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Shadow of the Erdtree is not for all Elden Ring Fans 

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8 окт 2024

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Комментарии : 151   
@KinomotoAkito
@KinomotoAkito День назад
I saw someone describe Elden Ring as FromSoft's Skyrim and now I can't unsee it, especially after they snuck in the Torrent patch for Elden Beast with the DLC patch maybe we should let FromSoft GITGUD unless we want Elden Ring to really be their Skyrim; the last universally beloved game and the tipping point for their worst habits
@enjoyerofcontent
@enjoyerofcontent День назад
Someone else said who posted a review said "the worst parts of SotE feel like the best parts of Starfield" and it really hurt my soul that I can't really argue against that. Especially with how it really shows, as you say, the bad habits. The Curseblades are the biggest example to me. I can deal with them, but it just takes me out of it when a scarecrow in a loincloth can poise through jumping, duel-wielding heavy katanas AND can also poisebreak nearly everything short of the Bullgoat set by slapping you with a fucking hollow dinner plate AND can also shoot you around like a loose firework. Everything about how they work feels like the devs are terrified of being accused of making something easy. Because FromSoft games are Hard! It's what they are, dammit! And Bethesda games have loading screens every 2 seconds...
@hardreseto
@hardreseto 10 часов назад
I recall the same video. I will say that Bethesda's fall from grace has been hard to watch. I actually bought a Series X when Microsoft bought Bethesda, expecting to be wowed by Starfield. Like that video you mentioned said though, it was people constantly defending Bethesda after Skyrim that led to a lack of innovation and change for the studio. Feedback from players and critics is really important, especially for the more successful studios. I mean, look at how Cyberpunk 2077 turned things around.
@JohnYannoulas
@JohnYannoulas День назад
Some enemy designs in SOTE are disastrous. What's sad is they didn't really have to up the diffculty for it to be an enoyable game, and they did the worst they could have, which is "make enemies do more shit" It feels legit miserable playing a caster in the DLC, it either severely tunnels your playstyle, or your experience. Their idea of upping difficulty was to give base enemies insane poise and 10-hit combos you need to wait out before doing anything. And objectively terrible hitboxes.
@hardreseto
@hardreseto 10 часов назад
I felt largely the same, especially when it came to the bosses and stronger enemies. I hadn't played a caster or magic build in the DLC, so it seems like purely caster is a rough time as well huh? Definitely interesting to learn. I guess hybrid builds were the way to go.
@JohnYannoulas
@JohnYannoulas 5 часов назад
​@@hardreseto I went from having a full hard capped, Death Staff caster with Death rancor melting base bosses to needing 5 minutes to beat a black knight in NG+2, bcs of their ridiculous shields, and it's not like much else worked wonders. About the same for curseblades since you have no time for long casts. Basically most spells take forever to kill most things in this DLC. And of course it creates the usual problem of having to resort to the 2-3 spells that can be used under pressure, Night comet, helix etc, for 90% of the run. Being easier to die as a mage is one thing and fair, but completely defeating the purpose of glass canons is another. imo, no upside to playing a mage in DLC compared to playing say a pure strength colossal wielder that only spams Lion Claw. It's basicaly mindless casting, only pandering to Miyazaki's cringe power fantasies.
@Snailshroom
@Snailshroom День назад
DLC weapons are a big step up imo, tons of new fun stuff.
@hardreseto
@hardreseto 10 часов назад
Totally agreed. Really loved the few weapons I tried. I do hope that people who play SOTE, experiment with the weapons because they are easily some of From Software's best.
@maidenless_tarnished
@maidenless_tarnished День назад
I definitely understand both sides. I played the base game heavily about a year after it came out and just finished the dlc over this passed weekend. As a whole it definitely left me wanting more, but the moment-to-moment beats were amazing. Overall I'd say that it's worth playing through
@hardreseto
@hardreseto 10 часов назад
Honestly glad to hear you enjoyed the game. For me there were definitely moments where I enjoyed the game, but there were a lot of moments that just didn't click with me, unlike the base game where I was enthralled all the way through my 200 hours with the game.
@wrathius1245
@wrathius1245 3 дня назад
If I had a Nickel for every time a small RU-vidr made a very on-Point Review of SotE that, altho many of my Opinions are quite different, still had me agreeing with the majority of it... I would have 2 Nickels. Which isnt alot but its weird that it happened twice. Warning! Great Treasure ahead!
@hardreseto
@hardreseto 2 дня назад
Haha, I'm glad to be the second instance of that. Also, the fact that you see validity in a lot of the video despite having different opinions, is honestly the best result for me. Thanks for the comment!
@aranasdylanjames6351
@aranasdylanjames6351 3 дня назад
regarding the boss design were you said that there are almost no windows to attack these bosses yaa highly disagree that bud. from your rellana example there are multiple things you did wrong, first take off the radagon sorseal it makes you take more damage like use dragoncrest greatshield or the shard of alexander, second there are times in the video were you dodge twice in a panic and dodge backwards. not only are you not in a position to attack her because you are too far away but dodge twice effectively forfeited your turn since dodging a second time takes more time. You should have been figuring out when the combo ends, dodge the last hit into the boss for you to not take damage and also be in a near enough position to attack the boss which is easier with blind spot. you were also not using your weapon skill properly as you were using blind spot too early when the combo did not end. the two overhead shoulder attack can be blind spot, the carian sovereignty attack can be blind spot, the thrust attack can be blind spot. again really don't want to come across as saying "git gud" but if you are saying that the bosses do not give you an opportunity to attack as a melee build that is false as i've done multiple melee builds with zweihander cragblade build and straight sword square off build and they performed well enough if you take the time to lab the boss' moveset. now if your main complaint with these bosses is that it is not fun process or not worth time investment to learn these bosses then i can totally understand but if you are going to be saying that the bosses give you almost no windows to attack that is something ii cannot agree with. Also don't want to sound like a huge elden ring glazer so i'll also say that i do agree that the world feels empty, performance issues suck, rewads for exploration are hit or miss
@davidschulz2636
@davidschulz2636 3 дня назад
you just proved his point by showing everyone how overcomplicated these boss designs are, this is not fun but more like learning for an exam lol.
@aranasdylanjames6351
@aranasdylanjames6351 3 дня назад
@@davidschulz2636 again if you do not like how overcomplicated the bosses are or how much time and effort it is to learn then no arguments here from me, I respect your opinion. BUT if you are going to be saying that the boss has almost no window to attack with melee builds that is false which he specifically stated that in the boss design part. He should have said something like " I did not like the learning process of these boss fights" or "I think that It is just too tedious for me to learn" something along those lines instead of saying that the bosses give you no window to attack or that the bosses has super long combo strings. Its all subjective at the end of the day, some people i know like how complicated these bosses are while others find it tedious, no right or wrong answers for that.
@tod557
@tod557 3 дня назад
Yah idk i had no problems with Rellana
@hardreseto
@hardreseto 3 дня назад
I think I actually might've made a mistake by including footage of my earlier attempts. I actually spent a good day on Rellana learning her move sets and labbing her. That said I think my last few attempts where I did learn how to dodge her and get an attack in were better. Blindspot was inconsistent for me, mostly because of the performance issues, which I think might be related to those attack windows. In the end, in some of those windows you mentioned, I'd get one attack in, do a little bit of damage, do a huge round of dodges (and yes double dodge doesn't work, your stamina goes down too quickly AND you can run into another attack). And maybe "non-existent" was exaggerating a bit, but even compared to Malenia in the base game, I felt like the windows were so small, for multiple bosses. The only time I got to sucessfully get massive damage and a bleed proc on Rellana was when she was transitioning to her second phase. And it is worth noting, that despite my experience with Soulsborne and Souls likes, I'll freely admit I'm not very good haha. I aspire to play the games with a level of skill though, so I guess the process of getting to play skilled felt a lot more punishing this time around than Base Elden Ring (let alone games like Sekiro and Lies of P). Thanks for the comment and perspective! I'm not expecting to be 100% right about everything, as a lot of this analysis has to do with my personal experience and what I've observed online. :)
@hardreseto
@hardreseto 3 дня назад
@@davidschulz2636 I think the issues get more complicated with the performance issues. The tells are a lot less telegraphed, and it really is just memorization at that point for me. The exam analogy isn't too far off.
@Celdorsc2
@Celdorsc2 День назад
I finished both the video and DLC. I visited every corner of the map, collected all fragments, weapons and armour, collected all possible items: cookbooks, AoWs, etc. I killed nearly all bosses without support besides Radahn and Gaius where I used a tank build. First of all, graphics, music, effects and sound artists/engineers/designers have done a brilliant job but bosses felt pretty unfair, although from an observer standpoint they were really impressive. I feel sorry for artists because in this brilliant world created by them Miyazaki didn't seem to complete his work, he hardly put anything interesting apart from short dungeons and some major field bosses. The reward from exploring entire map is little and quite unimpressive. Particularly, Abyssal Woods was quite painful to run--my finger hurt after reaching Midra's Manse because of keeping the speed button all the time. I did enjoy few new weapons s.a. Backhand Blade, Great Katanas, especially Dragon Hunter's GK, Light Greatswords but other weapons seemed kind of missed including even bosses' weapons. I am rather in the camp of those who disappointed with the DLC. I don't want to create too long posts so I would like to comment on something Miyazaki said: "I don't think the game would have done what it did [... if we] crank the difficulty down more and more". No a single serious fan would expect an easy DLC! Assuming negative but constructive reviews, I didn't see people complained about difficulty itself but how the difficulty was achieved. With constraints inherited from the main game, they were probably left with limited options , so they had to tune up enemy mechanics to, I would call, absurd extremes, s.a. long delays, increased hit boxes that broke some bosses, faster attacks, hyper armour in combo chains, and prolonged combos catching melee players every time they try. On top of that attacks are relentless with no time for breathing. On the other hand, players did not get anything else in exchange. Apart from the Blind Point, players are left with old roll/jump/basksteps that do not work as before. This is the reason why one build can faceroll bosses while the other leave players in a state of frustration and unfairness. I think based on what Miyazaki expressed in interviews, I'd say he missed the point and didn't understand the complaints from that perspective. Having said that, I don't know how else they could achieve the level of desired difficulty, otherwise.
@hardreseto
@hardreseto 10 часов назад
Yeah I agree on quite a few notes you said. In particular the part about how BEAUTIFUL and atmospheric some of the new locations are, but how little there is to do in them, was a let down. I do feel for the art team, because areas like the Finger Ruins and the Cerulean coast are amazing the first time you see them. I think the game design team, whoever was involved, did drop the ball a bit. I also think like you said, there were a lot of constraints from the base game. This why I mention in the video that SOTE being an expansion actually holds it back quite a bit. Totally agree on difficulty. I expect hard games from FromSoftware, I mean, my favorite game of theirs is Sekiro, and no other game has ever pushed me as much as that game did. That said, the way the difficulty was implemented and executed, was definitely, for me, not as fun. And to your point, there wasn't a real way to up the difficulty in any other meaningful way. Since this was an expansion, they just couldn't stray from the base game.
@MgMast3r
@MgMast3r 23 часа назад
8:01 "How do you design a game that gives that same sense of wonder, discovery & accomplishment that's lived & breathed your game?" There are absolutely ways, especially when we're talking matters outside the challenge. Better questlines with more meaningful choices (we had more of that here so props to the team who designed that, where whoever you help or go against influences which allies you'll have in the final Leda fight) , exploration always has ways (some dungeons were awesome, with spike traps, hand placed enemies in strategic spots, avoiding death blight staring immortal enemies, etc) , and difficulty... that's harder but there are definitely ways. You can add gimmicks, while not making the fight ENTIRELY about the gimmick & leaving it as an option for whoever wants to use it, that way also making bosses be approacheable with a more diverse set of builds cause some builds could suck vs the a particular boss, but they could be well equipped to pull off the gimmick to aid them vs the boss. And the sky's the limit here, cause you can get very creative with each. Since we're talking about raising the challenge for the improving playerbase too, make the gimmicks also have consequences if you try yet fail them. Heck, I actually wish there was a system like that for summons, that way I'd actually wanna use 'em more cause I like the concept of you & an ally vs a demigod or outerwordly creature, but not with the way summons (most anyway, I sometimes enjoy using Shadowheart~ I mean Latenna the Abinauric), were implemented. Yes, everyone plays how they want, but it'd be disingenuous to not look at most of 'em as the "reduce difficulty" option, which also contradicts Miyazaki's speech about not wanting to lower the difficulty ~ the summons do just that! But had they did something like say, offer a consequence when spirit summoning, like say if it dies, you suffer a debuff for the rest of the fight , the debuffs all also being specific to various summons, thus also adding more lore & identity to each, suddenly u'd have a lot more nuance to them than "it makes the game easier" - some of the more interesting builds play out like this, where u'r OP if you use it well, but failing to use it well might make you feel weaker than if u'd play with a simpler build (need more like this, IMO). You gain power via an aly, but have to play around that power cause failure means u'll be in a worse spot than solo - a fair & dynamic trade-off I'd say. I'm sure talented gave devs could come up with great ideas here, alas, it didn't happen. Even the power level thing, they could also like... change the way their hardcaps work, which if there was anytime for it, the last piece of content we'll see of this game via a dlc was it. Why must str,dex,int,faith, etc cap out at 80? Why not unlock a 99 cap? Why must vigor be god-awful after 60 and not allow players to go beyond? In unlocking these caps, build variety would also increase. U'd actually have a true glass cannon vs a tanky char, instead of every late game char running 60 vig (and if you don't, u'r rly nerfing your char). Mby add armor upgrades too, that way you get the dmg % negation of the fragments to not get 1-2 shot by every DLC boss. Great vid anyway. I still enjoyed the DLC lots but ngl, I struggle to find reason to wanna replay it, lol. My fav part of it was something I already have now, which are what you said - the weapons, aows, spells, the deflect hard tear... (BLESS THIS THING AND WHOEVER AT FROM THOUGHT OF ADDING IT) - but I'm more eager to play with those vs base game content than DLC, cause base game's just more fun, hah. Same for recipes. I did enjoy exploring to some degree too, but it was until realizing there wasn't much to find, so once the hope I held on to keep me enthusiastic to was gone, and now as I look at the whole DLC in retrospective, I question why I even explored every inch of it and rly dont feel like going there again. Oh quickedit but lastly, great discussion on the Malenia vs Rellana fight. Malenia, despite her notorious rep, due to her defined weaknesses, comes off as the much more prefered fight for me - I always am enthusiastic to see what strat or build I'll use next vs her. Flip or pancake her? Rykard & Death rancors spam from afar? Burn her with fiery incants while knocking her around? All that & more works well, and she feels like she reacts to what you did. Rellana just wails away at you endlessly regardless of what you do. On top of no cutscene nor dialogue lines - she'll be remembered EXCLUSIVELY for her difficulty, nothing else.
@hardreseto
@hardreseto 9 часов назад
First of all, let me say that you bring some serious insight to the discussion here, so thank you! I do agree that the questlines were more straightforward this time and had more of an impact on the main story, which was awesome to see. That's one definite improvement over the base game, where I felt like a lot of Side quests felt inconsequential to the main plot. Getting to decide your allies and enemies not only in the Leda fight, but even the final boss fight, was cool. Its just sad that the actual plot stuff around Miquella was just kind of a let down. I really like your idea of gimmicks that are optional. Base Elden Ring already did this with the Serpent Weapon and Rykard! I would've loved to see more of that stuff in SOTE, and it would've definitely varied up things quite a bit. I think your comments on Risk and Rewards are pretty solid, and I never thought of summons in that way. For me, Summons DOES feel like an easy mode, which is why I only used summons when there was a quest reason (aka Bayle), and otherwise really stuck to going solo (which I get is harder, but where I feel like I actually am interacting with the boss rather than letting my summon act as a decoy). I actually said in my video that I didn't think raising the level caps would've worked, but you actually convinced me otherwise. You are totally right. At higher levels, you kind of default to certain caps whether you like it or not. Having low Vigor is not really an option, so being able to raise those caps would've most definitely led to more build diversity. I honestly wonder if that would've worked better than the Scadutree Fragment system, although I'm sure that would make the base game really easy to beat. Totally agreed on the Deflecting Hard Tear too btw, LOVED that. I checked it out fairly late, but I WISH they had just made that a default part of your move set. Maybe the timing window didn't need to be as forgiving, but it definitely added to some fun moments, and the Sekiro player in me was really happy. That said I had invested in a Dex Build around the Backhand blades and stuck mostly to that. Glad you liked the video and the comparison with Malenia. I too really enjoyed Malenia, and definitely feel like she was a really well designed boss. Plus the cutscenes and dialogue really helped set the mood. Its sad that a lot of the Rememberance bosses in SOTE, just kinda appear and don't have any personality or dialogue.
@sirwickel4240
@sirwickel4240 День назад
Nice video! Love to see people talking about SOTE. I kept myself mostly blind about SOTE before launch and kept myself in the dark until I was done. When I emerged from my cave to see that it was controversial I was quite shocked. I absolutely LOVED it, it’s my favorite thing any game company has ever produced, taking the crown from the base game which was my favorite before. I think it’s fascinating how different people can just have such different opinions. For example you talked about the shadow keep being a nexus point for the other areas as a bad thing, but that was one of my absolute favorite things. I can also say that I had no trouble completing all the NPC quest lines blind, as to me it was obvious that fighting major bosses like Messmer would progress things. I really appreciated all of the upgrade materials because I was constantly trying out new weapons. I also liked the cookbooks because of the lore descriptions and I did use a fair few of the hefty pots. I never found all of the scadutree fragments, fighting the final boss at 19 instead of 20, but I was able to beat him and he was actually one of my favorite bosses of all time, though it was very hard (about 1500 deaths). I found every single boss to be very hard, but still extremely enjoyable; my least favorite was Gaius because of no unique music, and my favorite was actually the dancing lion repeat fight with the basilisks, mechanically that is my favorite fromsoft boss. I found the vistas jaw dropping, the secrets wonderful, the lore fascinating, and the new enemies to be a great challenge. I recognize that I am a bit of an outlier in that I love bashing my head against a boss for hours and hours. I’ve been a long time souls fan, and I have always loved the challenge. Even when fighting the final boss for almost a month, I was absolutely euphoric the whole time, enjoying every attempt. I played on NG+ and used a longsword with spinning slash for the majority of the DLC, including the final boss, and did not use any summons. I did use some incantations as well, such as lighting spear, lord’s divine protection, and black flame protection. Just thought I should mention my build as it may be coloring my opinion in one way or another.
@sirwickel4240
@sirwickel4240 День назад
Edit: I did test out all of the new summons, just not against bosses.
@hardreseto
@hardreseto День назад
I mean honestly, that's grand to hear. I almost envy you because I "Wanted" and "hoped" to feel what you did from SOTE. I think skill and just general ability to play From Software's games, also factors into it. Reading your comment and experiences with the DLC, I can just unequivocally say that you're better at the games than I am. I've never been able to handle NPC Questlines in FromSoftware blind, so that in itself, is impressive to me. As for the bosses, I actually share your love for figuring out the bosses. Its just in this case, I felt like my tools and build weren't a great fit for the battles I was facing. I absolutely positively loved Sekiro in the same way you described. I think I spent 3 days trying to beat the Secret Owl Boss, and had a grand time, every moment of it. In the DLC, The only fight I loved was Mesmer, but that one was pretty easy, so I can't say that didn't color my opinion. Honestly, after your comment and a few others, I'm thinking of trying out the DLC with a different build and seeing if some of my issues with at least the bosses are mitigated. Also, Thank you for the nice comment!
@sirwickel4240
@sirwickel4240 День назад
@@hardresetoWow really fast reply damn. With regards to the NPC quest lines, I was REALLY thorough with exploration. I would fully explore every map section before collecting the next fragment, and then fully explore that one, always keeping legacy dungeons for last. I did miss two of the forager brood, but other than that found every NPC at every location they appear. Another thing that really helped was taking notes. I would take note of any interesting architectural feature or lore description, and any NPC dialogue. In total my first DLC play through ended up being about 300 hours, about 50 of those being on the final boss. I actually only just recently finished it.
@sirwickel4240
@sirwickel4240 День назад
I also fought pre-patch Radahn, and yeah the double slash was hard to learn. I actually beat him a while ago, but was stuck for a long while trying to find the way into Hinterland.
@sirwickel4240
@sirwickel4240 День назад
@@hardresetoThis is going to sound so shocking, but I actually didn’t like Sekiro nearly as much as the other souls games. Mechanically yeah it was insanely impressive but I just didn’t find the aesthetic or lore as interesting to me. I also didn’t like having a set character, but I do recognize that some people love that.
@lopesrafi99
@lopesrafi99 2 дня назад
I loved the expansion. It took me back to my favorite game and required more content than I expected, and I'm sure I missed a ton of stuff. I just wanna go again from the start of the base game to the end of the dlc
@hardreseto
@hardreseto 2 дня назад
That's honestly great to hear. I really wanted that same experience, and wasn't able to get it. Just out of curiosity what build were you playing? And how many times did you play the base game before this? :)
@lopesrafi99
@lopesrafi99 2 дня назад
@@hardreseto started out as a samurai and had the Nagakiba for most of my journey. Then I ran the moonveil for a while. And for most of the dlc I was powerstancing two greataxes with the Flaming Strike Ashe of War
@lopesrafi99
@lopesrafi99 2 дня назад
Played the basegame once before with 160 hours. I was rocking samurai builds most of the time, my favorite was the Nagakiba. I switched to the Moonveil in the late game. In the DLC I mostly ran a Strength build where I powerstanced 2 Greataxes with the Flaming Strike Ashe of War.
@hardreseto
@hardreseto День назад
@@lopesrafi99 Nagakiba is an awesome weapon. I believe I used it for a good while, and then switched to Rivers of Blood. Samurai builds are awesome! I haven't tried Duel Wielding Great Axes, but it sounds like a really fun play style. Thanks for satisfying my curiosity and for the comments! :)
@lopesrafi99
@lopesrafi99 День назад
@@hardreseto the double axes was unexpectedly good. Good stagger potential, had lots of poise and flaming Strike gave you some powerful AoE. I would also put some faith on my Str build so I can buff up with "golden vow" and "flame grante strength" on difficult fights.
@austin0_bandit05
@austin0_bandit05 День назад
My feeling about the bosses is they're very UNFUN to learn but fun to fight. If that makes any sense. Its like every attack is a gotcha attack, every attack is delayed, every attack has an aftershock effect, every boss has hard to differentiate positional attacks, every boss needs and on and on. Each of these need to be identified (which can be hard for attacks with small tells and attacks being positional), memorize their tells, internalize the delay timing, etc. A lot of movesets are totally unintuitive and remove the reactionary element. Like Bayle freezing midair before dive bombing you. Like nothing about what your seeing can be trusted. And I think thats why a lot of people were reminisce of DS3. Because you could spontaneously react to most attacks instead of being smacked on the back of the head constantly like "why didnt you know he was gonna freeze midair stupid". Hence unfun to learn but fun to fight. Once you internalize the weird ass timing of Messmer's spear uppercut THEN it can be fun Doing a challenge run on Rellana was absolutely miserable. She's quite literally the most complex and layered boss they've ever made.... and I didnt realize it on my first playthrough because I had a high enough blessing level to scrape a win. Its actually crazy how much is going on there. For better and for worse. Also the converse is true in regards to the scadufragments. Its also easy to unintentionally overlevel and be robbed of a good boss fight. Especially in the 2nd half of the game where they start chucking fragments at you like crazy. Romina, Gauis, Sunflower and Midra I ended up killing in 5 tries or less because I had no idea that I shouldn't upgrade my blessing level lol. You spend the whole dlc wondering if its hard or you're underleveled. Wondering if its easy or your overleveled. Its ridiculous. Like Fromsoftware just get me in the ballpark. Its okay if its a little easier or a little harder but steamrolling half thw bosses because I overleveled? Cmon
@hardreseto
@hardreseto 10 часов назад
I think the unfun to learn thing is definitely true. I think for me, even AFTER I learned the bosses enough, there were many that didn't feel all that great to beat. That said, I did get what you were saying with regards to Messmer, as I had a great time and was actually able to beat him pretty quickly (quickly being like within 10 or so tries). Like you though, I'm not sure if that's because I was overleveled at that point with regards to the Scudtree Fragments. And while I hated certain bosses for how weird and unintuitive their movesets were as you mentioned, what I hated more was getting through an entire dungeon and then beating a boss on my first try. As you said, in the latter half of the game, I ran into that with a lot of the optional bosses and Mausoleums.
@Soul_Of_A_GracelessTarnished
@Soul_Of_A_GracelessTarnished 2 дня назад
DLC bosses are much more fluid. Initially it feels like they keep attacking without break, but then you find a break eithin the cycle and it becomes a fluid unbroken pattern of movement. You dance!
@hardreseto
@hardreseto 2 дня назад
I feel like the dance felt a lot more fluid in the base game of Elden Ring. That said, I get the whole idea of bating out enemies and getting them to mess up. Its pretty common in fighting games, and there's no stamina meter there. That said, I feel like the dance can't work if both partners can't keep up the same rhythm.
@-Cybin
@-Cybin 2 дня назад
@@hardreseto git gud
@hardreseto
@hardreseto День назад
@@-Cybin I mean, I did beat the DLC... But hey, I hear you. I can always get better.
@booogagaming5223
@booogagaming5223 День назад
​@@-Cybinthe one time when that phrase actually should be used. some ppl just want an easy experience and don't want to get good. these people just need to learn the bosses instead of complaining. I personally didn't like the dlc tooooo much bc the exploration and legacy dungeons sucked. the bosses were peak
@JohnYannoulas
@JohnYannoulas День назад
yes I love it when sote bosses clip dash 10 metters from their previous locaiton to cheese you with a hit. Insanely intuitive design
@DNYLNY
@DNYLNY 2 дня назад
A really good shield and spear trivialized Gaius and Radahn. I get not everyone wants to use the tools provided like spells and spirit ash but a shield and spear is not fancy and is even more realistic in battle than rolling around everywhere. Idk why a number of the community either looks down upon or forgets about shields.
@hardreseto
@hardreseto День назад
I actually don't hate Shields. I was Primarily a Shield Build in Dark Souls 1 and 3, so I get how fun that play style can be. That said, recently, thanks to Sekiro, Lies of P and a few other Souls like, I've moved over to the Dex Build playstyle, and Its clear that a lot of the bosses are pretty strong against that particular style of play. I think Lies of P had a similar issue, but with Strength Builds (in that the game's heavy weapons are just too slow and can't keep pace with the bosses as well as the Dexterity based weapons do). That said, I honestly think there's nothing wrong with Shield Builds, and if anything they're the best way to enjoy SOTE.
@austin0_bandit05
@austin0_bandit05 День назад
Or just fix Gauis' charge. He'd be a fine boss if it wasnt for that
@salemofthedandelions1083
@salemofthedandelions1083 18 часов назад
I feel like a lot of people cling onto the idea of wanting to either be a naked hobo with a wooden club or Guts but only the Dragonslayer and no other tools like his crossbow and then get rather upset and shocked when that simple strategy just doesn't pan out like it would have in say DS3
@austin0_bandit05
@austin0_bandit05 18 часов назад
@@salemofthedandelions1083 I dont think people "cling" to it. Dodge and hit (and now jump) are the foundational mechanics of the game. They're the only thing shared across all builds and is a good bottomline for if a boss is fun and good
@Shiggy_
@Shiggy_ День назад
Idk the only bosses that gave me real trouble was Mesmer and Promised Consort. I switched my build up to meet each boss and my play style. Fire for the sunflower (flame fall upon them, melts him), lightning for bayle. Torrent makes the gauis fight ez. Even promised consort, I should've just switched to a tank build it would've been wayyy easier. For most people this DLC requires you to use all the new toys Elden Ring gives you. That being said these bosses are the most fun I've had in Elden Ring. Makes Malenia seem easy.
@Shiggy_
@Shiggy_ День назад
I also think a lot people came in on, maybe not on NG +7, but they definitely came in with a NG +7 mindset. Like.. they had a chip on their shoulder.
@hardreseto
@hardreseto 10 часов назад
Interestingly Mesmer was probably the easiest of the Rememberance bosses for me, and the one I really enjoyed fighting. I think the fact that the game required you to switch up your build is definitely something I could see people enjoy. I like playing in a particular style, so being forced to shift my entire playstyle for a boss, feels very different from base Elden Ring. I kept one build (Dex/Bleed) the whole way through and was able to get through it all.
@Shiggy_
@Shiggy_ 6 часов назад
@@hardreseto ya I never had to change my whole build. But I would look to my options for range, stagger, fire damage, etc with my build, horse/no horse. Which I mean my build was faith/dex which I'll admit is the most versatile build. I'd also use items where I thought it would help. Like for promised consort I equipped meat dumplings, warming stones, and pots for my mimic to use. But ya now I'm doing it with a bleed build no summons. But doesn't mean I'm not gonna explore my ranged, stagger, and aoe options within that build.
@EdwardViaTomato
@EdwardViaTomato 3 дня назад
I f*ed my playthrough because I progressed while trying to discover the map, and accidentally missed a bunch of the questline checkpoints or w/e. Really miffed about it, since that's what I play for. _Maybe_ I'll replay it once, at some point. Gigantic _maybe_ though.
@hardreseto
@hardreseto 2 дня назад
I am really sorry to hear that. While its not as bad as Base game Elden Ring, it IS still pretty easy to mess up questlines thanks to the Shadow Keep. I would be pretty soured by the experience if I had accidentally triggered something that killed my questlines, and hence constantly kept my PS5 auto-synch off so I could reset if I needed to.
@geordiejones5618
@geordiejones5618 34 минуты назад
I guess SOTE was playtested for people like me because the abundance of smithing stones didn't bother me, I got through about half the non Remembrance bosses without any upgrades, and I absolutely just loved the map and lore even more than the base game. Its a big too big just like the base game map, but they didnt really have a choice there since they have to make it feel similar to what they've already done, but even the empty areas to me are total vibes for the most part (worst area is that forest with the Bear Communion boss).
@STELEDAIM
@STELEDAIM 2 дня назад
I'm all for critique of any product, no matter how loved it is! I do highly disagree with one point - you criticize that SOTE boss designs 'do not allow for a variety of playstyles', and claim that base game ones do. However, all criticisms you give definitely apply to base game bosses! Certain builds trivialize specific bosses. Summoning makes some bosses erratic, and buffs their health to great degrees. I personally don't see a difference between SOTE, and the first time base game was released. The criticisms here remind me very much of Malenia & Maliketh criticisms a few years back - people used to say word-by-word what you say here, but about the base game.
@hardreseto
@hardreseto День назад
I have heard the issues people had with Malenia and Maliketh. That said, I personally didn't encounter them, and I actually used Malenia as an example and compared her to Rellana in the video. I think for me, Malenia was balanced by the fact that she had enough weaknesses to counter act her strengths, and you could potentially over level yourself and make her pretty easy. (A lot of people beat Malenia within 3-4 tries, and it took me about 5-10 I think? Really quick for a Souls boss that's supposed to be hard). Maybe those issues existed in the base game, and maybe my build and playstyle (I was primarily bleed in the base game) worked to my advantage there, but I felt like even MY builds (I had three in rotation, between a Milady+wing Stance, a Rivers of Blood Bleed Build AND a Dex/Bleed/Backhand Blades build) came out to be pretty useless against a ton of the bosses in SOTE. Maybe SOTE's issue is that the bosses are simply harder and the solutions to take them down and the viable amount of builds, are a lot less and narrower in terms of scope.
@STELEDAIM
@STELEDAIM День назад
@@hardreseto Your experience is valid. Over-levelling isn't a strategy to beat a boss... but that aside, I can agree that harder bosses leads to a widening of the gap between your average build and one that would be particularly effective. However, I'll die on the hill that all builds are viable when built to support the weapons they use. If someone thinks their build isn't viable, they are either searching to cheese through the most fun parts of the game, or are simply in an area they need to avoid until they progress more. I don't think SOTE has any issues in regards to bosses/builds/similar.
@JohnYannoulas
@JohnYannoulas 11 часов назад
@@STELEDAIM overleveling is a strategy, wtf you talking about? Any amount of power accumulation is the same principle. In fact it's a quality of experience strategy. Having more dmg per instance is the difference between having to wait through the same boring chain 20 times, over 10 times. Also, the most viable builds especially in SOTE are what'd be considered cheese builds. Heavy load+shield+antspur strat, Strength AoW spam, good ol Bloodhounds etcetc. Black knights invalidate like most spells with their resistances to the point its ridiculous how much easier it is to end them with a str build, and these are basic mobs. Meanwhile facing furnaces with anything other than pest threads or similar is the one of the most miserable experiences in gaming. Why is that? Just unimaginative solutions to the question of enjoyable difficulty.
@STELEDAIM
@STELEDAIM 6 часов назад
@@JohnYannoulas Leveling up to an appropriate point for a boss = strategy. Overlevelling = cheese. In my eyes, cheese is anything that makes the game easy to the point at which one does not need to learn enemy movesets. Yes, the builds you mention are "viable", but avoiding them would make the game more fun for the average player. I don't mind Furnaces & Black knights being inversely difficult depending on your class being melee / magic. No frustration = no reward That said, if you truly think that the difficulty feels artificial and see it as an unimaginative solution, I guess we'll have to agree to disagree. What would you do to make each of those enemies truly difficult for all builds, without relying on high resistances or health pools?
@JohnYannoulas
@JohnYannoulas 5 часов назад
@@STELEDAIM the problem with that logic is there's no precise cut-point and people would argue on the distinctions as well. Your logic basically paints anything other than an RL1 bare fist no armor build a "cheese", since all elements of power progression eventually serve to make bosses less of a hassle, to get you through the fight as such, and it'd be pretentious to say 99% of players don't derive their satisfaction from dominating a boss with builds that distinctly fulfil some kind of this power fantasy. Even RL 1 runs make use of broken weapons bcs it'd be just plain unrproductive and boring not to, so like it or not this is a concession the playerbase makes daily, without even having to spell it out. Frustration isn't of a single colour and it can derive from excitement or plain disillusion, which is what a lot of enemies in the DLC cause. I don't know if you enjoy being one shot by a furnace grab attack with its plain dysfunctional hitbox, or being stuck in an animation from flymen grab attacks for like 5 seconds, before having to evade the next one, or Gaius' hitbox being so needlessly extended it basically "teaches" players it's randomly unavoidable, but you personally enjoying that doens't make it a sensible design element, if anything it promotes disengagement, when the "lesson" it teaches you is that X enemy will kill you with zero interactibility, or that Y enemy will waste a ton of your time. When game criticism used to make sense, a game making its content less worthwhile to engage with used to be a point of subtraction. Sadly, cult-like social dispersion and trends have made people think everything this franchise shits out is a "feature". The death of rational thinking in real time.
@king_leo9664
@king_leo9664 День назад
Naw dawg, this thing was worth every penny and every controller I broke to beat it.
@hardreseto
@hardreseto 10 часов назад
That's cool. I actually didn't have to break any controllers before beating the DLC, but I felt some of the frustration for sure.
@Blade-hf9po
@Blade-hf9po День назад
Elden ring is not for all Elden ring fans, what's your point?
@hardreseto
@hardreseto 10 часов назад
I mean, if you're a fan of Elden Ring, then I'd argue it is for you. I think the point I'm trying to make is that even if you loved the base game, SOTE might not cater to you in the same way the base game did.
@zacoliver5547
@zacoliver5547 2 дня назад
I will probably die on that hill, but I have to say again that a vast open world is not a suitable concept for a "Souls" game. The base game was already full of mediocre filler content that was repeated too often, e.g. Catacombs, Erdtree Avatars, Ulcerated Tree Spirits, Watchdogs, Pumpkin Heads. The map in the base game was also already quite empty. If you didn't want to engage with the repetitive side content, you would ride from legacy dungeon to legacy dungeon. The rewards of the side content were also often lackluster with spirit summons, spells, talismans and weapons that were usually worse compared to what you already found. DS3 and Bloodborne were much better in this regard. "Legacy dungeon" after "legacy dungeon" resulted in a much better pace. Bloodborne had with its labyrinths also some repetitive content, but it gave you proper rewards with special runes and blood gems that made your build stronger. Elden Ring likely would have had more high quality bosses instead of nonsense like the Godskin Duo fight, if they would have made the game in the style of DS3 or Bloodborne. The only positive thing about the design is that it spares new and below average players the need for grind as they can do the side content to level up. I played the Elden Ring convergence mod and the mod vastly improves Elden Ring. Each class starts with hints, where the gear and suitable spells for their class is. You have special teleporters that spare you the riding around. You just need to defeat an easy boss to access the teleporter and after using the teleporter. Side areas were also reworked to offer a higher quality. When it comes to the DLC. I really enjoyed it as all major dungeons were much closer to each other. The world looked stunning like the base game and even the side content improved with the gaols and the mausoleums. We got 11 rememberance bosses on a much smaller map compared to the base games 15 rememberance bosses on the vast map. Should they go open world again, I hope that they have a smaller and more quality condense map compared to Elden Ring.
@hardreseto
@hardreseto 2 дня назад
You raise some important points about recycled content in the base game. There was some repetition there, but I felt like there was enough new stuff that kept me invested and interested. New enemies, bosses, things to find e.t.c. I will also say, I LOVED the Legacy Dungeons in the base game. Beyond Shadow Keep, I don't there's one Legacy dungeon in SOTE that even comes close to the base game's excellent dungeon design. That said, I won't disagree that DS3 and Bloodborne had better pacing. They did, and I also get that the Souls design meshing with an Open world was always going to be a tough thing to execute on. That said, I think with base Elden Ring, FromSoftware did remarkably well, and exceeded my expectations at least. I haven't played the convergence mod, but that's really fantastic. Yet another reason for me to shell out the money and invest in a beefy PC.
@eagleslove100
@eagleslove100 День назад
I agree with a lot of the points made, but I think each person will have a different experience. I agree the map design is odd but I didn’t run into the problem of traversing Shadow Keep or having to come back to it multiple times. I was able to find my way through it to each boss and never really went back unless i wanted to
@hardreseto
@hardreseto 10 часов назад
I think a lot of that comes down to the individual player. You are likely just better at navigating From Software worlds than I am. I also tend to want to do all questlines and do everything I can, and don't want to miss anything, so that might also color my opinion here.
@videocrowsnest5251
@videocrowsnest5251 3 дня назад
My experience was that it was a fun and challenging go through. Kinda wish sorceries had more toys (looking at the number of new incantations Vs sorceries), amulets or such, but what is there is servicable. Died around 120 times by the end (rune arc counter: had to do quite a few invasions to restock em.) I definetly think the build point raises an interesting question though: Logically, and realistically, each build has pros and cons. Now, if a player chooses to for example forego all ranged attack options, they have created their own consequence/weakness for their own choice. Is it wrong for the game to take advantage of this? Clearly, you can still do it. Just you'll be having a rough time where skill needs to compensate for the choice born weakness. I personally feel it's alright for a game to come up to peoples faces now and then, and whisper: "You chose this weakness, and I will now end you for it." Yet clearly, many people do not like the fact their choices can have exploitable tactical consequences. It's an interesting one where certain players may feel uncomfortable for getting shown their choices in playstyle, while valid, do come with their own consequences. In a way, they are not kings of the sandbox immune to the rules at play there, but just wandering around in it subject to their choices coming with strenghts and weaknesses. Making thus sense to in a way demand at advanced difficulty tiers the player should really be considering what they are doing here in terms of loadout, build, and tactics.
@hardreseto
@hardreseto 3 дня назад
I never quite thought of it like that, but I really like the way you tackled the whole build problem. I mean, technically you CAN have a hybrid build or ranged build, and the choosing not to have those options, is indeed player choice. I think where I find issues with this is, is in the fact that this a DLC to a 200+ Hour RPG, where the base game didn't quite punish you for adding those weaknesses, as you aptly stated. As a player that made it through the entire base game without relying on magic or ranged options too much (I used Archery a bit, but not for bosses), I feel like the game just shifted for me. I didn't mind the same restrictions in say, Lies of P, where the game is clearly communicating that it wants you to parry, and or use status effects or the game WILL be very hard, from the first boss. In the future, I think your idea of "Difficulty options" based on build is not a bad one. Even in the character creator, a warning or description of "advanced" or something similar could clue players in to what they're in for.
@videocrowsnest5251
@videocrowsnest5251 3 дня назад
@@hardreseto Agree with the fact the base game probably should have already done more of this. Though, it also kind of does. If you use only sorceries, you need to sometimes be cheeky with the toolkit factoring in cast times, distances, etc. Rock sling as opposed to comet type spells for Rellana is an easy, early on example of needing to adjust. Invasions also are an easy example of this in action. Ditto for a lot of sniper position enemies, and the likes. It's just not as common and can be more easily bypassed with skill as obstacles. Another option for supplementary ranged attacks comes in the forms of items. Pots, darts, throwing knives, all the good stuff really. Doing any damage is better than no damage, and slow and steady wins the race in battles of endurance. Using spirit summons to keep a boss busy understanding how and what draws aggro is another thing to crack. I think a lot of it does come to down to how it's all communicated. Even without difficulty options, the DLC coming with a clear and bold note saying it will demand a lot more from the player for them to make it though than the base game might have done the job.
@alenezi989a3
@alenezi989a3 12 часов назад
Although I didn't like the Story of the DLC, I just wished for more, I feel like the world is too vast and the devs are holding too much from us compared to their other games. But in total I love the DLC and base game, it wasn't too difficult at all gave us tons of new toys to play with, my overall experience is this is still one of Fromsoftwere best games, my second favorite after Bloodborne.
@hardreseto
@hardreseto 9 часов назад
Well again, like for the many others who enjoyed the game, I'm glad for you. I think FromSoftware and Miyazaki agree with you on the scale of the world, and they've said as I mentioned in the video, that they want to do smaller games going forward. I'm all for that. Sekiro's my favorite FromSoftware game, with Elden Ring a close second and Bloodborne third.
@smite5372
@smite5372 2 дня назад
Feeble kings follow up video to his first Elden ring sote video basically sums up most of what i don't like in shadow of the erdtree. Although his first shadow of the erdtree video was kind of bad. From software games are changing. Shadow of the erdtree feels so different from the base that i don't understand how people get the same mood from it. Overall i consider sote a necessary change and coffin to the 'souls series' as this was because the biggest developers of the souls series split of from the base to direct their own games Miyazaki said in an old fromsoftware interview that he doesn't want to be known as a celebrity and wants people to complement their games and not him. He also makes it clear that the souls games are a team effort and expression of creativity and there's designers who contribute to the games massive pieces of their souls and identity. something that would be undermined if he became the big celeb that he is today. He's a normal caring great guy. This does not mean that from software's loosing their soul but that new pieces of soul are coming in and that these games are changing. showing that from software even though how much the souls series sells value all their developers freedom of expression more than the money a new souls series game would bring. Also he said something about showing everyone the new fromsoftware in a recent pre-sote interview i think i don't remember.
@hardreseto
@hardreseto 2 дня назад
I saw that video, and it had a lot of good points. I think you are right that From Software's games are changing. They always have and always will. My favorite game of theirs was Sekiro, which I think was pretty different from anything that they had released before. I honestly really really liked the quote I shared near the end, where Miyazaki shared that he wanted to do smaller projects and have the younger talent in his studio direct and try new things. It makes me really excited for whatever FromSoftware does next.
@TrompetenThomas
@TrompetenThomas 2 часа назад
bosses were peak, open world was really lackluster
@judyfps5059
@judyfps5059 2 дня назад
I’ve found that newer fans enjoyed it and older fans that had to wait for it, were more disappointed. My long time souls playing friends did not like the dlc and I only started playing the BASE GAME a week after the DLC dropped (I know, I REALLY missed out)
@hardreseto
@hardreseto 2 дня назад
Hrm... That is interesting. Did you jump into the DLC as part of the base game experience? I confess I can't imagine how that would feel, but that's certainly a scenario that I hadn't considered.
@judyfps5059
@judyfps5059 2 дня назад
@@hardreseto i had never played a souls game prior to elden ring. and i did not start playing it until around a week after the DLC dropped. so i worked through the main story and getting gud ya know, then once i became elden lord, i moved to the DLC and played through it. it's difficulty was SUPER hard for me on my first playthrough even having max scadu ( because i've since gotten better at the game and i was still learning). i had no complaints on the exploration, the loot, the progression or the lore. i have 6 separate friends who played elden ring at launch and waited for the DLC and 2 other friends who started on DS3, and every single one of them felt disappointed by the DLC for a variety of reasons and that simply was not my experience. it was like the magic of skyrim all over again and my life feels changed after experiencing everything The Lands Between has to offer multiple times over.
@andrewramirez3998
@andrewramirez3998 День назад
Yeah Elden Ring was my first fs game and I played all of them after. But I never hit that magical high point I did with Elden Ring
@LostWallet
@LostWallet 2 дня назад
personally, I think that if you think Elden Ring DLC Boss are somehow keep attacking and did not gave you a "window" to "wailing" on them, you are fundamentaly misunderstood Elden Ring Boss design. this complaint is also something people was complaining about for base Elden Ring Boss as well. because the fundamental design of Elden Ring boss is not like Dark Soul, they are not going to attack you a bunch of time, then have a opening window for you to wail on them. they demand you to dance with them. to weave your attack in between theirs. in a way, if you like Dark Soul combat, you are more likely to like turn base RPG than anything else. Elden Ring combat is much more of an action combat because of this. and some people misunderstand it as having "no opening window" to attack. sure, some people might not like that kind of combat, but that is just because they didnt like that type of combat, and not an actual criticism of the game.
@hardreseto
@hardreseto 2 дня назад
I've seen that particular point quite a bit online, and I agree that Elden Ring's combat is different, but I disagree that SOTE and base Elden Ring have the same boss design. In base Elden Ring, bosses do pause after a flurry of attacks. They have some kind of invisible stamina meter that does get depleted. They've got weaknesses and strengths. The dance as you quite aptly term it, only works if both partners are playing by the same rules. If I can lose my stamina by constantly attacking, and the boss can keep throwing out move after move after move without much pause, then well... One side doesn't have a pretty huge limitation. I honestly never experienced the opening window issue in base Elden Ring (even with Malenia). There were ways and tricks that allowed you to deal with even the most aggressive bosses. Personally, I wouldn't mind the bosses and their difficulty if we also didn't have a stamina bar. And I do get that a lot of the issues can happen due to builds too. That said, I think base Elden Ring just did it all better, IMHO.
@LostWallet
@LostWallet 2 дня назад
@@hardreseto let me gave an example: Malekith. if you take a close look at his move set , he dont really stop attacking. but his attack are often long winded attack that if you know how, you can side step into a position to punish. but he never stop attacking unless he got stagger. SOTE is just the same concept, except the window for attacking is even more narrow, as well as how much newer the DLC was so that players dont have much experience on the boss behavior.
@hardreseto
@hardreseto 2 дня назад
@@LostWallet Malekith was probably one of the more difficult bosses in the base game. That said, I think the game eased in you in a bit with his first form being pretty easy and the second form turning up the heat. I can totally see the DNA of SOTE's boss design in Malekith, but I think pushing in that direction wasn't all that fun, for me.
@booogagaming5223
@booogagaming5223 День назад
​@@hardresetodude how much are you rolling and running to be running out of stamina? I've beaten the game and dlc several several times and many times barley leveled up endurance at all and i don't ever run out of stamina. i can also even get attacks in while dodging depending on the build. i don't use any stamina regenerating talismans or anything either. im just genuinely confused on how you run out of stamina in this game unless you are spam panic rolling or running the entire fight
@JohnYannoulas
@JohnYannoulas День назад
they objectively have less and more steep punish windows. Not every build can afford to punish between combos bcs there's just not much time, and they get staggered out of it. Rellana sometimes just decides to chain 3 combos together before giving you ample time to punish. E.g. with a Blood Tax build you can;t realy punish inbetween because she just strafes it, so you are stuck with waiting for better rng. Bosses like golden hippo do these super long windup attacks, which normally are tells for a heavy punish, but then fuck off to the other side of the arena before you can do one charged attack. fly grab attacks thaat stagger you for like 4 seconds. Why? "Feature", answers the fromsoft stan. There are so many nonsensical decisions in this dlc it's actually funny watching people trying to bs their way over them.
@bunbunjackalope4415
@bunbunjackalope4415 3 дня назад
Interesting video, you made some good points. I will say I don't think the scadutree fragments are an issue in the dlc, rather I think it's an issue with the fact you can basically go anywhere out the gate and the areas aren't scaled to you. I don't think it would have been a good decision to make the areas scale with you, but we see a similar issue in the base game. You can wonder into calied or walk straight up to marget and feel like you've hit an unfair wall of difficulty, or you can over explore and end up fighting a boss 70 levels past what the devs expect you to be at and breeze through it. It's just the unfortunate nature of elden ring. We could imagine if elden ring was a linear game and they used scadutree fragments in a linear dlc they could much better balance each area and encounter, having the knowledge of exactly how many fragments a player could have at any given point, and if that was the case I feel much less people would see issue with them, but since the game is so open and it's always unclear what the intended fragment level (or player level in the base game) for any given Encounter is it can have players second guessing if they should be exploring to get stronger, or continue trying to fight a boss. I do agree with your sentiment that there should be more though. I do enjoy how there are more golden seeds than needed to max out your flasks and I think adding a couple extra scadutree fragments to ensure players are more reasonably able to max their scadutree level would be a welcome change. I think I was able to find 47/50 on my first go without looking anything up, but I really enjoy exploring in these games so I could see other players finding significantly less.
@hardreseto
@hardreseto 2 дня назад
Yeah I think the issue of open world design and leveling is a big one. I think I had less of an issue with it in base Elden Ring, because if I did hit a wall, I'd either go and make sure I had done the surrounding area before it and leveled up, or was just general adequately leveled since I really enjoyed the exploration, rewards and I just generally prefer doing all side content before I engage with bosses/progress the story. I agree that scaling areas to you wouldn't really work here, but I do think SOME indication of how many Scadutree fragments you need before tackling an area or boss, would be cool. Something Rise of the Ronin does (which is a much lesser game for sure) is that it highlights things on the map in a specific color based on how high level it is. While I don't think Elden Ring needs to display levels, the simple color indicator could work?
@Snailshroom
@Snailshroom День назад
I feel like people who disliked the expansion just have a problem where they raise their expectations so high they cant enjoy anything. They have like set ideas of what they want and if the game doesnt have everything they want they are dissappinted. Try expecting nothing and you will find it way more enjoyable, and life in general lol.
@JohnYannoulas
@JohnYannoulas День назад
why enjoy something that is objectively worse than the base game more?
@Snailshroom
@Snailshroom День назад
@JohnYannoulas Uh objectively worse? Do you even know what objective means? You're supposed to learn that in like elementary or middle school dude.
@andrewramirez3998
@andrewramirez3998 День назад
@@JohnYannoulasSouls redditors really have to stop using the word objective to inject subjective opinions
@hardreseto
@hardreseto 10 часов назад
I mean, I did mention that in the video. It was just really hard to keep your expectations low after what From Software has delivered over the past decade AND the fact that Elden Ring was so superb.
@deogracias9869
@deogracias9869 День назад
Lost me at boss design sorry.
@hardreseto
@hardreseto День назад
I mean fair enough. Its totally fine to disagree with me or think what I'm saying is wrong. :)
@silentobserver888
@silentobserver888 День назад
I think failed is a strong word. Idk if I agree with that take. But I do think shadow of the erd tree was great but not the same level of excellence as the base game.
@hardreseto
@hardreseto 10 часов назад
I think when I say failed, I mean specifically for a bunch of the player base that were expecting to be blown away. I don't think the game is a commercial or critical failure in any way. I think for me, as a player who expected something better than even the base game, I definitely felt let down, and I feel like that WAS what From Software was aiming for, to at least match the level of the base game.
@silentobserver888
@silentobserver888 4 часа назад
@@hardreseto I understand fully! I’m in the mode of awaiting what their next project is! Also if you would consider doing a video on the subject of Miyazaki’s chosen new directors whom he worked with prior and groomed and personally selected for their roles as directors. He mentioned he would not be overseeing their projects and let them basically run free. I’ve mentioned this only once before on another video but we are officially in the post Elden ring era which represents a new phase of games and new era of fromsoft ware with the understanding of their magnum opus success of Elden ring. Now we don’t know what we may encounter moving forward because Miyazaki said the difficulty factor was more so his design philosophy. He mentioned he would not enforce that upon his directors and they all seen his design philosophy and understand the engine they use as well as will come with their own ideas and philosophies. I’m just deep in speculation and actually idealistic about the future!
@hardreseto
@hardreseto 3 часа назад
@@silentobserver888 Yeah I think there's a ton to look at mine for the future of From Software. Takes me quite a bit to gather and research stuff, but I will definitely state that From Software is going to be a staple of coverage on this channel! :)
@lucasmartinsdemorais3138
@lucasmartinsdemorais3138 День назад
Don't know man... After finishing it off with Radahn last night, the main game kinda feels like a early level part. I did not played elden ring since my first 300 hrs of it when it lunch and recently rexp every thing and further with the DLC. A lot of moments in there seems like a homage to previos souls game and to main elden ring. Some bs here and there but all souls have those moments. It's their biggest DLC, so I think the full out of prop hype plus a 2 year gap, made people expect a Elden ring 2: Marikas boogleloo, when all they did was watch the comunity, see what has been done and implement on it. The DLC takes all of elden ring and put into practice. Like Rellanas twin moon dodge, just jump MF. Use everything that is on dispose and implement your gameplay. That's just me tho
@hardreseto
@hardreseto 10 часов назад
I think expectations were definitely high. That said, I actually didn't expect Elden Ring 2, though as I say in the video, I think given the ambition and size of the DLC, maybe shifting to Elden Ring 2 would've made more sense. For me, I wanted a condensed, stronger form of the base game, without filler and really fun bosses. For a variety of reasons, I didn't get that (Whether it was because of my build, playstyle, what I had left over from the base game e.t.c.)
@dankokamcevski
@dankokamcevski 2 дня назад
Well, with ER Miyazaki wanted the whole world to play it as he made accessible game that sold, like, 20 million copies. Then he apparently decided the game is for niche players so he made the expansion with lots of artificial difficulty to make you feel frustrated. I completed the base game alright but gave up on the DLC because it got tedious. After killing Mohg and Radahn, I am one-shot by a... DOG. I get it, it's a shock value and all that, learning the environment and so on, but it's cheap. Like those cheap jump scares in horror films. So the way he achieved difficulty is really cheap and I gave up.
@hardreseto
@hardreseto 2 дня назад
I get the feeling. There were actually points in the DLC were I did consider just dropping it. Luckily the new weapons and a few other things kept me going, but the difficulty did feel pretty rough.
@dankokamcevski
@dankokamcevski 2 дня назад
@@hardreseto It's their iconic move, suddenly getting killed, but after killing demigods, getting one shot by a dog is just bizarre. Or lazy. I dunno. Or with the Divine Beast. I am not a very good player. I use summons. But by the time, I had summoned the mimic the Beast would close the gap and slam me into the wall and then I am left without health fighting a difficult boss AND the camera. That's not elegant design they always boast of.
@hardreseto
@hardreseto 9 часов назад
@@dankokamcevski The bosses immediately rushing you WAS a huge issue. FromSoftware actually patched the game and so now multiple bosses actually give you time to summon your spirit ashes. I remember how frustrated I was with Bayle because I had to summon the Cooperator from inside the battle zone to complete his quest haha. So yeah, you are totally right in that that was a huge oversight, and I mean, they fixed it, for what its worth (For I believe the Dancing Lion, Golden Hippo and a few others, including the final boss)
@dankokamcevski
@dankokamcevski 8 часов назад
@@hardresetoThank you for your reply! I think From Soft is actually very real about their weaknesses whereas some of the fans are ready to excuse anything in the name of "skill issue".
@courier6640
@courier6640 День назад
My only issue is calling it dlc. Or an Expansion (wow, we're old...). Just call it Elden Ring 2: Holy Boogaloo, you guys...
@hardreseto
@hardreseto День назад
I think that's my issue with this DLC/Expansion. I honestly think I'd have rather waited a few more years and gotten an Elden Ring 2.
@jackjones7062
@jackjones7062 11 часов назад
Malenia doesn't have an instant kill move you've just never leveled your vigour high enough you fool!
@hardreseto
@hardreseto 9 часов назад
I think certain players do get insta killed by said move. That said, I never had issues with Malenia like I said, and actually really like her as a boss. Its the DLC bosses that bug me haha.
@jackjones7062
@jackjones7062 9 часов назад
@@hardreseto certain players have low vigor, any move is an insta kill with low enough vigor
@thevishyfishy
@thevishyfishy День назад
this is just wrong lol. SOTE is an expansion for everyone who likes elden ring. its literally just more elden ring. I completely fail to see how its different in any way from the main game in terms of core experience.
@hardreseto
@hardreseto 10 часов назад
I mean, we can agree to disagree. I feel like I laid out my points in the almost hour long video, but if none of that works for you, fair enough.
@ripdito
@ripdito День назад
my ps4 crashes while trying to get bell bearings for my new character and my maxed character does fuck all damage so maybe ill watch this video later :(
@hardreseto
@hardreseto 10 часов назад
Sorry to hear. I hadn't heard of performance issues on PS4. If you do get around to it, then I'd definitely like to hear your thoughts.
@ripdito
@ripdito 10 часов назад
@@hardreseto i will eventually!
@vijaydizzle
@vijaydizzle День назад
I didnt buy erdtree cos i am a lil salty PS4 players cant own the game and DLC on disc.
@hardreseto
@hardreseto 10 часов назад
I hear you there. I got the collector's edition and just got a download code. That really hit me hard man. A friend of mine got the PS5 disc standard edition that has both the base game and SOTE on disc, and I felt really ripped off. That may be a Bandai Namco thing though and not necessarily a FromSoftware thing.
@pastorofmuppets4552
@pastorofmuppets4552 День назад
Base game Elden Ring, compared to Sekiro, Bloodborne, and Dark Souls, is rather dull. It needed SoTE.
@andrewramirez3998
@andrewramirez3998 День назад
Strongly disagree there, Elden Ring was pure magic even before the DLC and its success shows it. The huge sprawling fantasy experience of the lands between was unlike anything. I honestly don’t think they will ever hit that high point again. I would argue if any of these games needed a DLC it was Bloodborne. I felt the base game was really short and pretty dull when it comes to bosses.
@hardreseto
@hardreseto 10 часов назад
Gotta agree with @andrewramirez3998 here. I felt like the base game was one of the most impressive open world games I had ever played.
@stevenhowie762
@stevenhowie762 2 дня назад
this video seems to highlight your skill issues as difficulty... just saying..
@hardreseto
@hardreseto 2 дня назад
I mean, that's a possibility. I won't claim to be SUPER good at these games, I'd even say I'm below average. That said, the skill issue didn't inhibit my enjoyment of Nioh, Nioh 2, The Dark Souls Trilogy, Bloodborne, Lies of P and my personal favorite From Software game, Sekiro. I STILL love Isshin as the best final boss I've ever faced, and spent quite a bit of time on him. When I was fighting Radahan, I just felt.. empty and frustrated. Maybe its a skill issue, but I bet you there's a good chunk of players that probably felt the same way.
@JohnYannoulas
@JohnYannoulas День назад
most people here have beaten these games one way or another, multiple times, and are voicing their contentions with the design. If all you can do is boast about being a cumdumpster for whatever the developer wants to pump down your throat, sure you can do it, but screamming "skill issue" at a playerbase that's super familiar with the game ain't it, little guy.
@bestsnowboarderuknow
@bestsnowboarderuknow 20 часов назад
Your entire premise is wrong. The game has a 92% approval rating on Steam. What you're mistaken about is the initial release of the game. It was unbalanced initially. But within a few days of release From Soft had rebalanced the difficulty in the beginning. This DLC was amazing. I'd give it a 9.5/10. Better open world level design than the base game.
@hardreseto
@hardreseto 9 часов назад
I mean I'm glad you liked the game and enjoyed. I did mention in the video that there ARE a good chunk of players that will enjoy it and why. I do recall there was a dip on Steam ratings at one point, but hey, its great that its doing well again. My disliking the DLC doesn't invalidate your liking of it here, so to each his own. :)
@quantumastrologer5599
@quantumastrologer5599 20 часов назад
It's trash bossfights. That's it, discussion over.
@hardreseto
@hardreseto 9 часов назад
I mean, I agree that some of the boss fights suck, but I also think there's other issues. That said, boss fights are one of the big draws of FromSoftware games, so maybe that is where things end for a lot of people.
@morepower6800
@morepower6800 День назад
The whole thing about the bosses is just a laughable take
@hardreseto
@hardreseto 10 часов назад
I'm sorry that's how you feel. I put a lot of thought into it, but hey, its fine if you disagree.
@morepower6800
@morepower6800 10 часов назад
@@hardreseto with all due respect your thoughts makes no sense and you're just unwilling to put in the time and effort into learning these challenging bosses and just by how you put it you gave the impression that you also don't have the penitence for it as well
@szaggasd
@szaggasd День назад
they fucked up the lore, I lost interest
@pastorofmuppets4552
@pastorofmuppets4552 День назад
How? The only thing that got retconned was Marika being from a pastoral village rather than being from one of the Eternal Cities.
@andrewramirez3998
@andrewramirez3998 День назад
No they didn’t u just rotted ur brain with memes about Miquella
@hardreseto
@hardreseto 10 часов назад
I felt like the lore was significantly more interesting in the base game. So I don't blame you for losing interest here.
@hardreseto
@hardreseto 10 часов назад
I think it has more to do with the fact that Miquella's big thing is just to repeat what Marika did, and then revive Radahn. Its pretty lukewarm compared to all the depth that the base game has.
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