#and no one played it cause they dropped the game for elden ring
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Legends Arceus comics
#I’m 2000-and late for this#but I’ve always wanted to draw Volo!!#best boss Pokémon’s ever had#and no one played it cause they dropped the game for elden ring#not that I blame them!#but go back and fight volo#pokemon#legends arceus#volo#pkmn arceus#pkmn#my art#thefantastician
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Slytherin boys as gamer bfs and what games they would play with their significant other?
Gamers >:) | Slytherin Boys
type :: fluff
tw/cw :: cock fighting, animal cruelty, gambling, threats (these are all for fucking tom bc ofc it is...) - suicide joke (mattheo)
contains :: draco, tom. mattheo, theodore, lorenzo
notes :: im ngl idk half of these games in depth - i just heard and seen the sterotypes of these games - fps = first person shooter, dbh = detroit become human, abg = asian baby girl, bow = breathe of the wild ||
DRACO MALFOY sims 4 / roblox
This man sucks ass at gaming, he literally can't do it
His aim is shit, he screams when he's in a fight, and he rage quits the second he loses
So he has to stick to girly games
He has so many mods and cc for sims that it's insane
His pc runs like it's on life support because of this, pls save that poor computer
And he likes playing roblox too sometimes
But he doesn't even play the normal games
Bro plays Dress To Impress and Maple Hospital...
Like what the fuck are you doing there??? Go on BloxFruits or smth man
What's even worse is he eats EVERYONEEE up in Dress to Impress, he literally always top 3
And when he isn't top 3, he curses and swears but it doesn't go through cause tags
He literally cannot do obbys either oh my fucking god
You know that one meme of Sadness from Inside Out dropping her popcorn and someone quote-tweets it saying, "Damn she can't do anything"
That's exactly who Draco is when it comes to gaming
TOM RIDDLE dark web gambling / elden ring
Oh my fucking God this guy can't have a normal hobby ever
He doesn't game at all,,, literally just gambling bruh
He hosts illegal gambling rings online and even host some in the school basement
One time he even hosted an illegal cock ring fight...
Yes,,, he stole the chickens from Hagrid and made them fight....
He even used magic to give them powers like pokemon....
He made a fucking WATER chicken and FIRE chicken fight
Thank god he didn't actually let them kill each other, he just did it until one was near death
But back to gambling - he also manipulates people in so many ways
He casts a spell that silently chants "go all in, go all in" so it subconsciously makes people bet more
Bro even gets some students in DEBT!?!?! Like how tf did you do that and WHYYY would you do that
If someone doesn't come down to the basement in a while to gamble,,, then Tom will fix that
Besides illegal gamlbing...
He plays Elden Ring, which is pretty normal
Besides the fact that he BEAT THAT SHIT IN LIKE 2 DAYS?!!??!!?
Normally streamers, pro gamers, they all take weeks and sometimes even months just to make progress
But Tom is just,,, just better ig?
So yeah... He sticks to gambling cause every other game is just too easy for him
MATTHEO RIDDLE gta V / fortnite / rocket league / nba 2k24
God this guy is the worst sterotypical middle school boy ever
He even had the ugly ass big blue headset with the shit mic on it
Plays GTA V every now and then, only when he's angry
That's when he goes around town and just beats the shit out of everyone
Likes playing Fortnite for hours on end with his friends, mostly Theo and Lorenzo cause they can actually keep up with him (Draco is ass at FPS and
Plays rocket league and NBA 2k24 because of fucking course he does - look at him....
He's just a boy....
A really toxic one.....
Definitely screams "KILL YOURSELFFFFF!!!!!!" if he loses and honestly he's kinda real for that
THEODORE NOTT god of war / detroit become human
Loves games that have a long story
It's a good mix of story and fighting, he can't really get into pure FPS games
Have done most routes in DBH and even found easter eggs and hacks
Tries to get you into the lore as well but sometimes it goes so deep you get confused
"NO!!! Connor in route 8 is actually a pretty neutral guy and he's-"
Like bro what??? Why do you know everything about this "Connor" guy??? smh
He dabbles in some FPS sometimes, like playing Fortnite with Matt and Enzo
And he actually REALLY good
Has great aim and precision
But he just can't get into it for some reason, it's not his type
LORENZO BERKSHIRE valorant / zelda breath of the wild
I feel like Enzo playing Valorant makes so so sooo much sense
He's not AS toxic as the other guys, but he's still weird and fuck-boy-ish in his own way
Definitely plays with e-girls and tries to bag an ABG
But he gets catfished....
He's pretty good at Valorant, surprisingly
His mic stays on for every single game... Even if no one else is talking
This man will talk to a fucking wall and still be yapping
"Okay guys way I need to pee" ...
There's only bots in his server.........
He also loves RPG games and stuff like that
So BOW is perfect for him to shut off his mind and just roam and do useless tasks
#slytherin boys#draco malfoy#draco malfoy x reader#tom riddle#tom riddle x reader#mattheo riddle x#mattheo riddle x reader#theodore nott#theodore nott x reader#lorenzo berkshire#lorenzo berkshire x reader#harry potter#harry potter x reader#gaming#slytherin headcanons#harry potter headcanon
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I've been getting along with Elden Ring a lot better since I realized Vitality is the new most important stat in the game and did some reallocating, I do genuinely like Elden Ring a lot but I still find this game much more frustrating than fun compared to the previous games. Fromsoft clearly feel like they have to up the difficulty with every game just to maintain their rep and it leads to parts of Elden Ring feeling like playing D&D with a very bitter DM who gets tired of the party not being appropriately threatened by their encounters anymore and decides to drop a Dragolich on them at random and cause a TPK out of pure spite. With that in mind I went onto reddit to voice some of my concerns and I honest to god got scores of very mad people coming in to tell me unironically, totally straight faced, that Elden Ring is the easiest game Fromsoft have ever made and it is me who is stupid for thinking otherwise. Now, not only do I not believe that, I don't for a second believe that they believe that. The fact that that is something people are prepared to say in response to criticism is, I think, extremely revealing about the weird zealotry of this community. Here's my deep dark confession, I only played through all of Dark Souls 1 somewhat recently. I bought it originally for Xbox 360 and got as far as the Moonlight Butterfly. I remember at the time finding it difficult, I was literally seeing spots after beating the Bell Gargoyles for the first time. Then my Xbox red ringed (as they want to do) and that was the end of that. Since then I played Dark Souls 2 and 3 and Bloodborne to completion and I was thoroughly smitten with the entire series, so when Dark Souls 1 Remastered happened you bet your ass I got it. You know what my biggest takeaway from experiencing it all (mostly) for the first time was after playing the other games, aside from the dodge being shit? How almost comically easy it was. I beat almost every single boss on my first attempt, Ornstein and Smough among them. In my rematch with the Bell Gargoyles I don't think I took a single hit. Quelaag was a fun fight and some of the more gimmicky fights gave me a little trouble. I did also die like an idiot to a Basilisk one time early on which was fun lemme tell you, plus I got lost for like a real time week in the Duke's Archives. But the only real major difficulty spike in the game was when I reached Gwyn and I realized I'd been breezing through the whole game so fast I was heavily underlevelled and my gear was garbage. So I went and spent some titanite on bringing my sword up to snuff and came back and beat him immediately. Elden Ring has Maliketh in it. Elden Ring has Godskin Duo in it. Elden Ring has motherfucking MALENIA in it. There are regular enemies in Elden Ring who are stronger than most bosses in Dark Souls. Dark Souls is not harder than Elden Ring. Please be serious.
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Creatures have colors!!
Left to Right: @moonchild-in-blue @leonsleftbicep @ghxstly-death
@pear-island
Left to Right: @a-s-levynn @foundationsofdecay @polteergeistt
They have been colored along with making some minor adjustments. If anyone wants anything changed please let me know! These creatures are yours so name them whatever you want, develop lore if ya want, and do whatever you want with them. Possible next batch will probably be made later next week.
Art notes under cut :D
I put some music drops because music inspires me too much.
Moonchild-in-blue: The blues and purples!! Opals and the insides of muscle shells inspired me a lot with the coloring (particularly the stars and moon). There’s another shell that has that shiny blue and green lining on the inside but I can’t remember the name of it. It was a full moon last night but I forgot to take a picture! Thought of you but anyways I loved coloring the lady. It was fun but I first I struggled on deciding if I wanted more blue or purple.
Some songs I listened to a lot while coloring this:
Sweet Disposition - Temper Trap
Moon Child - F16s
The Night Does Not Belong to God - you know who
Leonsleftbicep: Colors go crazy! Idk what your favorite colors are but I chose The Blue. I also incorporated some red (for yummy contrast and complementary colors). I realized this looked very vampire media core. EyAH enjoy the critter!
Some songs I listened to while coloring this:
Blue Monday - Orgy
Military Fashion Show - And One
The Apparition - do I really need to say who?
Ghxstly-death: Per your request, red and black was incorporated! Was inspired by Mohg, Lord of Blood, from Elden ring cause he has cool robes and a trident thingy. I really like how it turned out. Like I’ve been doing with every design is adding the bling and I felt gold would work well.
Was resisting the urge to put the entire One EP right here:
Get The Balance Right! - Depeche Mode
Mascara - Deftones
Jaws - Slep tonka
SEVEN HOUR SHITTER (pearisland/perryisle): You use bright colors in your art all the time so we got the colors goingggg. Little guy reminds me of Pumpkin Patch protagonist or Hollow Knight. Idk. Not much to say except TRIPLE DEATH SLIME BARRAGE!!!
No normal music for you. only Kevin Macleod and Pizza Tower ST.
A-s-levynn: More Dark Sun Gwyndolin inspiration… (you can tell I have my dark souls art books open next to me right now). As requested, tendrils/tentacles were added! I think it improved the design a whole lot because it was originally very symmetrical and the tentacles added just the right amount of asymmetry to balance out the overall look. I’m a huge fromsoft fan (playing Elden Ring, waiting for new DLC, have dark souls 1 remastered but haven’t started it yet, have bloodborne Elden ring and DS1/3 art books) so lots of my art has elements from Fromsoft games (neutron activation).
And just like everyone else, some music for the soul:
Too Late - 311
Scared Together - Silversun Pickups
Dark Signs - eepy coin
Foundationsofdecay: Again, taking more inspiration from your blog, colors and stuff. The design had subconscious influence from the game sky: children of the light. Had lotsa fun coloring it. I don’t know much about you like favorite colors or flowers but I tried my best!
Songs that inspired me:
Let It Happen - Tame Impala
Flux - Bloc Party
Rain - tired currency
Polteergeistt: The oarfish colors… A lot Of these characters have cool blues so I tried to use some teal blues to contrast the red/pink(?). “Nintendo switch core” I’m sobbing. I fixed the feet. Now my Pinterest is filled to the brim with fish images (specifically oarfish, sea jellies, and blue lobsters).
The music!!!!!:
UNDERWATER BOI - Turnstile
The Illness (Teenagers Remix) - GoodBooks
Descending - exhausted dollar
Thank you so much. All of you are such lovely people. 🫂💕🫶
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So, as you might have noticed, I've been playing Lords of the Fallen (great game btw) and I have a few thoughts on one of the bosses, the Lightreaper.
This guy has appeared thrice for me now (I just completed Revelation Depths and the Fief of the Chill Curse), and from what I've read (yes, I love spoiling myself), he also appears a fourth time, as a proper, respawning boss in that instance.
So, Rhogar (the demons in the setting) are not capable of true free will, as they are intrinsically tied to their god, Adyr. But according to the description of one of the Lightreaper's drops:
"Existing only to carry out the will of their creator, no Rhogar has ever truly known peace, but only the Lightreaper feels the inescapable, gnawing hunger which would compel him to seek out lampbearers even if he did not do so at Adyr’s command."
Which I take to mean that, while perhaps not all Rhogar have free will, the Lightreaper could have it, it's just that, because of the gnawing need to possess the Umbral Lamp, he literally doesn't care for anything else, and so he hounds our character, in a desperate bid to obtain his prize.
I feel like something that something that supports this free will... heacanon? is the way he taunts our predecessor in the intro cutscene: he is so close to obtaining what he needs, so he takes the time to mock the Dark Crusader's failure. Someone without free will wouldn't take the time to do something that contributed nothing to its mission, something only done to cause petty pain. Not only that, but as far as I've gotten, no other Rhogar (such as the Ruiner boss) takes the time to mock anyone, they just kill and destroy what's in front of them.
Of course, there's the other part of the description, which heavily implies (if not outright states) that the Lightreaper isn't just mindlessly following its hunger; it's following Adyr's orders. While this could refute the free will thing, I feel that, because the Lightreaper was created by Adyr, he feels respect (and perhaps familial love?) for his creator, and willingly obeys Adyr's orders, even without the hunger as a failsafe, should the Reaper ever desert.
So, in the end, the Iron Wayfarer is the real MVP, since he was the one to save the Lamp from the Lightreaper's hands.
The situation also reminds me of some from the Souls series and Elden Ring, where you can't ally yourself with a certain character despite following an ending that directly benefits that character, simply because they're a boss. All of this to say, I should be allowed to spare this freak when doing the Inferno ending >:( Hexworks, let me have the sadist boi
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whats the most frustrating soulsborne experience youve had? also the most fun?
The most frustrating experience in all my time playing soulsborne games...
I tried really hard to think of something other than what I am gonna say. Cause Dark Souls 3 doesn't really deserve to get abused and kicked while it's already down by me nearly as often as it does....
BUT THAT IS EXACTLY WHAT I AM GONNA DO! My most frustrating experience was the entirety of Dark Souls 3, base game + DLC's, poise system "Working as intended" according to Miyasaki himself. Cause how the fuck is a set of FULL HAVEL ARMOR getting stunlocked by a starting area hollow with a dagger intentional game design and not an oversight? Remember readers, if you ever feel useless, just remember that the Wolf Ring in DS3 exists.
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My most fun experience is honestly a tie, between the Hoarah Loux fight in Elden Ring. Because I grew up loving Dragonball Z + actually taking martial arts classes as a child, and after years of watching dudes punch eachother through mountains and buildings and wishing I could do that, seeing a Soulsborne boss toss aside his axe, his fancy armor, his spirit lion, and say, "CATCH THESE HANDS, TARNISHED!" Was awesome. I literally dropped my controller and screamed in joy the first time he grabbed me into a powerbomb! He is a admittedly goofy, but badass character in my eyes. Because I love the idea of saying, "Fuck your chosen one sword, fuck your magical enchantments, can you handle this left-right combo? Do you know your fundamentals?"
And
The Dark Souls 2's Crown of the Old Iron King DLC. The level design is creative with beautiful areas, the enemies can be frustrating at times, but so can enemies in every soulsborne game, and the bossfights are in the top 10 of Fromsoftware's best....
You cannot tell me a DLC with both of these glorious scrub crushers in it isn't fantastic. Sir Alonne having a seppuku animation if you manage to defeat him without taking damage & Raime skipping his phase 1 moveset and going straight to phase 2, if your wearing Velstadt's armor are amazing little touches that I still recall to this day.
#modeus answers#Dark Souls 3#Dark Souls 2#Sir Alonne#Fume Knight Raime#Elden Ring#Hoarah Loux#Godfrey
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a few WuWa thoughts! these are just my opinion, + they'll be under the cut cause it got kind of long.
I'll start with pros:
It's gorgeous like the character models, the landscape etc. It's genuinely so cool to look at. the colours are really calming on the eyes as well, like the muted tones
On that topic: all the character designs i've seen are amazing. love them sm
The enemy design is *chef's kiss* they are literally so cool im gonna cry. it kinda reminds me in a weird way of elden ring?? i refuse to elaborate but my brain is connecting dots.
I love the echo system. It's a little confusing (i'll talk about it later) but having them be an active part of the combat system is really really interesting + anything that lets me turn into a monster is so swag
The music is super calming i wanna listen to it forever. Especially the Jinzhou city theme. eating it rn
A few drawbacks:
It's been kind of buggy. Ik there's been a hotfix by the time of this post, but there were moments were textures wouldn't load, dialogue is mixed up etc etc. Personally, my game crashed twice in one playthrough and that's a bit Eh, y'know?
The music mixing is strange. In some cutscenes the background music is wayyy too loud, even though I set the volume to have the voices being the highest value. The Scar lamb cutscene is a good example cause i could barely hear what he was saying
I love the echo system, but it is very convoluted. From what i can tell (unless i missed something, in which case it's entierly on me), you get echoes from fighting overworld enemies, but the stats are still up to rng which feels Weird. It means that instead of having a set 'here you can farm these types of echoes here' you need to run around trying to find them. for some people this might be fine, but it feels a bit messy to me. EDIT: The Tacet Fields seem to be the 'echo' domain, so I may be stupid? Wouldn't be the first time lmao???
the story isn't the best? Ik it's early game and i have high hopes but for me, as someone who wants to experience a story, it's been kind of lackluster? Similarly, none of the characters i've met are particularly interesting to me? I want to think they'll grow on me.
This one is fully just a personal thing. I'm not saying WuWa needs to catar to me specifically: there is a clear gender bias. From the get-go, almost all the characters i've met in the story have been female. If i picked female rover, Mortefi + Jiyan would have been the only guys in the narrative so far. That's a little insane
60 waveplates for everything so far is Weird. like I feel as though the tacet fields should be 40?? is this just me that is weirded out by this???
I know everyone is saying this + i want to stress that this isn't a 'haha wuwa is a genshin clone genshin could never hahaha' cause like to me this is a two cakes situation. However: WuWa has taken quite a bit of inspiration from genshin and it shows. To me, that isn't a good thing? obviously these types of openworld gacha games have like the same functions but so far the UI - including how the dialogue looks, the main menu, how the PP is set out etc etc - is incredibly reminiscent of genshin/star rail.
i know it seems like there's more cons, but that's mostly cause i felt the need to explain myself jfsdnkj i'm still going to be playing, i'm excited to see what it does + the story.
I've mentioned this above as well but: to me this is a 'holy shit! two cakes!' scenario. I'm not going to drop genshin just cause wuwa is the shiny new thing on the scene. Don't comment on this with genshin hate. all it will do it annoy me
#wuthering waves#wuwa#kuro games#i gotta think of a wuwa tag now rip#i chose male rover for Gender reasons + he looks like babygirl
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i remember wondering if messmer was a coloniser who took over the land of shadow and then the later trailer dropped and i wanted to scream cause i was right!! messmer really went "our culture and religion are superior to yours". Also wondering if this means miquella is anti-colonisation but i haven't actually played elden ring or the dlc sooo
yeah there's a Bit more to add some context to what initiated that - but contrary to what some people have taken from it, I really don't think the story is justifying that reaction in the slightest. Without giving anything away, Messmer is a bit of an Id to Marika's Ego - harboring all of her darkest impulses in her stead (at least until enough time passes in the Lands Between that she's comfortable committing such atrocities herself). It goes beyond any sympathy, and into such a brutal show of dominance that it can't even be justified by the person who sanctioned it.
Miquella has turned around from one that I had held off on placing assumptions to for very long time, and has become one of the most tragically compelling antagonists in the game to me. Again, without giving too much away, his progression from someone who had ambitions too big for one human being to attain into someone who has completely lost everything in those aspirations has been incredible to watch.
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My experience with Baldur's Gate 3 thus far:
The Good:
1) I admit it. I am ridiculously impressed They took all the good things about Divinity and tripled it. It is quality, engaging, and, above all, FINISHED. Despite what Blizz, Obsidian, Beth, etc. are bitching about, it is NOT TOO MUCH TO ASK FOR IN A GAME.
2) SO. MUCH. CONTENT. WOOT!
3) It is a DnD game through and through. So much shenanigans! The random kind of chaos you can experience is what is so great about DnD/tabletop games in the first place. Super Spouse and I are having hella fun causing trouble. Me and that thunderwave spell are best buds. Sneaking up behind creatures and sending them careening off cliffs is satisfying as hell.
Just as long as I don't accidentally take out a companion with them...
Also, anyone else accidentally pull the wrong lever on the windmill? We laughed for a good ten minutes over that one.
Oops.
4) Props to the writers. The random conversations from the party and the general dialogue is tops! Hell, the whole main story is intriguing as hell. And, the little stories you run into just enhance the depth of the world. Awesome stuff.
Although getting into a battle because I accidentally walked in on a sexual rendevous was unexpected. Hilarious, but definitely not on the bingo card.
The Bad:
1) It's got shit for accessibility. There's some, but not much. Very disappointed about that. I do not need it but many do, and as I get older I mayneed more later! It is ridiculous for it not to be standard practice and is shooting themselves in the foot by ignoring a swathe of gamers.
2) THERE IS ZERO FUCKING REASON FOR WASD TO CONTROL CAMERA AND MOVEMENT TO BE MOUSE CLICKS. NO ONE FUCKING DOES THAT.
Seriously. That is my biggest complaint. It is stupid as hell. WASD/arrows should be movement and mouse should be camera. It is fucking intuitive at this point. It has beeen that way in RPGs forever! I have a ten key game pad and I am still having to use controller because the camera controls on keyboard even after reassigning them is trash. I PLAY FUCKING ELDEN RING ON KEYBOARD/MOUSE FOR FUCKS SAKE! Get with it Larian!
The Ugly:
1) I had to get a refund from GOG and download it on Steam because there was no fixing the download issue for me because it expanded to a "mismatched data"error that none of the solutions solved. I had no patience to wait to find out how long it was going to take that support ticket to be filled considering it is a common problem.
I was not pleased, but whatever.
2) Stuttering and fps drops big time - My PC is a beast. This game is not a struggle for her. It is absolutely on Larian's end. However, I found out disabling the fucking unneeded and unwarranted godsdamn Larian launcher has solved 95% of it. There is still some, but even Elden Ring had that trouble at first and they patched it so I figure it will be fixed soon. I also find restarting the game after a couple of hours gameplay also helps.
Seriously, why the fuck do they have that launcher? Fucking hell.
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Elden Ring Achievement Data
I've camped myself outside Mohg's boss room and I'm being summoned every 5-10 minutes as players prepare for the DLC. That's just long enough to get bored between summons; so to keep myself amused, I looked at achievement data while waiting.
All data is from 2024-06-16 from PSN (Playstation), Exophase (Xbox), and Steam (PC).
This first chart above is a combination of story-required achievements and Shardbearers who could be reliably placed in the story based on when you get access to them (which turns out to be all of them). All three platforms follow the same general trend. There is an interesting drop off right after Morgott. I'm not sure if that's because the difficulty scaling for Mountaintop of the Giants gets immediately harder compared to the first handful of game regions or something else.
This second chart above is the optional, non-Shardbearer bosses who are also not associated with Ranni. Things like Commander Niall, who is required to access Malenia, are excluded. Any bosses you meet along Ranni's questline (required or not) are also excluded. Interestingly, these all follow the same trend as story-required and Shardbearer achievements. The cross where Xbox players pull more achievements early in the game and slightly less toward the end repeats, but much more obviously. The drop off is even around the same place in the story (Leyndell). I think given that we see it twice, this might suggest a slightly higher attrition rate on Xbox, especially for optional material late in the game.
Above is data on the collectibles achievements. Collectibles achievements are entirely optional. So following from the optional boss content above, it makes sense that the PS players dominate this space--assuming the percentages are calculated by a similar method by each platform.
And finally below is data on the Endings and "All Trophies" achievements. This, too, makes sense in that the PS players tend to stick it out toward the end a bit more than the other platforms (once again, assuming similar calculation methods). Surprising no one, the "Age of Stars" ending continues to be the most popular across every platform.
Consistent across all of this data is the fact that the consoles track together, but the PC achievement totals are far below. Because the offset is so consistent in size, I am tempted to think this might be some sort of systematic error in how the percentages are calculated. Maybe Steam uses something like "installed (but not necessarily played)" as their total player base, and maybe some people leave it unplayed in their library. Or maybe it's something as simple as players buying Elden Ring during a steep Steam sale--something that doesn't happen on consoles, at least not nearly as often with not nearly as steep a discount. Perhaps buying the game due to a sale making it appealing instead of because the game is already something you wanted tends to cause attrition across all achievements.
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everyone's playing elden ring again in prep for the dlc
i have multiple characters in ng+2-ng+4 and one character in ng. obviously the ng+ and beyond characters are already set in their high levels, so there's nothing i can do about that. i've heard there's a new leveling system for the dlc only, so i'm wondering if taking a high leveled ng+4 character would actually be stupid because of the scaling. it might be like walking into ng+4 enemies at level 1 with the new leveling system.
i need to watch vaati's preview so i can know what i want to do with my ng character before going into dlc
i waaaanted to have malenia's katana for dlc, since that's my bread and butter, but my ng character hasn't gone to elphael yet
and, most importantly, there is a patch dropping before dlc
and i am very worried they're going to patch out the ordina rune farm glitch. i'd like my ng character to be at least 150 for dlc, and i think they're at 120 or something. so i'm gonna have to rune farm.
but then again! i know nothing! about what the dlc! leveling! is going to be like! 120 could be perfectly fine!
i do know i gotta go smash mohg's face in though, so i definitely need to do that before dlc, 'cause i want in immediately.
i think today is a good day for me in terms of health, so it's probably a good idea to do all of this tonight.
i would hope miyazaki man would know better than to make dlc non-viable to higher ng characters due to the new leveling system. like, if the difficulty is going to be like ng+4 on level 1, i will be upset. my main character has every weapon and every armor in the game, and i definitely want all the dlc equipment on that character too.
i highly doubt it would scale like that though
i'm off to watch vaati's preview to see if there's more info on this new power scaling
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How does parrying works?
How does parrying works? I'm having fun with the recent release of Ghost of Tsushima on pc. This made me interested with other games that have similar combat. The closest game to GOT that I've played is Lies of P. A game that I dropped after reaching to the third boss. Other games I've played that have this dodge/parry mechanic are Hellblade, God of War, and DMC5. Therefore I'm really not skilled with these type of games. I want to ask how does parrying works in general. Or if different games have different approach to this. Because when I am looking for tips in Lies of P I read that in order to parry I must hold the block button. Meanwhile, in GOT I saw a youtube vid where in order to PERFECT parry, I must press the button just before I'm about to get hit. What I want to know is should I parry when (1) I see the enemy start their attack animation e.g. swing their weapon or (2) just before I'm about to get hit. Because while parrying I noticed these problems: * Doing 2 makes it impossible for me to parry fast attacks. Examples are the quick spear thrust in GOT and that one move of the third boss in Lies of P IYKYK. * The light indicator in GOT messes with doing 1 because whenever I see a flash, I feel an impulse to press parry. This is a problem with delayed attacks. Also, in most games, does parrying only works by light tapping the button?I think being a longtime League of Legends player also messes with my timings in such games. An example, is vsing an Ahri. I am anticipating a charm ability so I am trying to dodge just as I see Ahri's casting animation. My brain is wired to act when I see the initial animation not after. Doing the latter will cause the ability to hit me if I have a slow movement speed. Any tips will be appreciated. I liked GOT so much that I think I might get back at Lies of P and maybe try sekiro, elden ring, and other souls games. Submitted May 23, 2024 at 04:37PM by Superb_Ad_8491 https://ift.tt/BmvcR9s via /r/gaming
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Something I've realized more and more about FromSoftware's games is that the difficulty is not the point of the game, or even that important of a part of them. A lot of people tend to overemphasize either how hard the games are or how important that is to what makes them good experiences. This is obviously not to say that the challenge shouldn't exist or that it isn't important, it's just not the only thing of note in these games.
Side note: I have not played that much of Sekiro because it's just. Not clicking for me. At all.
The type of challenge I enjoy in these games is finding a situation and learning how to "solve" it with the character I am playing. How can I use my chosen tools to move forward. Learning boss movements, enemy placements throughout a level, the ways I can use my weapons and items (usually the last one is pretty simple, as the combat is no Devil May Cry). The difficulty is important here, but it doesn't need to be all that extreme to be engaging.
Two examples of good challenges to me were Hoarah Loux and 1-1 in Demon's Souls.
Hoarah Loux was a surprisingly emotional fight for me. At this point, I had just beaten the Fire Giant, a fight I didn't understand all that well and felt was just not all that enjoyable, the Godskin Duo (which made me summon, something I normally don't do because I usually enjoy learning boss mechanics and Playing The Video Game), and Maliketh, who I felt was way too much to learn and had too much bullshit in his first phase. I was exhausted. I hated the game at this point. Then, this 9 foot tall, beautiful man showed me why I liked getting my ass kicked by these games. Learning the timings and blind spots of his regular attacks, jumping over his tremors, throwing lightning spells when I fell back too far to avoid an attack. In the second phase, he was faster with shorter range, with more dangerous AoE attacks and the coolest hrab in any video game. I didn't mind dying to him cause it was just more time to spend fighting and learning his moveset, and said moveset felt well balanced, fair, but still hard.
What I don't enjoy is how brutal the games are at times, even when adequately prepared. Losing a bunch of souls permanently has made me drop characters completely multiple times. Some enemies, like the Tomb of the Giants bone dogs, are less enemies and more stage hazards with how unfair and unfun they are. Boss runs filled with difficult to avoid enemies are tedious, even more so when Elden Ring made a mechanic that was made to remedy this, but then doesn't use it.
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Huge Path of Exile 2 gameplay video just dropped and what can I say? I’m excited. I’m looking forward to more AAA devs whining about how you should reduce your expectations from them. It’s just a fluke. Rockstar behaviour that will never be seen again. From a studio of maaybe 200 employees?
The game looks so much more modern. So much more action oriented.
Sometimes I like to imagine what kind of game I would like to make and how I would approach the issues that I experience with the games that I play right now and a lot of it is addressed.
Melee feels bad because you’re stuck spendin half the time walking around the attacks or simply eating them? Add movement to skills themselves. Never stop moving.
Weapon swap is an idea that never quite work right. Supposed to allow you to react to situational issues or have an alt skill. In reality it’s just too fiddly. So automate it. And allow personal customisations about which skills will cause the swap. Also some skill points can be specced specifically for one weapon rather than the other. Dang.
100 unique bosses to find and fight. Each with their own theme??? Heard some clips of the music and it is going to be amazing. Banger after banger.
0 cooldown dodge ability on every class. Because they want to make actually interesting boss fights.
I don’t think it’s quite the Elden Ring of ARPG, but they brought it damn close.
It’s seeing these kinds of releases that makes me feel like I don’t need to make the game that I want. Because someone is already working on it.
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How Path of Exile 2’s combat learns from Elden Ring
Combat in Path of Exile 2 is so far looking extremely good. The Path of Exile 2 announcement at ExileCon demonstrates the truly interesting choices that the game's creator, Grinding Gear Games, is making to help design the next generation of combat for its cherished loot-chasing RPG title. Jonathan Rogers, the creative director of Path of Exile 2, explains to PCGamesN how Grinding Gear Games explores different genres to find intriguing concepts that might work well for its game. “We’ve always drawn inspiration from non-ARPGs,” Rogers tells me ahead of the ExileCon reveal, “The leagues that we do , we often tend to say, what’s a cool game mechanic from another type of game entirely – what if we could do that in PoE as a league?” We saw this in the Path of Exile Sanctum league, for example, which occasionally dropped players into a separate dungeon adventure inspired by the best roguelike games. Sanctum proved so popular that Grinding Gear Games is already preparing to bring it back in a new endgame format as part of the Path of Exile 3.22 update. That next league, meanwhile, is perhaps even more intriguing, with you building a team of AI companions to enter into a tournament of sorts. Rogers tells me the new mode is “inspired by sports games, weirdly enough – it’s more of a football game, in a way.” For Path of Exile 2, however, there are some clear inspirations to Elden Ring. The first of these is the robust dodge roll mechanic – an ability available to all classes at any time on the space bar, with “no cooldown and no restrictions.” This not only allows you to avoid incoming damage and reposition for your own attacks, it’ll also cancel you out of almost any skill, giving you a reliable safety net to attempt more involved attacks, such as channeled skills or ones with longer cast times. https://www.youtube.com/watch?v=y8OL9qqnhDo Unlike Elden Ring, the dodge roll doesn’t give you true ‘iframes’ – so you can’t stand in the way of a big area attack and simply ‘roll through it’ the way FromSoftware games allow. It will, however, cause incoming melee attacks and projectiles to miss you if timed well, meaning you can take on Path of Exile 2’s “over 100” boss fights in a manner much more akin to that of a Dark Souls encounter than anything ARPGs have seen previously. Rogers actually points to a different mechanic as the most directly inspired by the likes of Elden Ring, however – the way crowd control works in PoE2. Unlike its predecessor, where effects like freeze and stun are binary states that an enemy can be put into, crowd control mechanics in the sequel use internal meters that you build up to apply the status effect. “It’s a little bit like Poise from games like Elden Ring,” Rogers tells the audience at ExileCon, “though the meters tend to be a lot smaller. When you freeze an enemy, it increases the amount of freeze you need to do to get another freeze, but the increased difficulty bleeds away slowly.” “More freeze will always let you freeze the boss more often,” he explains, “but this system means it will not get out of control in party play or interact badly with other crowd control mechanics, allowing us to let these kinds of mechanics actually work against bosses.” It’s similar to the way Diablo 4 boss staggering works, although a little more nuanced, as individual types of crowd control are handled separately in Path of Exile 2, meaning you’ll get to actually apply your specific effect rather than just a generic, all-encompassing stagger. The introduction of stagger meters for the bosses in Elden Ring was probably one of my favorite additions to that game – making it so that most of them could be susceptible to tools like parrying without it completely trivializing the fights in the process. I’m really glad to see it make its way into Path of Exile 2, allowing me to more eagerly pursue a status effect build. As for the reduced speed of combat in the demo, Rogers tells PoE streamer Octavian ‘Kripparian’ Morosan in an ExileCon sit-down that this was partly a consideration to help show off the game to an audience, though he does admit the final game “will be a little bit slower.” He explains that most players won’t notice this, however, as it’ll only really affect high-level players with the most broken builds. “At the top end of players, you get this absolute ridiculousness with 600 projectiles a second… You just can’t see fking anything, so you don’t have any ability to respond to boss mechanics.” He says this small change should help boss fights feel more interactive, but emphasizes that the team still wants it to get silly. “I still want the player to feel like, ‘Oh I totally broke the game with this bullst that I’m doing here – it needs to feel like you still broke it. The Path of Exile 2 closed beta begins Friday, June 7, 2024. Rogers says the team wants to “make sure we get it right,” so we’ll have to wait a while longer to get our hands on the finished product. In the meantime, you can tease your tastebuds with plenty of gameplay from the ExileCon stage. We’ve picked out the best games like Diablo you can play right now, if you’re eager to get your hands on even more tasty loot. Alternatively, the best free games are packed with more delightful choices that won’t cost you a thing. Read the full article
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i feel like elaborating a lil because it's been on my mind a lot:
a lot of the time open-world games feel very easy to miss the mark with, because most things i adore about game design are easily shaved off, excused away, or outright ignored in favor of a large, aesthetically pleasing game that shies away from restricting the player's actions. but there's a lot of concessions that come from this, and a lot of the most well-known open world games really accentuate this. content has to be designed as if it's for an mmo - rather than being occasional & scarce, routine item drops are a necessity in order to reward participating in the gameplay loop, and exploration for exploration's sake - allegedly the chief goal of open world - is thereby reduced to be only as valuable as the loot you find in a location. likewise, level design in the overworld becomes less often a question of leading the player to solve problems and more a question of showing the player pretty sights as they wander aimlessly.
within dungeons, level design again often takes a heavy hit: for games like elden ring or skyrim, there's no cause for interconnectedness between different dungeons, and placing a key in one dungeon & its lock in another only sows confusion or frustration rather than the joy of connecting the dots - and a player who doesn't stumble naturally upon both has to look them up or complete every dungeon there is until they find it. even with larger dungeons in these games, tehre's usually an anticipated time to complete of only an hour or so, so rather than having level design that cleverly helps you solve problems by yourself over the course of time, mazes to slowly piece together, shortcuts and secrets that reward the player for deeper delving and clever reading of a language, we get very linear dungeons with the occasional Exit Shortcut or doubling back for a boss room. these are easy to produce en masse, certainly, but inevitably start growing stale over the course of a game. it doesn't take creativity, memory, tying together different sections of a dungeon, to follow a line from point A to point B, and in many cases these are things that cause investment & meaning for players!
in short i can't help but feel that open-world games, where there's a mass of content that looks pretty but is easily put together, easily solved, easily forgotten. it very very easily eschews many foundational points of game design in favor of size, which when turned into a centerpiece of any AAA game's creation is one of those things that contributes a lot to how games feel more "hollow" from many developers
this has mostly just been me complaining about open-world, but my arguments for why games centered around navigating hallways (especially without high graphical fidelity, often) have more potential to feel full is mostly painted in negative by it. if you have only the basic building blocks of level design on hand and less access to massive sweeping views of mountains, the gamedev who cares is far more forced to consider other avenues for creating & maintaining interest.
because i'm obsessed with it i'll take the 1995 king's field as an example, but you can see similar ideas in plenty of other games. a mixture of technical & creative limitations force the developers to create areas that make you think, make you explore a nonlinear area that doubles back, curls around itself, has more & less difficult areas, with spaces that branch out & areas that bring many different paths together - while some hard shortcuts do exist, in many ways the process of exploring king's field consists of discovering interconnected paths that branch into others, branching into rewards, secrets, keys that open still deeper levels. similarly, the play experience is deeply crafted even without the use of linearity: there are many directions to go & things to find, but they all reward each other & encourage creative thinking alongside putting together clues & hints from the characters in your environment. in my opinion it's game design at a potential height, and i wish that more modern games (not only AAA, but also indie games that claim to be king's field or dungeon crawler inspired) reflected the care and attention to what a playthrough feels like, and how paths (literal and metaphorical) branch out & flow together into a comprehensive play experience that simultaneously provides a great deal of choice, while also helping ensure that no necessary keys or play steps are lost
thanks for reading ^.^ tldr, please play king's field for a delightful, delightful time
starting to believe games are simply better when theyre about navigating hallways by virtue of the constraints sticking to hallways imposes on the creative process
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