pkmango7

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pkmango7

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@handlas said:

I just had an hour 1/2 of PvP fun. There is this little arena area after a boss where people seem to like to fight. I kept summoning phantoms and they would fight eachother while I watched. Seemed like it is a thing people do because no one cared to attack me... Red Phantoms were fighting Red Phantoms. I just mopped up the souls from the dead until I got bored and decided to fight one. Got my ass kicked because the best player/build was the last standing for sure.

Was entertaining though.

I haven't joined in on fight clubs before but I stumbled into one today and it was surprisingly fun, once you get used to the latency anyway. It's also just super weird seeing a bunch of reds playing nice together.

At one point there must've been like 4 of us just sitting around. Suddenly, the newest guy decides to attack the host (probably desperate for a Pale Tongue). Like clockwork, the rest of us rushed to mob him down and defend the host. Some crossfire occurs but he promptly expires, we rejoice his death and heal, and then immediately resume emoting like idiots while waiting for our turn. Utterly bizarre.

Still endlessly amused by how people approach PvP and arbitrary alliances.

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pkmango7

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I tried my best. She still looks like she could be a very pretty boy. But I like tomboys so I guess it all makes sense?

I had two problems with the character creator, face looks entirely different ingame because of the washed out colors and lighting so you have to adjust accordingly, and it just seems hard to make a feminine face without exaggerated eyes and lips.

Can't wait to try making a scruffy badass dude though, for a playthrough with heavy weapons like Mourne's Great Hammer.

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pkmango7

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Always fun to get summoned mid-invasion, spend 10 minutes chasing the bastard and finally gutting him, and then enter the boss room only to see the host die almost immediately.

Helping people with Nameless King gives me warm fuzzies though.

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pkmango7

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Latency has been pretty bad, I have to fight entirely on prediction most of the time and that's never been fun for me. R1 spam, phantom range, ridiculously good tracking on certain weapons, all the things that turned me off PvP in previous games are still there.

I'm really not looking forward to getting the covenant rewards. I'm putting on Way of Blue and using Embers just to help people out for the time being.

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pkmango7

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I enjoyed the references. They don't come across as haphazard or irreverent and sometimes even play with your expectations, you can tell FromSoft had fun with it. I think their explicit inclusion and the nature of Lothric are justified with DS3 as the last entry, it's a good way to send things off while also tying into the themes established in previous games (cycle of rebirth, balance, power of will). These worlds have always been murky and unclear so I found the whole combination of things spanning the entire series to be not all that farfetched, and in fact a real treat.

Also, I've kind of mellowed out on these games over the years so I didn't really mind some of the repeat items, level design, and boss animations. It's funny because if DS2 was as directly referential, I probably would've absolutely hated it! In this case, it was actually really interesting for me to see how they tried to make certain level or boss gimmicks less tedious, and the items mentioning the fates of certain characters both new and old were enough to keep me hooked.

I just think it's cool that the events of and preceding DS1 were so powerful that they act as anchors and continue to exert their influence across space and time. It's ridiculous and abstract like an anime and I love it being used here. I would say it's almost meta considering the fandom that exploded out of DS1... that may be going a bridge too far. But it's a fun thing to ponder, which fits right in with the series.

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pkmango7

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I felt pretty rusty starting out and Irithyll was definitely a big wakeup call in terms of getting my rolling right again. In retrospect, it was like a primer for things to come because enemies in the second half start hitting real hard and draining a lot of stamina on block.

So I struggled with Sulyvahn, easily the most deaths of my playthrough, but it never quite reached the point of frustration because all his attacks have varying amounts of windup. The clone mirroring movement instead of acting independently I thought struck a nice balance (one of many!) I must've got my groove back though because the rest of the game was smooth sailing.

I'm actually very curious to try multiple playthroughs with different playstyles like greatshields, magic, or simply more parrying, which kind of surprises me since I wasn't expecting this entry to grab me at all due to fatigue. As someone who's been on the ride since Demon's, Iudex Gundyr left a great impression that stayed with me through most of the game. I'm looking forward to not completely bombing the NPC quests and doing dumb shit like challenging the Dancer early.

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pkmango7

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#7  Edited By pkmango7

The offensive spells in the beginning are pretty underwhelming. Some of them are just bad, but the main reason is because the INT/FTH scaling in this game is different. You actually get better returns starting at 30, and from there it stays constant all the way up to 60. Here's an example:

https://sites.google.com/site/darksouls3stats/scaling-graphs/int-scaling-tests

I think the only way to curb this early on is to lean heavily into high damage weapons without scaling (Raw Astora Straight Sword, Deep Battle Axe, Fire Gem starting gift) while you get your offensive stat up and also get your hands on the appropriate gems.

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pkmango7

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The most luck I've had with parry is for enemy combos. Block/dodge the first one or two hits and then parry. It's a lot more reliable, although I'd still rather use weapon skill shields and just kill the damned thing.

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pkmango7

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Pretty early into Hoshido but I'm determined to give you all bath towels.

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