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From Software The Dark Souls II Megathread™

Halfling Rodeo

Educated
Joined
Dec 14, 2023
Messages
963
That's an interesting proposition actually. What's the overall gameplan?
I shoot my twanger and roll so I don't get hit. It's all about finding when you can hit because you really lack stopping power. High damage per shot but you're not doing a 3 hit combo and rolling afterwards. Some enemies like dark wraiths become a real problem with their combos because you can't interrupt them reliably.

Going to the catacomb is also kind of suicide for people who don't know how Souls works. But in the end it's kind of nice how Souls logic often works in a normal crpg kind of logic. Of course you'd need holy damage to kill undead for sure, until you find out killing the necromancers has the same effect. Similarly, it makes sense that ghosts can't be hit normally. I don't think there's like outlandish loops of logic in that regard.
Souls games are at their heart, cheap Japanese imitations of the golden era of Western fantasy. Ghosts not being hit by magic swords (fire/lightning/holy) feels a bit off but it's an interesting area so it's fantasy logic breaks isn't a big problem.
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,272
Fair enough, but I also meant what's the crossbow you're ultimately planning on? I'm assuming heavy early on and Avelyn late game?
 

Halfling Rodeo

Educated
Joined
Dec 14, 2023
Messages
963
Avelyn reloads faster but it chews through so much ammo and is easy to miss your shots with. I like the heavy more but it depends on the fight. If you need speed you want Avelyn but in general the stopping power and resource management of heavy is nicer.

Some bosses end up being really interesting.. or painful. Invisible enemies and no way to aim make the painted world a problem. Can't do a jumping attack to skip the dragon butt either. So it's the long way round.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,088
So I'm replaying vanilla Dark Souls 2. I had played a bit of it in the past, but then started and finished the SOTFS version.

All and all I'm having a lot of fun, can't say it's a better game than SOFTS, but it's not worse either. And that's the big disappointment with Softs, that when you add it all, it didn't actually manage to be a better game than the original.

Vanilla seems easier, but also less frustrating. As far as I can tell, at least, since I haven't played softs for some years now.

Anyway, IMO it's a far better game than DSIII, which I have no desire to replay (without some huge remake mod at least).

I've been using axes and having a blast. Dual Wielding Bandit Axe and Battle Axe is pretty fun and kicks a lot of punch.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
18,214
Location
Kingdom of Bohemia
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Anyway, IMO it's a far better game than DSIII, which I have no desire to replay (without some huge remake mod at least).
I can't stand vanilla DS3 but I highly recommend the Convergence overhaul mod. Turns a barely average game into a great one (altho even that can't fix the shitty afterthought of a level design).
 

Max Damage

Savant
Joined
Mar 1, 2017
Messages
667
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I think Darklurker may be my new favorite dual boss of the series, it also feels refreshing that his sword combo is only long when it makes sense, the fight has very good flow overall.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,546
Location
Lusitânia
Darklurker
Imo one of the best bosses of From's Souls library
And they accomplished it, with something they've seem to mostly have forgotten - simplicity

His moveset isn't extensive and is even quite basic
But it covers all bases - he has short, medium and long range attacks, AoE, charge moves and projectiles
Then, just when the player thinks he's got the hang of him... boom a double
Some might say a copycat enemy is lazy, which admittedly is correct to an extent - but even in the context of 2 identical enemies, the devs still need to make sure the clone meshes well with the original
Which it does, as again his moveset is simple but varied, so they can close each others gaps and more importantly don't end up being overcomplicated for the player - also due because by the time the 2nd one appears, the player has had enough time to learn the particularities of the moveset
Additionally, the splitting itself is long enough to serve as short pause between in the action (another important element From has mostly left behind in favor of constant spazz shit), which the player can use to heal and buff himself, or punish the boss
The AI of the two also mix things ups well enough - some times one is in the back casting projectiles, while the other keeps the players attention at short range ; other times they're both up an close, keeping pressure ; and sometimes both use their charge attacks
It helps immensely that every move is well telegraphed and there's no animation gacha trickery bullshit, even the few new moves they might do in this 2nd phase are all pretty much variations on the base moveset

Overall, just a fun and straigthfoward boss fight, with clever use of assets and solid design
 
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