"Getting to Nameless king is most convoluted thing in the series" Have you ever tried to access the Artorias of the Abyss DLC?
Regarding your comment about DS1 world design being an accident, the devs mentioned in an interview that creating an interwoven world was their intention from the start. However, designing distinct locales to interconnect in ways that made thematic and gameplay sense without using loading screens ate into a lot of resources and dev time, resulting in the lacklustre second half. I think the team is unwilling to create another interconnected world like Dark Souls after seeing how much work that singular feature took to implement.
In the catacombs of carthus I got parried by one of the skeletons which didn’t even have a left arm lol
It's weird that people who are soulsborne veterans complain about difficulty, we're familiar with the mechanics ofc it'll feel easier
Thematically, i thought the shards and bones fit the estus flask system. You're finding powerful but failed undeads from cycles past and adding them to your power.
"I can heal, while tha boss can't" Don't say things you may regret in the future. :-)
Had to laugh at Joe apologizing for a video being three months late. Those were the days.
as a time traveller i just want to add that the dogs are still broken and the grab attack is now a problem for sekiro
The parry thing is called a partial parry, it means you didn't get the perfect timing down for the parry so you were punished with some damage but still get the parry off.
I see many people complain about the frequent bonfires. The issue is loading areas. There are separate "world" maps for each general chunk of game, such as lothric castle and lothric library. These maps need to be loaded when traveling between areas. If your computer isn't strong enough you'll notice a stuttering when walking between bonfires. To avoid needing to load the different maps frequently they add bonfires after each of these loading areas. Unfortunately, many people don't realize this is a hardware limitation, not a design choice.
Those two jailers that seem to appear out of thin air are actually invisible. They dont just spawn there, if you attack the area were they are you can hit them before they appear
I found Nameless King because there was a note on the bridge that said "time for gesture" and I sat there to admire the view and the cutscene activated.
"proper difficulty curve" yeah going from the Vape God to Pontiff "2 hit champ" Sulyvahn
"I can heal! The Boss Can't!" - Enter Sister Frieda
He’s absolutely right about how unfair some of Sulyvan’s moves are, but I do think it’s funny that he’s basically describing how annoying it is that Sulyvan is a good sword fighter.
11:07 I feel like literally everyone stood in this spot for a solid few seconds to admire the view.
I love how wolnir either has NO children or an elite squad of 12 carthus assasins
I think the main reason why there are so many estus flasks, is simply because Miyazaki thought the players would be using weapon skills a LOT more than we actually are. It's something he obviously wanted us to use to deal with obstacles in new and interesting ways; guard breaks on turtle enemies, inherent heals on miracle charms, self buffs for poise or damage, quickstepping ala Bloodborne, ect. The problem is, we've been trained by X number of games to think somewhat linearly. We see an enemy, we either roll to get hits in, roll to get a backstab, parry or just hack. We don't think "I'll break his guard when he puts his shield up, then get a critical in". We don't think "There's a load of enemies in a group in front of me; I'll charge them all down with my bum rush spear attack". We sometimes think about using greatswords to fling enemies surrounding us into the air, but not too often. They were meant to be a shared pool between those using weapon skills, and those who just hammered their head against a wall till the wall broke. Unfortunately, the majority of us treat our heads like sledgehammers. I especially learned this when I was farming for the knight armor in the Cathedral. I kept dying and kept dying, only killing a couple here and there, before I finally started using the shield break weapon skill. After that, it was simple, and I considered moving some estus over to Ashen because I was running out of SP. While I would hesitate to suggest there be problems that outright require weapon skills to solve, since playstyles vary so much and railroading the player into a single answer isn't something Darksouls is about, I can't really think of any other major way to have increased players using weapon skills without it. When it comes to the speed of attacks, I honestly don't mind the much. BUT, my BIGGEST problem with DS3 is that there's an approximately .5-.8 milisecond delay in my imput. I know that's probably just a personal problem, but you can't imagine how frustrating it is when I, a Dark Souls pro, am getting killed in situations where I really really shouldn't just because my character stands there looking like a dumb shit instead of dodging, even though I've hammered the dodge button 20 times already. To be fair, when it comes to backstabs, I do like how they can whiff sometimes. It tells of a commitment, just like doing a large downwards slam; you're going to be vulnerable if you don't land it. Sometimes, backstabs just don't land. And that's something you need to deal with.
Super late but I just wanted to say that Yhorm willingly and knowingly kept the stormruler next to him so that when the profaned flame consumed him he'll still be able to fulfill his role as a lord of cinder. That's why his best friend Seigward has the other storm ruler and will assist you in the fight if you follow his questline.
@RurouniZel