@sterling: I could swear there is. I remember looking up the page for the Pharros' Lockstone.
ImBigInJapan's forum posts
@demoskinos: They retooled the durability system. As long as your item does not break it will get repaired automatically the next time you rest at a bonfire. There is a red bar under the equipped item box to help you track that without going into the menu. It's nice because you don't have to spend time & souls repairing but you also need to keep durability in mind if you are on a long run. It's also another indirect way to reduce the ease of grinding/farming.
Halberds and other sweeping reach weapons go down quick because hammering the weapon against walls and floors stuff counts against durability too.
Edit: I see you know about the bonfire repair, guess I had the page open for a while :p
It's really similar to the DS1 guide, though I seem to remember there being 1 section with maps and one with enemies in that guide. This one appears to have the maps & enemies listed out together per area.
The graphical and text layout is pretty much exactly the same. I've only been using to try and clear up any mechanical questions I might have as well as look at enemy names&descriptions after I've encountered them, as the lore stuff is usually pretty interesting.
I'm kind of liking this new system as it can make you consider the situation a little when choosing equipment. You may not want to risk using a reach weapon in a tight space, for example, as hammering a weapon off the walls will wear it down quickly. It's a little odd that the bonfire repairs your items, but no weirder than dumping some powder on it to do the same thing, I suppose.
Sorry but what the FUCK is up with these power attacks?? I don't understand what governs whether or not you can do one. I am CONSTANTLY dying because of an enemy opens up, I hit forward+attack and instead of a jumping attack it's a static swing leaving me WIDE OPEN.
Or it works....sometimes it just works, and I can't tell why. The jumping attacks trigger 100% outside of combat, but when fighting a guy it totally appears broken. Is there like a time limit on doing a jumping attack after an initial, or can they only be triggered when the enemy is in a particular state?
A thought that I haven't tested yet but should be verifiable - maybe you need enough stamina to complete the jumping attack? If I recall in DS1 you could do anything as long as you had any stamina left, even if your bar empties during the move. If that's true it would probably seem work consistently outside combat when your stamina bar is full or when you're closing to engage, but if you're closely engaged and recovering from a block or roll you might not have enough stamina to pull off the attack and end up whiffing instead. This might explain a lot actually, as sometimes it seems like I whiff an attack that should connect.
I finally had some time with co-op last night while I was working on learning the first boss and the whole thing mystified me. Two of the four times I co-oped I turned human. The last time I tried, I had already beaten the boss as a hollow, won, and did not turn human. I guess the only thing to do is count deaths vs co-op events before turning human and see if they tie together somehow.
I'm debating a couple of ideas related to my party and just wanted some suggestions. I'm not looking to really min/max but want to make sure I'm not going to hit a brick wall by reconfiguring either.
I have a team hovering around level 20 at the moment.
My initial setup was:
Dancer - Fortress - Landsknecht
Runemaster - Nightseeker
I found the Nightseeker was not doing anywhere near her most efficient damage so I moved her up to the Front in exchange for the Fortress. The Dancer/Nightseeker/Landsknecht now get a lot of synergy attacks off and are a good damage dealing force.
The Fortress feels like dead weight now, however. He's also not exactly exciting to use as he is defense oriented and doesn't have any ranged attacks. Once I cast strike Guard and/or Taunt he just kind of sits there. If I'm absolutely going to get punched in the nuts later due to lack of defense I'll keep him but for the sake of fun I would prefer a more active rear line option.
If I pull him out, since he's not absorbing damage would a medic be a good rear line choice instead? I feel like I am going to need more active healing in place to compensate. I am not exactly sure when/how I can subclass but is it feasible to get more defensive options later via that route?
I suppose another option would be a second Runemaster. I guess one could be set up with debuffs and the other with attacks, or have each one specialize in an element.
I didn't answer the poll because I don't think the choices are congruent. You've got two choices about enjoyability and one choice about audience scope. It leaves me without clear idea of what the question is really asking. This is especially true since he produces a wide variety of content.
I think it's great that Patrick tries to dive into lesser known- or understood games and genres and figure out what makes them tick. As a criticism I think that he frequently struggles to explain his more complex ideas in an engaging way. He falls back on some common comfort terms when trying to explain his positions too often - "tropes" , "satisfying", etc. That will hopefully pass as he evolves his craft.
The part of the live Quick Look I saw did nothing to convince me that this was going to be great. The combat looked so bad. I think the change in the enemies' weaponry is a big component of that. Fighting hand to hand against guys with long, ungainly muskets makes for awkward animations and tons of clipping. AC combat is at its best when there is a certain... theatrical element about it, and this change really goes counter to making that element come out.
@Morbid_Coffee: Perfect thanks!!! I will be able to make as many holy weapons as I wish :D yaaaaaay.
The limiting factor for divine weapons is titanite - green shards can be slow to farm. There's a merchant that will solve that eventually.