out of the animation, which means it's the only FromSoft game that forces you to go through the tedium of killing every single enemy again when all you want to do is just fight the boss, this mechanic only exists to waste the player's time and no one likes this shit, DS2 is the black ship for a reason and although it does have its merits, it's full of baffling and bad design choices such as this
ah yes ds2 some of the dlc bosses makes me think of going through it all again just to refight them but then i think again and see clips like this ye not worth it😂
Hahaha as someone who did platinum on this game every version and opportunity and thoroughly loves DS2... Yep, this is THE worst runback of DS2. I find Iron Passage easier ironically (if you don't pull the levers).
I genuinely wanted to progress through ds2 because some of the dlc fight’s actually look fun but it’s such a buggy game, I’m just glad dark souls 3 makes up for it
Yeah because why would you bother going toe to toe with the obstacles in front of you if you can just get killed by all of them at the same time near the end goal...
you eventually do yes, it happens when your character starts going through the wall. first you need to play an animation of touching your hand against the wall, which has no i frames
cue average ds2 meatrider essay abt how being forced to individually lure + kill a billion trash mobs just to get back to the boss is good game design and you’re a brainlet for not finding it fun
@@ylawson7873Pretty sure this is the only area with a long run back with way too many enemies. MAYBE Heide Tower Lost Bastille, and the chariot boss but that's it.
I do respect that DS2 makes it so you're more incentivised to fight the enemies. They're part of the boss challenge, they test your resources, and if you get good at killing them, the boss is easier, and if you kill the boss, you don't have to go through them. It's not that you're not meant to run by, it's that you should understand how to run by and what happens. And Extinction, is part of DS2's adaptive difficulty, it gets rid of them when it mathematically sees you're struggling, and you get to go onto the boss, you get to progress. So kill them to extinction till the game says "yeah you're probably bored now and you're having a tough time, you can move along, you've got other things to see.", or kill them and then the smelter demon with your remaining resources, or Havel up, iron flesh poise ring health ring do everything to make the getting hit, and getting flinched, parts not your problem.
Bro this is indefensible. On one hand "extinction" is boring and tedious On the other, not fighting them is extremely frustrating. It's what we call "artificial difficulty". You should ALWAYS be able to have a straight uninterrupted line to the boss from the last checkpoint. Boss challenges are the boss itself, the other enemies are not a challenge, they're just annoying af.
@@danzackblack5829 That's not what artificial difficulty means and this isn't an example of it either. This is just difficulty. Also I'm not sure if I'd want bonfires next to every boss like that. Seems like it would take away all the punishment of losing if you could make it back to your souls so easily like that.
@@JeffGoldblum64 how is it not? Making the run back to the boss as annoying as possible is absolutely artificial, the player isn't being given a genuine skill check, just gotta be lucky to not get absolutely whaled on while going through the door or have to waste much time killing the same enemies over and over. Having a bonfire by the door ensures that only the boss itself will test the skill, if the boss is hard(it's a souls game) then having to run through enemies just to be mollywhopped is disheartening to say the least. Bosses exist for a reason, THEY are supposed to be the challenge you do to test your skill up until now, the run to them does not do that at all. Edit: why does there need to be a punishment??? If the boss is hard then losing should be enough for anyone.
@@danzackblack5829 These games are designed around death being punishing which heightens the motivation to play correctly. Being able to easily negate all the punishment from death and getting to your souls so easily like that would remove all the risk to working towards the boss and that's pretty much the entire game. You would also effectively remove the bosses out of the gameplay of the level because you've created a new zone that is just a path to the bon fire and boss room. Dark Souls 1 had almost no bonfires like that. I'm struggling to think of even one. They had a bonfire placement like that for the tutorial boss. You understand that? Your idea is pretty much scaling everything back to the tutorial map in Dark Souls 1. Also if level design and enemy placement is artificial difficulty to you, what do you even consider real difficulty at this point?
@@JeffGoldblum64 that's bad game design, what motivates me to play "correctly" is a skill check, like a boss. Being punished does nothing but make me wanna play less. Real difficulty is when something is hard but not because of something very unfair. I am all for an enemy run like that if it's by itself, not if it's required to do to get to the boss.
I mean... do you expect them to give up ? They are right next to you, are they suppose to turn around and leave? They can hit you through the animation... i dont see a problem here
This is literally the only game by FromSoft that doesn't give the player i-frames during the fog door animation, there's a reason this mechanic doesn't exist in Bloodborne, DS3, or Elden Ring, it makes an already painful runback to re-attempt a boss 10x worse by forcing the player to kill every single enemy all over again, this mechanic is tedious and serves absolutely no point other than to waste the player's time
@@ahmednaka3562"It's not fun to refight the enemies on a already painful runback". You know that if they DIDN'T want you to fight the enemies they would put a checkpoint right before the boss, yes? And probably they give i frames to avoid having to make another animation for the character.
Oooh i cant run thru whole game just accesing doors and levers, boohoo grow a pair and kill 5 mobs before a try or just use aluring skulls or spell which is useless in any other fromsoft game ?
DS2 evangelists be like "no the tedious thing is good actually, I love being bored" Fr though the problem isn't difficulty. Devil May Cry 1 on DMD difficulty is more mechanically difficulty than any Soulsborne game and forces you to redo a level to try the boss again when you run out of lives, and I don't find it frustrating. There's a difference between being forced to learn how to do combat optimally, and being forced to inch your way through every level because enemies are placed to swarm you.
dark souls 2 is the hardes game in the series it starts u off with the choice item of forceing new game plus plus that champions covenant adds to that plus we wanting those invisible rings every time so i force my self to not die or bonefire so painstakeinly running back and forth when i forget to buy homeward bones... also its mostly because i choose to keep adp low for the sake of 2 handing the greatsword early on ^^
Tho you're not entirely wrong but you're clearly not familiar with the game mechanics. You can use a damn bow to lure enemies 1 by one. I've been through this same sht so I know what's going on here. You become impatient after reaching the boss room once and don't want to fight enemies on the way. This is why you get swarmed by hordes. Nothing punishes rushing like ds2 does.
The point is it is not exactly peak gaming design when you can run past everything you know? The fact that you say this about ds2 and not ds3 or ds1 is proof. Because it is easy to run past everything on ds3 and ds1. But when i explored on ds2 it was the most satisfying exploring. It was on ds2 that i learned to lure with bow and avoid getting ganked. In ds3 or ds1 they got the most asshole level designs. Farron's keep: a fucking swamp that reduces your movement and roll and they put a giant enemy with hard hitting attacks and tracking magic. I never saw for once someone playing and saying "hey, lemme explore this". Everyone just runs past it and goes for the fires.
@@prinnydude5864 You're entitled to your opinion of course, but the problem for me is I hate the enemies and level design in a lot of DS2 so I didn't like exploring or engaging with the combat, whereas whenever I play DS1 I explore as much as I can including levels like Blighttown and Sen's Fortress. I have my problems with DS1 and DS3 (I'm not huge on DS3 personally) but even with DS3 I explore most of the zones as much as I can, it's really only Farron Keep and Catacombs of Carthus that I rush through. I prefer a game that I mostly enjoy playing where I can skip the few parts I don't like, as opposed to a game where I don't enjoy like 70% of it and I'm forced to go through it frustratingly slowly, and where the best parts of the game are balanced for endgame.