@@goncalocarneiro3043 funnily she got me once with it cause mg build was ass and i was stupid so it took awhile and yeah every DS3 grab is a damn telaport
Thank you for doing what I don’t have the patience to do. At this point I don’t give a shit about what other people say, but seeing DebugManager used to fight misinformation makes me happy
something that people do not seem to realize about ds2 is that sometimes as an attack hits you, the player model does not get knocked back; people think that means they should not have been hit, when in reality, it works to the player's favor because the punishment is just health damage and not also getting knocked. great video as always
IKR lol, my first reaction to that a decade ago was “oh awesome, even though I failed to dodge I wasn’t stunned, and if I had been I may have died” the game is forgiving af.
@@aryabratsahoo7474 Ds3 poise was crazy. 😂 Enemies had no poise. The problem is- you dont either. Ds1 and 2 had merciful poise. Especially Ds1. If you start as knight in ds 1, you will NEVER have your ass staggered in the early game. If you get havels armor, you will be unbothered by almost ever enemy, except some bosses, and the big mushrooms.
I think it’s obvious that it applies to rolls and backsteps, but I do think it’s confusing how it applies. You still have different roll speeds like the other games, but s are influenced by a stat so the player could be left thinking that the hitboxes are bad and finding a comfortable adp level will require trial and error with a stat. The ability to respecc does help a bit with this trial and error, but I think domo is downplaying how confusing and discouraging this is to new players. Also, I haven’t met a single player who doesn’t completely block or reposition. Everyone dodges at some point and if you have low s and limited experience with using them, of course you’re going to get hit a lot when it feels like you shouldn’t. This is one area where I think mauLer may have a point despite his ham-fisted argument.
Maulers not a gamer he has no idea what he’s talking about when it comes to games, he’s always mad about that because Mauler is not a dumb person, but he is woefully out of his depth when it comes the critical analysis of video games and playing them well, and his ego can’t handle that.
@@hansmoleman2666I didn't know, man, trying to argue this point when the issue with ADP is that it doesn't tell you what it does, evasion can be as simple as roll speed, and s are never mentioned nor observable in the stat screen, there's no feedback as to what the stat does. Expecting people to experiment with a stat that doesn't explain exactly what it does, that would have very little difference in s in the first dozen levels that the difference could very easily be overlooked, that feels like a bit unreasonable.
@@dragonheart967agility is literally a measure of your I-frames that's clearly seen in the stat screen, I was able to figure this out when I was 13 ffs, you might as well complain about the Dark Woodgrain Ring or Carthus Milkring at this point.
I honestly love to finally hear from a person that ACTUALLY knows what're they talking about. You're doing god's work for this game's reputation. And Don't you stop man, the content's great.
I mentioned "someone who actually watched it" lit devil didn't see it for several years. If someone who saw it recently and took notes went in, mauler and rag would get so reamed so fast it would be comical
Why is it terrible? He is pointing out critics based on gut feelings with actual facts, he even shows stuff that is actually broken like the giants hitboxes, I dont see how it is bad unless you mean that the longest man will make less of this series of videos because he didnt answer all at once
Can we actually take a moment to appreciate how skillful domo is? All examples of "dodges" from 28:39 and on are insane as they require unimaginable levels of timing and knowledge of the enemies in DS2.
I liked the part most where he complained that agility is deliberately obfuscated because the in-game description only tells you that it make rolling easier, but not the exact breakpoints. I did not mention it in the video, but DS1 has resistance as a troll stat that deliberately obfuscated the fact that it is useless and gave you no option to reset your stats. DS2 tells you that this stat makes rolling easier, but he acts as if it's impossible to tell that leveling it up would make your rolls easier. And aren't Souls games about experimentation and not holding your hands? If rolling feels hard just level up the stat that tells you that it makes rolling easier until it doesn't feel hard anymore. None of those games tell you the exact breakpoints of poise you need to not get staggered by specific attacks either, but now he wants hand-holding for this stat (but doesn't mention any of the other stats that could have more concrete explanations)
Not only that but in DS2, if you feel you make a mistake with your state allocation, you can use a soul vessel to put points in states that work for you, unlike in DS1, where you are fucked
@@YEY0806 yeah, that's why I never understood those complaints. Why would the community complain so much about ADP, but not about RES which is much worse as leveling costs a lot more in DS1 and you can't reset your stats. DS1 fucking over players that read the stat description and think that they make a smart move by leveling resistance: that's okay because Myazaki is such a troll DS2 fucking over players that just ignore a new stat: that's just unfair. Souls games should hold your hand and tell you that this stat is important!
@@Domo3000 Res in DS1 and ADP in DS2 have different problems though. The problem with Res is that the value you get from leveling it is largely situational and is almost always suboptimal (though i wouldn't go so far as to call it useless, it does help a little against status effects). The problem with ADP is that if you don't understand it and level it, you're going to have a really hard time until you figure out you need to level that for your rolls to be effective. I think people complain about it so much because ADP gives different players a hard time in different ways. People coming from DS1, like myself, generally thought of better rolling meaning having a faster roll, so the idea that ADP literally determines your s (which the description doesn't explicitly explain; the in game description is "Raises various attributes to ensure one's survival. Boosts agility and various resistances") wasn't immediately evident. Players new to the series sometimes go a very long time without a decent roll, which can be so frustrating they quit the game before they even realize what was wrong. They don't know what agility means in the context of the game, so the in-game description is almost useless. I honestly thought ADP's description sounded a lot like DS1 Resistance and avoided it at first lol. Personally, I don't like ADP. Partially because it don't think it's explained that well, most mostly because it's just not necessary. Sure, Resistance in DS1 is just poorly designed, but that doesn't make ADP good. The rest of the souls games play just fine without having to mess with roll s, and having s independent of level makes early game playing a lot more consistent and less frustrating.
Agree about the obfuscated descriptions comment, but I left ADP at 8, respecced to ADP 30 and didn't see any noticeable difference so respecced back to 8 ADP My Attunement was high enough to put Agility at 99 though. Maybe the extra ADP didn't seem like much because I already had agility at 99. Who knows 🤷
I think the one for Gaping Dragon that does not even have a grab attack animation is worse. He just shouts and then you are suddenly in the grab just because you stood close to his front foot
@@Domo3000 because there was a bandwagon of hate for this game. Basically it started out like this: a bunch of streamers (rather "souls youtubers", streaming wasn't that big back in the day) started playing DS2, and they thought they were veterans and that they were "very good". So when they started getting their ass kicked by the game, it couldn't POSSIBLY be that they needed to learn the new game, no, it definitely meant that the new game was bad (same thing that happened with elden ring dlc, it's apparently a bad dlc because it's much harder, and it can't POSSIBLY be the fault of the elden ring veterans who are perfect at the game, so the dlc must be bad). The ADP thing also helped put a spanner in things, since those idiots were Asmongold level intelligence, they didn't bother reading the stat description, and didn't bother experimenting with it. So then they had a lot of situations where they misattributed low AGI to bad hitboxes. In fact more than 99% of "bad hitbox" moments in ds2 are just low AGI moments. So they started a bandwagon of hate, and that put ds2 under a microscope, getting scrutinized for EVERYTHING, even for things that ds1 also did, and even for the things that ds1 did WORSE than ds2. That's basically the gist of what happened, and it's a shame. Would have been so good if you made these videos 10 years ago at release and fight this bullshit that still perpetuates to this day :D
@@meyes1098this is by far THEE most accurate lore of the " DS2/ER DLC sucks because it's too hard!!! 😭😭" Lol cry babies with ENORMOUS skill issues shouldn't have a platform. Sucks to suck 😂😂😂
I know he was bullshit about the sir alonne grab, i had 10 AGL and still managed to dodge it successfully by simply timing the moment he launches the blade
Yeah it's fun how he acts as if it's impossible to get grabbed several times per battle and that high ADP is absolutely essential, just because he never realized that he could just time his dodges better, dodge away from attacks or simple use a shield. He really made an hour long video just to convince himself that it's the game that's bad instead of just accepting that he has skill issues
The thing about Sir Alonne grab, Pursuer grab and some others is that the animation is kinda wonky and only starts when your roll animation is done (probably because Fromsoft needed your character to stand upright to have only one variation for the animation of the character getting stabbed, also old (hardware) but the hitboxes are fine for Dark souls standards
@@spacecowboy5486 its more simple reason. DS2 i-frames delaying the grab, while in DS3 all grabs are faster, its ignoring i-frames and grabs has less frames to balance out. Thats also a reason why ds3 grabs feels more annoying, but less bs.
Yeah, the rolls he showed against Alonne were not timed well and in the wrong direction. HOWEVER, it is janky that the hit on the hilt counts as a grab.
It's so funny to me that he rolls INTO the shiny glowing sword grabs, instead of doing the smart thing and rolling away or to the side. It's like a moth, drawn to flame. And he can't help it! Most enemies are right-handed (see: Pursuer, Alonne), and he rolls left straight into their swords, but then comes the left-handed Ivory King, and he rolls to the right instead!
He just can't help himself. Even worse are the moments where he just rolls along with horizontal attacks of bosses like Smelter Demon to maximize the time he spends directly inside of the attack.
DS fandom when DS3 has the smallest build variety, least amount of weapons, completely linear levels until half the game, and no color in general but the best bosses (it came out on a newer hardware): 😴😴😴 DS fandom when DS2 has the largest build variety, largest amount of weapons, largest amount of variety in armors and best fashion, multiple paths right from the start, colorful and unique looking areas but not the best bosses in the series (it came out on the PS3): 😡😡😡
@spacecowboy5486 Ds3 feels much less clunky and more smooth than ds2. And the level design in ds3 is definitely a bit better than ds2 And the combat is leagues above ds2, it feels almost exactly like elden ring. But yeah ds2 weapon and build choices are goated
@@yaflah6484 Farron keep is not as bad as shrine of Amanda and iron keep, also that’s just one level. Most of the levels in ds3 aren’t that bad, while most of the levels of ds2 are mid at best
No one going to talk about that Mauler is walking on very thin ice complaining about a DARK SOULS GAME obscuring game mechanics from the player? I swear, most of the mindless DS1 stans are suffering from Stockholm Syndrom…
The fact that Agility told me that it makes rolling easier was already more hand holding than I was expecting from a Souls game, but for some reason he thinks that they purposefully hid this information from players. It's just wild what kind of arguments DS2 haters manage to come up with.
I also just see a lot of the enemies catching him in his rolls. He's not just unknowingly showing hitboxes hitting him correctly, but also thinks he's showing off bad examples of the game while they're actually bad examples of his gameplay. It's pretty funny. Btw, could you show us the hitbox size on Smelter Demon when it activates the passive slow HP drain?
Yeah I'm genuinely surprised why his video gets posted on Reddit so often as evidence that the hitboxes are broken, instead of people just noticing that he suffers from severe skill issues and telling him to git gud. Here's the Smelter Demon hitboxes: ua-cam.com/video/eY7ERk-fllk/v-deo.htmlsi=RzgBG6kVC5cbAH04
@@YEY0806 no one says that, the whole longman thing is the retort to the obvious falacy of long = wrong. Following the logic of such critics domo would be wrong here since his rebukes are longer than the sections he is rebuking (however domo is right)
Wow, holy Christ, this channel is underrated gem, it should defienetly get more attention. Spot on. Ps: something about compilations of all dragon-bosses from Souls series appearing in compilation with their boss music while attacking, is really very cool.
Him claming that ds3 has almost perfect hit boxes is rich as someone who has over 5k hours in that game alone. I can think of tons of the top of my head that are janky as hell, the darkwraith attack where he slidea across the ground as well as there stabs can hit you while the trail is nowhere near you, the reaching arm hitboxes of the dragon warriors in the dragon shrine area are also disjointed as hell and hit you nowhere near the arm or weapon, i could go on and on and on about it. This guy has no clue. I also wanted too add that dancers grab is more broken and frustrating that 80 percent of what i have ever delt with hitbox wise in ds2.
Dancer of the Boreal Valley was f*cking frustrating to evade her grab. At some point, I removed my helmet and equipped Havels ring just to get the light roll. Made the fight easier, but still haunts me to this day.
He will probably argue that it's an objective fact that Souls games should have baby-easy rolls where the roll button is just an invincibility button that shouldn't require good timing or consideration of the rolling direction
I have 5 ADP and 10 ATT in my current playthough and dodging with my current AGI level feels good, skill issue when I get hit because I get greedy or panic and mistime, it's not necessary to level if you time time correctly and aren't rolling with heavy weight
in my new playthrough I always level up adp because of how comforting it is, but when I first bought it for the ps3 i didnt know what adp was so I just beat it normally, its really not an issue considering how forgiving the weight for fat roll is compared to ds1
Unrelated, but one thing I love about DS2 is that weapon scaling is independent from the weapon base damage, so you can actually have a weapon that deals little damage early game, but surpasses the rest as your offensive stat/s reach their softcap. The others don't really have that. Ludwig's Holy Blade has the highest scaling of all other weapons in Bloodborne, but it also has a high base damage, so, damage wise, there is no reason to choose the Stake Drive over it.
I'm confused isn't scaling always tied to your stats and the grade of scaling on the weapon in all souls games? Making weapons with higher base states better if they have the same scaling as another weapon?
@@AceBountyHunterRex In the rest of the games, the formula for attack rating is Base Damage + Base Damage * Stat Scaling * Stat saturation (how much of that stat you have). This means that a weapon with higher base damage will likely do more damage, even if it has lower scaling. Also, all weapons will get at most double their base damage. This isn't the case for DS2, for instance, the Bone First has a ridiculously low base damage, yet it has a decent amount of damage thanks to having one of the highest scalings in the game
@@AceBountyHunterRex I haven't checked the formula, but I think it is Base damage + Weapon Scaling * Attack STR|DEX bonus (starts at 50, reaches 200 at max stat)
MauLer drives me nuts with most of his criticism. Let’s pretend he’s correct here and DS2’s hitboxes are wonky and inconsistent: If you keep getting hit “unfairly”, wouldn’t you try something different? I feel like MauLer’s DS2 videos aren’t as much an exploration of the game’s weaknesses as they are demonstrations of his own inability or unwillingness to adapt. I dig how meticulous you are in debunking the oftentimes ridiculous criticism DS2 receives. Little details, like the hitbox overlays here (and the backstab overlays from your last video), help your viewers make visual sense of what is happening and why. I dig your work, and this video is especially captivating. Big Ups! I wish you the absolute best.
I've always found it funny that the very same people who don't have the mindset of "if something didn't work, try something else" also usually don't level "adaptability". Can't be just a coincidence.
The grab teleport happens in bloodborne too. I was Livestreaming when a gargoyle at Cainhurst grabbed me from behind him and teleported me in front of him.
24:01 Thank you. This is my favorite part of any of your videos, and you said everything that needed to be said. It says boosts evasion, how is it "deliberately obfuscated from new players"? He's acting like the stat description said "Go faster" or "Alan please add text", and it's just bluntly honest about what it helps you with.
Yeah that part was fun. I nearly couldn't believe what I was hearing. In the 5th video of this series you can see his stat screen at 0:51 with 40+ VGR and base ADP and at 1:46 you see him with 50 VGR, 40 END, 60 STR, 40 END and base ADP He finished the game while completely ignoring a new stat, so he had to accuse the game of deliberately hiding what this stat does instead of admitting to himself that he never read the description and that he played a RPG wrong. He wanted to play as a shield-less glass cannon that relies on rolling as the primary way of evading damage, but did not level up the stat that states that it makes rolling easier. And that's apparently the games fault for not holding his hand more, even though it already provided him with more explanation than he could have expected from a Souls game.
@@Domo3000 Exactly. Souls games are already pretty obscure in their initial, in game, presentation of stats and how to play. This is more than you normally get. These people forget that DS1 required you to just figure out what the different roll speed thresholds were, unless you googled it (iirc). And I love to see the receipts man. I'm 100% sure that's what happened; just a failure to read, and coping afterwards. I remember going through the stats first time, seeing ADP because it was new, reading the description, and then deciding with about 10 seconds of thought that I would level it and Dex, and go shield-less this time, based only on what the description said, the fact the stat was new, and the fact I played with a shield in the first game. As you say, I didn't need to be a genius gamer to figure that out, and at the time I was a massive noob to the series. The only argument or push back I've heard about this, from a Mauler fan, was that it's "unclear what actions constitute being evasive", which is only true in the sense that it didn't specify "rolling and backsteps", but I don't think it requires any thought to realize what they mean. Dodging is controlled by a face button, and there's no way a normal person would assume it meant that it sped up taunts that were useful for dodging attacks, or something else that's roundabout or dishonest. PS: watching these really makes me want to make a martial arts, power-stance character. The attack-dodging you showcase is so insane.
@bartholomewpicca9899 Yeah, I've always been critical of how vague fromsoft games can be, like how to know the true scaling of something you need to Google. But people like mauler don't complain about that, until you have something which isn't vague at all (adaptibility) and he starts seething about it
I love how he complained about player weapons hitboxes in DS2 lmao Made me remember one day i was playing with a friend and i hit something out of range, when i told him his answer was "why are you complaining?"
You are doing great work man🖤 Whenever I see someone complaining about ds2 I recommend your channel. I hope that you will get the subs you deserve for this hard work.
Mauler: fanatically grasping for any clip of his poor gameplay to call DS2 an awfully made game. Domo: casually making a bunch of thoroughly researched and well-played clips like a gigachad. Especially, the part with avoiding so many different attacks in DS2 without rolling. Let alone the thorough slowed demonstration of the Hitboxes in every part of the franchise - so much effort was put into it.
2:20 Specifically, the fall attack I prefer a larger hitbox, it is incredible how many times you fall touching the enemy with your body but you do not hurt them and you are exposed
Dodging inwards in DS2 is still good iirc from when I played it, but it's from having better dodge timing. The dodging from them is just horrendous, and then Mauler acts like a more well articulated DSP when punished for bad play.
"Boosts ease of evasion[...]". Like... what else does he want? An Excel spreadsheet in the character stats?? Also sometimes I noticed that he starts rolling WAY too early. Just react to enemy swinging the weapon, not during the wind up lol.
Once talked to a Mauler fan who explained that the issue was that "What counts as being 'evasive' is unclear". But like, it's a face button, my guy. There's no way it meant "makes your taunts faster, so you can duck under attack better", or something.
4:55 hey, at least that silver knight cant charge his attack from 100 meters like his comrade from ds3, when spear sometimes teleporting faster then knight itself for a frame. Also i believe spear wielding soldiers in Forest of Fallen Giants has the same similar hitbox as silver knights from ds1 and ds3. 16:13 honestly, all those clips clearly shows how roll direction matters, he just roll into hit without having decent Agility or rolling in the same direction with hit, instead of backwards or opposite direction.
In regards to rolling directions I didn't want to be too mean, but I could have complained so much more about his gameplay in so many of the clips. Why would he even included so many clips that actually just show him being bad at the game? He rolls along with swing attacks to maximize the time he stays inside of the attack. He rolls towards shockwaves and acts surprised that he ends up inside them. He dodges too early and into an attack and wonders why he gets hit. And then he does the exact same thing twenty times in a row, like for his 2 minutes or so of Sir Alonne grabs. At some point he should realize that he could do something different to deal with it instead of just complaining that it's broken.
26:10 my friend seems to think the exact same thing. when i told him that shrine of amana can be made easy, he started ranting on about how "it forces the player into a different build", as if there is only one that works. another instance of complaining about something you know absolutely nothing about
@@firenze6478 Equping Yorgh's Ring, equiping any shield with a spell parry, using a shield and using any shield buff spell, sniping enemies from range with a bow/crossbow, sniping enemies with spells seeing as most of them can die to three shots or less of your basic work horse spells like Dark Orb, Great Heavy Soul Arrow, Fireball, or Lightning Spear, dodging through the area seeing as the spells and enemies are easy to predict and make very loud audible cues when close. Just some things off the top of my head to help deal with Shrine of Amana, if you think you're getting bottle necked into one build then you're the one in the wrong not the game
The craziest thing to me about this community is that the same people who complain about ADP or the lack of i frames in DS2 are the same people who complain about other players using summons in Elden Ring. Just like how using summons can build bad habits in a player, always having a super forgiving roll can develop bad habits. Just look at how many times this guy rolls directly into attacks, then proceeds to blame a bad hit box. People only play like this because the DS1, DS3 and Elden Ring roll i frames are so forgiving that players are hardly punished for it. DS2 actually tries to teach the player to not panic roll or roll directly at the enemy. Elden Ring attempts to do the same, but the only way this is attempted is through extremely delayed attacks. When you factor in how Elden Ring enemies react to your button inputs, you won’t know how long the attack is actually delayed for. Compare that to DS2 which easily shows you if you are rolling too early or too late just by how and when you get hit. If you get hit before you start rolling you rolled too late. If you get hit at the end of your roll, you rolled too early. And if you are really struggling, the game gives you the option to make that easier rather than doing more damage.
@@alter6243 SL1 DS2 really teaches how to dodge properly. Like not dodging straight into thrust attacks or along with horizontal attacks. I agree, the s in DS3 and Elden Ring are just too generous for my taste as well and teach players that the dodge button is just a mindless invisibility button and not something that requires some thought as well.
Completely disagree, it just seems like such a pointless thing to add to the game. It also makes pvp more annoying because you never know how much s your opponent has
@i do pvp in ds2 from over 10 years and i dont give a damn F about my opponent s Hecklemysheckel what the F are u even TALKING ABOUT, u Lost a good opportunity to shut up
21:45 In his defence i think shockwaves aren't intuitive enough to not add extra visual effects, like say, a explosion, to show to the player that the attack simply isn't just the leg hitting the ground. This applies to soulsborne as a whole.
What’s funny about his series is that, after listening to it a couple years ago, I decided to replay DS2 for the first time in several years. Wasn’t long before I figured out how unfounded his criticisms were. Plus I enjoy SotFS more than the vanilla game. Also, I never thought it’d be so hilarious to hear an AI voice say “foot,” but I was wrong.
I did not expect to see the fact that DS2 has actually tighter hitboxes than DS3. But nobody complains about that since DS3 gives you the player super generous hitboxes too and tons of i-frames. Great video! Loving this channel already!
I periodically play DS2 since the release of the game. I don’t remember when exactly at what time and who started this destruction of the game, I never understood why. It seems just fashionable to destroy DS2 just like that. But for myself, I always knew that I was playing a good game.If I received damage, I always thought that I was bad at that moment. Special thanks for showing a giant in a cave with his jump attack and 3hits-combo Fume Knight, I always thought it was a damage from a sword
I hope this video series is the beginning of the pendulum swinging for this game. Also, correct me if I'm wrong, but I'm pretty sure in DS1 you can't apply fire (such as using charcoal pine resin) or any magic to a zweihander or any great sword. If that is the case, I find DS1 to be a downgrade because not only was it something you could already do in the original Demon Souls, but it was a feature that was re-introduced in DS2! Edit: CORRECTION! I was COMPLETELY wrong, you actually CAN apply resin or any magic to zweihander and some other greatswords. The only reason I haven't edited out that part of the comment is that so the context of the responses below make sense.
@@orionstokesweiss2344 After reading your comment, I immediately went to go test it to make sure. You're right. Sorry for the misinformation. To think that I went through three playthroughs and didn't figure out that I could've used that this WHOLE time? Wow, I'm an idiot. How I missed that or what led me to think it wouldn't work is beyond me. Anyways, thanks for the correction. Future playthroughs will be better now.
@@wanderingknight7777 This gave me such a genuine chuckle. I appreciate people who can both be confidently wrong and come around gracefully once the truth is pointed out. Have a week as pleasant as you are
@@orionstokesweiss2344 "Have a week as pleasant as you are" You want to know something funny? Coincidentally, I'm actually on a week vacation as we speak, and it just so happens to be going pleasantly. So the posting of your latest comment is perfect timing! 🤣
I can even sort of excuse that giant club hitbox as debris being kicked up at you by the incredibly massive chunk of rock dragging the ground in front of you.
You have changed my opinion on ds2. I have never played it but i have played all the other fromsoftware souls games.i thought ds2 was gonna be shit and filled with annoying encounters but after watching some of your videos im excited about buying it and playing it
DS2 is crazy fun with friends. i normally play with friends and the summoning mechanics are pretty good. soul memory is never an issue if we play the game together and the "small soap stone" lets you summon in areas that youve already killed the boss in. that comes in handy a lot because DS2 encourages you to go back to older levels for items, secrets or more bosses!!
Getting hit with a grab from an inflated hit box is a pretty big feel bad, but like you said it happens in all the games. AND, at least, from a design perspective, I think if grabs were extremely tight hitboxes, they would be pretty bad attacks, and would mostly be used for a free opportunity to engage or disengage. I think slightly inflated grab hitboxes make the attacks threatening enough that the player has to respect it
My takeaway is that Agility existing and artificially reducing the s on your rolls is largely responsible for a lot of people's complaints about hitboxes in DS2
@@RelaxingNostalgia It artificially reduces the baseline. Because they tied your iFrames to a stat they reduced the base amount to make levelling it appealing. Thus, Agility existing artificially reduces the iFrames on your rolls. Your base iFrames in DS2 are significantly lower than a Fat Roll in DS1. To get comparable iFrames to a DS1 Mid Roll (which is still not exactly a shining example of a good evasive maneuver) you need around 30 ADP provided you don't level ATN. To get comparable iFrames to a DS1 fast roll requires around 50-60 ADP, and for comparable iFrames to the Dark Wood Grain Ring ninja flip you need almost 90 ADP. I never bother going past around 30 ADP because it's not worth the investment, and it's enough to reliably iFrame through most moves, but I'd be lying if I said I didn't find myself getting hit during rolls in situations where I absolutely would have had iFrames on the roll in another Souls game. The dodge animation in Sekiro is significantly shorter overall than the dodge in DS2, so a larger percentage of the dodge is invulnerable. It's a comparable animation to a Bloodborne dash dodge with about 1/4 - 1/3 of the animation being invulnerable, which is very comparable to DS1. That said, Sekiro also has both deflects and jumps as defensive options that can completely avoid damage, so the comparison is hardly fair.
ADP being this mysterious stat made only to confuse players and many don't know what it does is a subjective created myth. I read old 2013-2014 forums out of nostalgia, people figured what ADP does within a week when DS2 released. It's really not that hard to read stat descriptions.
But you see, as a UA-camr, stating facts and not being dramatic doesn't get as many views, so it's better to make shit up and use funny and "smart" words to convince people how definitely credible you are
0:14 I think it would've been better if you had enabled hitboxes for this. 0:42 I assume you're making fun of mauler here 2:42 you did not mention the wall with the exploding bolt hollows near the bonfire in Lothric castle that is in front of the two dragons. 8:53 Nameless King and crucible knight thrust hitbox were a gargoyles reference all along? Also, I believe Pontiff and the titanite demon would make for great examples in this part. 11:52 That's not what a phantom hit is. It's entirely a latency thing where someone hit you on his screen but by the time you receive that information on your end you were out of the weapon's range on your screen thus looking bad. 17:15 I believe it'd add value to the video if you showcased the hitboxes in question. 18:10 Recreating this with hitboxes enabled would be cool. 20:30 This as well. 21:41 If you go frame by frame his whole body is actually in that sword while he also took damage from it.
Yeah I could have turned this into a one hour video by showing the hitboxes of everything, but my computer was already heavily slowed down from having so many different clips in my video editing software.
I will admit that plunging attacks often don't hit when they should for me. It's very common for the weapon to just go straight through enemies. It's one of the few significant player character hitbox issues i will concede on, it's frustrating
Yeah that's something I will have to investigate for a small video. It looked to me like he started to late and just pulled up his weapon, and then he touched the ground and it played the end of the animation. I tried to do that as well, but for me that also dealt damage. But maybe I didn't time it correctly or it's caused by something else.
@@Domo3000That's honestly the only valid complain about DS2 hitboxes in relation to other souls titles. The plunging attacks seem genuinely broken and only work half of the time. But every other hitbox mistake is present in DS1 and 3 (although 3's hitboxes are overall marginally better, and Sekiro and Elden Ring and further refined them.)
I agree that DS2s hitboxes are perfectly fine. The issue lies with the frontloading of the i-frames (and the lack of them you get at the start in general). As you level up AGL you’ll notice that the hitboxes become perfectly reasonable.
0:11 to me, the attack appears to be the guy swinging his sword 90-120-ish degrees, and the hitbox might be active when the animation doesn't correctly reflect that imo. Kinda hard to tell by the footage. If the spin attack was a full 360 i'd have to agree.
Man who plays DS2 like DS3 and ignores the "Hey, level me to make dodging easier" stat complains that it is not, in fact, like DS3. Love the breakdowns Domo.
Funny that none of the hit box issues in any FromSoftware game have ever affected me. I honestly think that people just claim shitboxes whenever they don’t like something in a fromsoft game.
You know what's really strange about the whole ADP discussion for me? If you really think about how much time you get from the i-frames, it's not even that much of a difference. You still have to time your dodgeroll. You only have a little bit more time. So if you already have problems with dodging way too late or way too early, more i-frames won't really help you. And if the roll feels useless... Why doesn't he just use a shield? Didn't he spend a long time explaining how you can get some good shields very early?
Gotta say, THIS is an critique with at least a bit of objectivity. You went the extra mile, exposed some of the mechanics for what they are and used the other game comparisons with clarity. Mauler limited his thoughts to his experience with the games to claim he's being objective, doesn't show the game files, doesn't show the actual hitboxes, doesn't do anything besides him playing. He's either being dishonest or he doesn't know what objectivity means.
@@hansmoleman2666 I think he can't analyze a plot properly either. His movie reviews go by the same method: forcing the material into your concepts and criteria instead of extracting the concepts and patterns from the material itself. This is what happens when you're obsessed with objectivity, you just throw your personal biases under the rug because you cannot get rid of them. Mauler pretends to be a neutral, "objective" guy, but when it comes to art, objectivity isn't the same as it is in mathematics for example, there's no neutrality and no absolute standard for quality despite all his efforts.
@@meyes1098 yes. In fact, there IS objectivity when it comes to analyzing video-games and movies. But it has nothing to do with what Mauler is doing. Not to mention the abundance of straight out lies and manipulation present in his videos.
@alexvenancio1336 I would say he is capable of also objectively analyzing plots, but his judgement and degree of harshness is insanely inconsistent and a lot of his fans usually call him out and his buddies whenever it is so.
I think Adp is a bad stat because dodging is so fundamental do souls games, even mages needs to roll, and in every other souls game you know that if you roll at the right timing you will dodge the attack, in Dark Souls 2 you know that even if you get a good timing, if your Adp isn't high you may get hit, this is one of the few things that I feel like they shouldn't have messed with.
I know this is late but, “Why not just roll away.” While I can’t quite speak for MauLur but as someone who’s been clipped by numerous of these hit boxes. I roll into the attack because that’s a piece of advice I hear several times with Dark souls. Roll into the attack so you I frame through it.
roll in the direction where the attack is coming so you "i-frame" it through- if it's a sweep attack then it's more reliable, but for a thrust attack you can imagine it yourself a whole "i-frame" to avoid the long weapon's hitbox?!. if that make any sense? of course other to consideration as well as position and distance.
I think the more important lesson is to think about which direction to roll to. MauLer was constantly rolling straight into attacks instead of away from attacks. For the Sir Alonne and Pursuer grabs he always dodged into the attack instead of away from it. For the Smelter Demon clips he rolled along with the horizontal attack to maximize the time he's inside of the attack. I can beat all the bosses hitless (except things that you can't dodge like Smelter Demons fire when standing close to him) at lowest ADP by just dodging away from attacks. So level ADP if you want to just spam the roll button without regards for timing and direction, but you can leave it low if you use shields, ranged attacks or dodge away from attacks.
@@sophieprime4669 strafing is still one of the most powerful things to learn, an attack dodged by rolling costs stamina and delays regen, an attack avoided by strafing regens stamina and can allow counter attack bonus damage
The Fume Knight slap could be excused if the animation actually showed some kind of energy behind the motion. The animation here is extremely weak, which doesn't suggest that he's actually slapping you. I could excuse it if it had more clarity. Stronger posing, snappier timing, some wind trails etc. Also, while it's true that the evasion part about ADP is mentioned, where is it mentioned that it speeds up your estus flask animation? That's not excusable.
Yea that slap from fume knight is kinda bs. Not a bad hitbox issue (since the hitbox is fairly accurate, in line with the standard of ds1), but because it shouldn't be there, or at the very least should just do minimal damage and stun you, not give you so much damage. But the fact that ADP doesn't mention that it speeds up your estus flask animation is partially wrong. It doesn't mention that it gives you more s either, but it does mention this: ADP: Raises various attributes to ensure one's survival. Boosts agility and various resistances. AGI: Boosts ease of evasion and other actions. Now "boosts ease of evasion" doesn't really mean much (and apparently this part is about s), and "boosts ease of other actions" again doesn't mean much without context, but if you submit that the first part is referencing better dodges, then you should also admit that this part is referencing better "other actions", which in this case are item uses.
I had no idea that leveling up ADP would raise your I frames until i already beat the game twice. I never even touched the stat and i still was able to beat the vanilla version of DS2 on my PS3 twice. On my current run for Scholar of the first sin i raised up ADP to 18 and i'm focusing on STR mainly, and Dex, Stamina and Equip load for my secondary stats. I'm doing my first power stance run and i'm loving it. This games cool.
Ah yes, the so-called uniquely bad hitboxes of DS2, when in reality from soft has never managed to create a game without wonky hitboxes, ESPECIALLY on grab attacks. Just like how some issues DS2 had (like the framerate dependent weapon durability thing) have been reoccuring problems in their PC ports for a long time, we'd get some version of framerate dependent blabla every fucking time in their games, sometimes fixed sooner rather than later. Let me be honest here, From Soft is great at atmosphere and art in the boundaries of what their engine can do, but they really don't have competent coders, which is a reoccuring theme across many japanese studios. Edit: One of the reasons they have to inflate the hitboxes is because their physics engine has to actually register the hits which would not work at the low frame rate the engine runs at for a lot of these fast swings. Continuous collision detection is too expensive especially for the older consoles and doubly so if your code isn't performant. And of course, the hitboxes of player weapons are inflated because otherwise, people would complain because they can't hit shit, rightfully so as you can't aim the way you could in real life. Take Elden Ring Daggers as an example, famous for not hitting shit. Then those hitboxs are reused for enemies wielding the weapons to save development time. Another thing we see is that many hitboxes expand in increments. This is also likely an engine limitation. Often times, physics engines cannot deal with colliders being continuously scaled and the like, it causes issues. As a side note... Mauler calls I-Frames such an important thing in these games. Well, not a single one of the from soft games shows you how many s you have, anywhere. But of course, DS2 is somehow hiding this especially, being the only game that actually implies something like i frames even exist with the in-game description of a stat.
No better way to to combat hitbox arguments than to show the actual hitboxes and explain what actually happens.
This is great
Today I found out, that Crystal Sage has a grab attack
You also found out that it can reach grotesquely far out. Now you know to watch out for it! (it won't happen)
yeah. i have never seen that attack before.
Impossible
@@goncalocarneiro3043 funnily she got me once with it cause mg build was ass and i was stupid so it took awhile and yeah every DS3 grab is a damn telaport
“You cannot win against people that just wanna complain”
Truest words ever spoken
Holy shit that Dark Souls 3 dagger is a great club in disguise
Thank you for doing what I don’t have the patience to do.
At this point I don’t give a shit about what other people say, but seeing DebugManager used to fight misinformation makes me happy
Using your DebugManager to fight misinformation makes me happy!
Ciao bello 🎉
@@AtreyusNinja :)
something that people do not seem to realize about ds2 is that sometimes as an attack hits you, the player model does not get knocked back; people think that means they should not have been hit, when in reality, it works to the player's favor because the punishment is just health damage and not also getting knocked. great video as always
Mfw people complain about poise existing, when it's literally 90% of the benefit of heavy armor.
@@janehrahan5116then ds3 completely removed passive poise.
IKR lol, my first reaction to that a decade ago was “oh awesome, even though I failed to dodge I wasn’t stunned, and if I had been I may have died” the game is forgiving af.
@@aryabratsahoo7474 Ds3 poise was crazy. 😂 Enemies had no poise. The problem is- you dont either.
Ds1 and 2 had merciful poise. Especially Ds1. If you start as knight in ds 1, you will NEVER have your ass staggered in the early game. If you get havels armor, you will be unbothered by almost ever enemy, except some bosses, and the big mushrooms.
Most giga chad DS2 defender on the internet
Agreed
xD@@zzodysseuszz
💯
“Boosts ease of evasion”
“How am I supposed to know that applies to rolls and back steps?”
Gamer what
I think it’s obvious that it applies to rolls and backsteps, but I do think it’s confusing how it applies. You still have different roll speeds like the other games, but s are influenced by a stat so the player could be left thinking that the hitboxes are bad and finding a comfortable adp level will require trial and error with a stat. The ability to respecc does help a bit with this trial and error, but I think domo is downplaying how confusing and discouraging this is to new players. Also, I haven’t met a single player who doesn’t completely block or reposition. Everyone dodges at some point and if you have low s and limited experience with using them, of course you’re going to get hit a lot when it feels like you shouldn’t. This is one area where I think mauLer may have a point despite his ham-fisted argument.
Maulers not a gamer he has no idea what he’s talking about when it comes to games, he’s always mad about that because Mauler is not a dumb person, but he is woefully out of his depth when it comes the critical analysis of video games and playing them well, and his ego can’t handle that.
Asmongold moment xD
@@hansmoleman2666I didn't know, man, trying to argue this point when the issue with ADP is that it doesn't tell you what it does, evasion can be as simple as roll speed, and s are never mentioned nor observable in the stat screen, there's no feedback as to what the stat does.
Expecting people to experiment with a stat that doesn't explain exactly what it does, that would have very little difference in s in the first dozen levels that the difference could very easily be overlooked, that feels like a bit unreasonable.
@@dragonheart967agility is literally a measure of your I-frames that's clearly seen in the stat screen, I was able to figure this out when I was 13 ffs, you might as well complain about the Dark Woodgrain Ring or Carthus Milkring at this point.
I honestly love to finally hear from a person that ACTUALLY knows what're they talking about. You're doing god's work for this game's reputation. And Don't you stop man, the content's great.
true
imagine if this guy knew how to i-Frame an attack instead of rolling a full second too soon and then complain about hitboxes lmao
true
He is going long to fight against the longman, respects
He still hasn't done an atla video or had a talk with anyone who's actually seen the damn thing.
@@janehrahan5116 He did one with Literature Devil.
It was so fucking garbage.
I mentioned "someone who actually watched it" lit devil didn't see it for several years. If someone who saw it recently and took notes went in, mauler and rag would get so reamed so fast it would be comical
And he's going to fail because this response is terrible lol
Why is it terrible? He is pointing out critics based on gut feelings with actual facts, he even shows stuff that is actually broken like the giants hitboxes, I dont see how it is bad unless you mean that the longest man will make less of this series of videos because he didnt answer all at once
Take a shot every time Domo says Foot.
No thanks
🍶
Miyazaki would be proud.
16:58 I didn’t know Miyazaki ran this channel
Foot
@@janehrahan5116 FOOT!!
Can we actually take a moment to appreciate how skillful domo is? All examples of "dodges" from 28:39 and on are insane as they require unimaginable levels of timing and knowledge of the enemies in DS2.
I liked the part most where he complained that agility is deliberately obfuscated because the in-game description only tells you that it make rolling easier, but not the exact breakpoints.
I did not mention it in the video, but DS1 has resistance as a troll stat that deliberately obfuscated the fact that it is useless and gave you no option to reset your stats.
DS2 tells you that this stat makes rolling easier, but he acts as if it's impossible to tell that leveling it up would make your rolls easier.
And aren't Souls games about experimentation and not holding your hands? If rolling feels hard just level up the stat that tells you that it makes rolling easier until it doesn't feel hard anymore.
None of those games tell you the exact breakpoints of poise you need to not get staggered by specific attacks either, but now he wants hand-holding for this stat (but doesn't mention any of the other stats that could have more concrete explanations)
Not only that but in DS2, if you feel you make a mistake with your state allocation, you can use a soul vessel to put points in states that work for you, unlike in DS1, where you are fucked
@@YEY0806 yeah, that's why I never understood those complaints.
Why would the community complain so much about ADP, but not about RES which is much worse as leveling costs a lot more in DS1 and you can't reset your stats.
DS1 fucking over players that read the stat description and think that they make a smart move by leveling resistance: that's okay because Myazaki is such a troll
DS2 fucking over players that just ignore a new stat: that's just unfair. Souls games should hold your hand and tell you that this stat is important!
@Domo3000 it's not even that. It's just people too lazy or stupid to use the help feature that tells you straight up that it makes dodges easier.
@@Domo3000 Res in DS1 and ADP in DS2 have different problems though. The problem with Res is that the value you get from leveling it is largely situational and is almost always suboptimal (though i wouldn't go so far as to call it useless, it does help a little against status effects). The problem with ADP is that if you don't understand it and level it, you're going to have a really hard time until you figure out you need to level that for your rolls to be effective.
I think people complain about it so much because ADP gives different players a hard time in different ways. People coming from DS1, like myself, generally thought of better rolling meaning having a faster roll, so the idea that ADP literally determines your s (which the description doesn't explicitly explain; the in game description is "Raises various attributes to ensure one's survival. Boosts agility and various resistances") wasn't immediately evident. Players new to the series sometimes go a very long time without a decent roll, which can be so frustrating they quit the game before they even realize what was wrong. They don't know what agility means in the context of the game, so the in-game description is almost useless. I honestly thought ADP's description sounded a lot like DS1 Resistance and avoided it at first lol.
Personally, I don't like ADP. Partially because it don't think it's explained that well, most mostly because it's just not necessary. Sure, Resistance in DS1 is just poorly designed, but that doesn't make ADP good. The rest of the souls games play just fine without having to mess with roll s, and having s independent of level makes early game playing a lot more consistent and less frustrating.
Agree about the obfuscated descriptions comment, but I left ADP at 8, respecced to ADP 30 and didn't see any noticeable difference so respecced back to 8 ADP
My Attunement was high enough to put Agility at 99 though. Maybe the extra ADP didn't seem like much because I already had agility at 99. Who knows 🤷
Domo is a top tier souls youtuber
Iron Golem's grab hitbox in DS1 is the worst hitbox I've seen in the entire Soulsborne series
I think the one for Gaping Dragon that does not even have a grab attack animation is worse. He just shouts and then you are suddenly in the grab just because you stood close to his front foot
The new big furnace guys in elden ring dlc also have a pretty terrible grab
A non grab hitbox that’s atrocious would be ceaseless discharges
@@zzodysseuszzHE HAS A GRAB? WHAT?!
The DS2 mimics are equally awful I would say, and there are way more of those in the game.
Adding to where he was getting hit there's also an infuriating display of mistimed dodges. He's always at the end of a roll like wth 😅
Yeah I don't understand why so many people just accepted his claims instead of pointing out that he just suffers from severe skill issues
@@Domo3000 because there was a bandwagon of hate for this game.
Basically it started out like this: a bunch of streamers (rather "souls youtubers", streaming wasn't that big back in the day) started playing DS2, and they thought they were veterans and that they were "very good". So when they started getting their ass kicked by the game, it couldn't POSSIBLY be that they needed to learn the new game, no, it definitely meant that the new game was bad (same thing that happened with elden ring dlc, it's apparently a bad dlc because it's much harder, and it can't POSSIBLY be the fault of the elden ring veterans who are perfect at the game, so the dlc must be bad).
The ADP thing also helped put a spanner in things, since those idiots were Asmongold level intelligence, they didn't bother reading the stat description, and didn't bother experimenting with it. So then they had a lot of situations where they misattributed low AGI to bad hitboxes. In fact more than 99% of "bad hitbox" moments in ds2 are just low AGI moments.
So they started a bandwagon of hate, and that put ds2 under a microscope, getting scrutinized for EVERYTHING, even for things that ds1 also did, and even for the things that ds1 did WORSE than ds2.
That's basically the gist of what happened, and it's a shame. Would have been so good if you made these videos 10 years ago at release and fight this bullshit that still perpetuates to this day :D
@@meyes1098this is by far THEE most accurate lore of the " DS2/ER DLC sucks because it's too hard!!! 😭😭" Lol cry babies with ENORMOUS skill issues shouldn't have a platform. Sucks to suck 😂😂😂
They literally never consider to stop rolling too early or simply learning the timing of attacks. How is it THAT hard for these people? Seriously.
Exactly I still get punished for running to early in elden ring.
They are used to abuse i-frames instead of just not being where the weapon is.
"You cannot win with people that just want to complain"
So accurate, I love what you said.
I know he was bullshit about the sir alonne grab, i had 10 AGL and still managed to dodge it successfully by simply timing the moment he launches the blade
Yeah it's fun how he acts as if it's impossible to get grabbed several times per battle and that high ADP is absolutely essential, just because he never realized that he could just time his dodges better, dodge away from attacks or simple use a shield.
He really made an hour long video just to convince himself that it's the game that's bad instead of just accepting that he has skill issues
The thing about Sir Alonne grab, Pursuer grab and some others is that the animation is kinda wonky and only starts when your roll animation is done (probably because Fromsoft needed your character to stand upright to have only one variation for the animation of the character getting stabbed, also old (hardware) but the hitboxes are fine for Dark souls standards
@@spacecowboy5486 its more simple reason. DS2 i-frames delaying the grab, while in DS3 all grabs are faster, its ignoring i-frames and grabs has less frames to balance out.
Thats also a reason why ds3 grabs feels more annoying, but less bs.
Yeah, the rolls he showed against Alonne were not timed well and in the wrong direction. HOWEVER, it is janky that the hit on the hilt counts as a grab.
istg i could show every single bad hitbox clip from ds1 and 3 to my DS3 fanatic friend, and he would say "wawawa modded hitboxes wawawa".
90% of people's complaints about ds2 are basically just "I don't like the game so it's a bad game"
Beyond all discussion, the summary is this
More like: "I have not the skill to play the game so it's a bad game"
Another instance of "Longman mad cuz bad, makes it everyone else's problem" it seems.
This video reinforces my personal dark souls ranking of DS2>DS1>DS3 lol
my SAME ranking... i think we both look at these games in term of replayability too tho, which, DS2 is king for sure.
Based king
It's so funny to me that he rolls INTO the shiny glowing sword grabs, instead of doing the smart thing and rolling away or to the side. It's like a moth, drawn to flame. And he can't help it! Most enemies are right-handed (see: Pursuer, Alonne), and he rolls left straight into their swords, but then comes the left-handed Ivory King, and he rolls to the right instead!
He just can't help himself. Even worse are the moments where he just rolls along with horizontal attacks of bosses like Smelter Demon to maximize the time he spends directly inside of the attack.
DS fandom when DS1/3 has hitbox issues: 😴😴😴
DS fandom when DS2 anything: 😡😡😡
DS fandom when half of DS1 is mediocre at best: 😴😴😴
DS fandom when DS2 isn't 100% a perfect game: 🤬🤬🤬
DS fandom when DS3 has the smallest build variety, least amount of weapons, completely linear levels until half the game, and no color in general but the best bosses (it came out on a newer hardware): 😴😴😴
DS fandom when DS2 has the largest build variety, largest amount of weapons, largest amount of variety in armors and best fashion, multiple paths right from the start, colorful and unique looking areas but not the best bosses in the series (it came out on the PS3): 😡😡😡
@spacecowboy5486 Ds3 feels much less clunky and more smooth than ds2. And the level design in ds3 is definitely a bit better than ds2 And the combat is leagues above ds2, it feels almost exactly like elden ring. But yeah ds2 weapon and build choices are goated
@@Pigoftheslop ds3 has the worst level design in all 3 games. It has farron keep
@@yaflah6484 Farron keep is not as bad as shrine of Amanda and iron keep, also that’s just one level. Most of the levels in ds3 aren’t that bad, while most of the levels of ds2 are mid at best
No one going to talk about that Mauler is walking on very thin ice complaining about a DARK SOULS GAME obscuring game mechanics from the player? I swear, most of the mindless DS1 stans are suffering from Stockholm Syndrom…
The fact that Agility told me that it makes rolling easier was already more hand holding than I was expecting from a Souls game, but for some reason he thinks that they purposefully hid this information from players.
It's just wild what kind of arguments DS2 haters manage to come up with.
It's crazy how DS2 haters are more obsessed with DS2 than DS2 fans are.
so fooking true xD
I also just see a lot of the enemies catching him in his rolls.
He's not just unknowingly showing hitboxes hitting him correctly, but also thinks he's showing off bad examples of the game while they're actually bad examples of his gameplay.
It's pretty funny.
Btw, could you show us the hitbox size on Smelter Demon when it activates the passive slow HP drain?
Yeah I'm genuinely surprised why his video gets posted on Reddit so often as evidence that the hitboxes are broken, instead of people just noticing that he suffers from severe skill issues and telling him to git gud.
Here's the Smelter Demon hitboxes: ua-cam.com/video/eY7ERk-fllk/v-deo.htmlsi=RzgBG6kVC5cbAH04
it would be funny if his audience saw through it, but alas.
@arsenii_yavorskyi "b-but, video LONG!! Therefore he is RIGHT!!"
@@YEY0806 no one says that, the whole longman thing is the retort to the obvious falacy of long = wrong. Following the logic of such critics domo would be wrong here since his rebukes are longer than the sections he is rebuking (however domo is right)
@janehrahan5116 I was being sarcastic about Mauler Fans, some who really think that a longer video means it's better
It’s funny isn’t it, turns out DS2’s hitboxes mostly seem tighter and more realistic, confirmation bias just makes you think they are worse.
The guy's literally jumping into a monster's mouth and complaining about hitboxes.
Wow, holy Christ, this channel is underrated gem, it should defienetly get more attention. Spot on.
Ps: something about compilations of all dragon-bosses from Souls series appearing in compilation with their boss music while attacking, is really very cool.
Him claming that ds3 has almost perfect hit boxes is rich as someone who has over 5k hours in that game alone. I can think of tons of the top of my head that are janky as hell, the darkwraith attack where he slidea across the ground as well as there stabs can hit you while the trail is nowhere near you, the reaching arm hitboxes of the dragon warriors in the dragon shrine area are also disjointed as hell and hit you nowhere near the arm or weapon, i could go on and on and on about it. This guy has no clue. I also wanted too add that dancers grab is more broken and frustrating that 80 percent of what i have ever delt with hitbox wise in ds2.
Dancer of the Boreal Valley was f*cking frustrating to evade her grab. At some point, I removed my helmet and equipped Havels ring just to get the light roll. Made the fight easier, but still haunts me to this day.
I loved the part where all the comebacks just devolved into "Foot."
So, Mauler wants to I-frame roll everything, with low agility, instead of trying to dodge the attacks.
He just sucks at dodging, doesn't even matter if he dodges into attacks, he times them wrong aswell. You can def dodge most attacks with low adp
He will probably argue that it's an objective fact that Souls games should have baby-easy rolls where the roll button is just an invincibility button that shouldn't require good timing or consideration of the rolling direction
I have 5 ADP and 10 ATT in my current playthough and dodging with my current AGI level feels good, skill issue when I get hit because I get greedy or panic and mistime, it's not necessary to level if you time time correctly and aren't rolling with heavy weight
@@Yarsito exactly, even tho i level adp for the comfort xD
in my new playthrough I always level up adp because of how comforting it is, but when I first bought it for the ps3 i didnt know what adp was so I just beat it normally, its really not an issue considering how forgiving the weight for fat roll is compared to ds1
23:28 Its Actually Funny That You Can Get BackHanded By Raime
Keep doing what you are doing, I hate Misinformation.
Foot.
Foot.
Shockwaves.
Foot.
Unrelated, but one thing I love about DS2 is that weapon scaling is independent from the weapon base damage, so you can actually have a weapon that deals little damage early game, but surpasses the rest as your offensive stat/s reach their softcap.
The others don't really have that. Ludwig's Holy Blade has the highest scaling of all other weapons in Bloodborne, but it also has a high base damage, so, damage wise, there is no reason to choose the Stake Drive over it.
I'm confused isn't scaling always tied to your stats and the grade of scaling on the weapon in all souls games? Making weapons with higher base states better if they have the same scaling as another weapon?
@@AceBountyHunterRex In the rest of the games, the formula for attack rating is Base Damage + Base Damage * Stat Scaling * Stat saturation (how much of that stat you have).
This means that a weapon with higher base damage will likely do more damage, even if it has lower scaling.
Also, all weapons will get at most double their base damage.
This isn't the case for DS2, for instance, the Bone First has a ridiculously low base damage, yet it has a decent amount of damage thanks to having one of the highest scalings in the game
@@ulaznar so then how does the formula differ in 2 comparatively? Does remove the base damage from the equation?
@@AceBountyHunterRex I haven't checked the formula, but I think it is Base damage + Weapon Scaling * Attack STR|DEX bonus (starts at 50, reaches 200 at max stat)
Well, there are two reasons: moveset and fashion. Especially in BB, moveset is more important than stats
MauLer drives me nuts with most of his criticism. Let’s pretend he’s correct here and DS2’s hitboxes are wonky and inconsistent: If you keep getting hit “unfairly”, wouldn’t you try something different? I feel like MauLer’s DS2 videos aren’t as much an exploration of the game’s weaknesses as they are demonstrations of his own inability or unwillingness to adapt.
I dig how meticulous you are in debunking the oftentimes ridiculous criticism DS2 receives. Little details, like the hitbox overlays here (and the backstab overlays from your last video), help your viewers make visual sense of what is happening and why. I dig your work, and this video is especially captivating. Big Ups! I wish you the absolute best.
I've always found it funny that the very same people who don't have the mindset of "if something didn't work, try something else" also usually don't level "adaptability". Can't be just a coincidence.
youre doing gods work keep it up bro
The grab teleport happens in bloodborne too. I was Livestreaming when a gargoyle at Cainhurst grabbed me from behind him and teleported me in front of him.
yes that's pretty common
24:01 Thank you. This is my favorite part of any of your videos, and you said everything that needed to be said. It says boosts evasion, how is it "deliberately obfuscated from new players"? He's acting like the stat description said "Go faster" or "Alan please add text", and it's just bluntly honest about what it helps you with.
Yeah that part was fun. I nearly couldn't believe what I was hearing.
In the 5th video of this series you can see his stat screen at 0:51 with 40+ VGR and base ADP and at 1:46 you see him with 50 VGR, 40 END, 60 STR, 40 END and base ADP
He finished the game while completely ignoring a new stat, so he had to accuse the game of deliberately hiding what this stat does instead of admitting to himself that he never read the description and that he played a RPG wrong.
He wanted to play as a shield-less glass cannon that relies on rolling as the primary way of evading damage, but did not level up the stat that states that it makes rolling easier.
And that's apparently the games fault for not holding his hand more, even though it already provided him with more explanation than he could have expected from a Souls game.
@@Domo3000 Exactly. Souls games are already pretty obscure in their initial, in game, presentation of stats and how to play. This is more than you normally get. These people forget that DS1 required you to just figure out what the different roll speed thresholds were, unless you googled it (iirc).
And I love to see the receipts man. I'm 100% sure that's what happened; just a failure to read, and coping afterwards.
I remember going through the stats first time, seeing ADP because it was new, reading the description, and then deciding with about 10 seconds of thought that I would level it and Dex, and go shield-less this time, based only on what the description said, the fact the stat was new, and the fact I played with a shield in the first game. As you say, I didn't need to be a genius gamer to figure that out, and at the time I was a massive noob to the series. The only argument or push back I've heard about this, from a Mauler fan, was that it's "unclear what actions constitute being evasive", which is only true in the sense that it didn't specify "rolling and backsteps", but I don't think it requires any thought to realize what they mean. Dodging is controlled by a face button, and there's no way a normal person would assume it meant that it sped up taunts that were useful for dodging attacks, or something else that's roundabout or dishonest.
PS: watching these really makes me want to make a martial arts, power-stance character. The attack-dodging you showcase is so insane.
@bartholomewpicca9899 Yeah, I've always been critical of how vague fromsoft games can be, like how to know the true scaling of something you need to Google. But people like mauler don't complain about that, until you have something which isn't vague at all (adaptibility) and he starts seething about it
I love your videos are now longer and have more views, keep up the good work.
I love how he complained about player weapons hitboxes in DS2 lmao
Made me remember one day i was playing with a friend and i hit something out of range, when i told him his answer was "why are you complaining?"
"hitboxes have to disappear when the weapon stops its movement or slows down"
Elden ring: "ill ignore that"
Utilizing Bonefist and Majestic Greatsword Powerstance Movesets this way? .... Shheeeeesshhhh! Domo styling on us!
XXXDDDDD
You are doing great work man🖤
Whenever I see someone complaining about ds2 I recommend your channel.
I hope that you will get the subs you deserve for this hard work.
Mauler: fanatically grasping for any clip of his poor gameplay to call DS2 an awfully made game.
Domo: casually making a bunch of thoroughly researched and well-played clips like a gigachad. Especially, the part with avoiding so many different attacks in DS2 without rolling.
Let alone the thorough slowed demonstration of the Hitboxes in every part of the franchise - so much effort was put into it.
2:20 Specifically, the fall attack I prefer a larger hitbox, it is incredible how many times you fall touching the enemy with your body but you do not hurt them and you are exposed
Dodging inwards in DS2 is still good iirc from when I played it, but it's from having better dodge timing. The dodging from them is just horrendous, and then Mauler acts like a more well articulated DSP when punished for bad play.
"Boosts ease of evasion[...]". Like... what else does he want? An Excel spreadsheet in the character stats?? Also sometimes I noticed that he starts rolling WAY too early. Just react to enemy swinging the weapon, not during the wind up lol.
Once talked to a Mauler fan who explained that the issue was that "What counts as being 'evasive' is unclear". But like, it's a face button, my guy. There's no way it meant "makes your taunts faster, so you can duck under attack better", or something.
i love this channel
4:55 hey, at least that silver knight cant charge his attack from 100 meters like his comrade from ds3, when spear sometimes teleporting faster then knight itself for a frame.
Also i believe spear wielding soldiers in Forest of Fallen Giants has the same similar hitbox as silver knights from ds1 and ds3.
16:13 honestly, all those clips clearly shows how roll direction matters, he just roll into hit without having decent Agility or rolling in the same direction with hit, instead of backwards or opposite direction.
😂😂😂😂😂 the ones on the stairs to anor londo? Lol
In regards to rolling directions I didn't want to be too mean, but I could have complained so much more about his gameplay in so many of the clips.
Why would he even included so many clips that actually just show him being bad at the game?
He rolls along with swing attacks to maximize the time he stays inside of the attack. He rolls towards shockwaves and acts surprised that he ends up inside them. He dodges too early and into an attack and wonders why he gets hit.
And then he does the exact same thing twenty times in a row, like for his 2 minutes or so of Sir Alonne grabs. At some point he should realize that he could do something different to deal with it instead of just complaining that it's broken.
26:10 my friend seems to think the exact same thing. when i told him that shrine of amana can be made easy, he started ranting on about how "it forces the player into a different build", as if there is only one that works. another instance of complaining about something you know absolutely nothing about
No other soul’s game forces you to change builds or depopulate an area just to make progress.
@@firenze6478 Equping Yorgh's Ring, equiping any shield with a spell parry, using a shield and using any shield buff spell, sniping enemies from range with a bow/crossbow, sniping enemies with spells seeing as most of them can die to three shots or less of your basic work horse spells like Dark Orb, Great Heavy Soul Arrow, Fireball, or Lightning Spear, dodging through the area seeing as the spells and enemies are easy to predict and make very loud audible cues when close. Just some things off the top of my head to help deal with Shrine of Amana, if you think you're getting bottle necked into one build then you're the one in the wrong not the game
@@firenze6478 Ds3s entire game says fuck you if you try a miracle or sorcery build
@@bajscast that’s a you problem. I’ve done several play throughs unless you mean pure sorcery/faith builds which aren’t viable in any dark souls game.
@@firenze6478 They're perfectly viable in ds2 though...
man, i can't stand Mauler
The craziest thing to me about this community is that the same people who complain about ADP or the lack of i frames in DS2 are the same people who complain about other players using summons in Elden Ring. Just like how using summons can build bad habits in a player, always having a super forgiving roll can develop bad habits. Just look at how many times this guy rolls directly into attacks, then proceeds to blame a bad hit box. People only play like this because the DS1, DS3 and Elden Ring roll i frames are so forgiving that players are hardly punished for it. DS2 actually tries to teach the player to not panic roll or roll directly at the enemy. Elden Ring attempts to do the same, but the only way this is attempted is through extremely delayed attacks. When you factor in how Elden Ring enemies react to your button inputs, you won’t know how long the attack is actually delayed for. Compare that to DS2 which easily shows you if you are rolling too early or too late just by how and when you get hit. If you get hit before you start rolling you rolled too late. If you get hit at the end of your roll, you rolled too early. And if you are really struggling, the game gives you the option to make that easier rather than doing more damage.
@@alter6243 SL1 DS2 really teaches how to dodge properly. Like not dodging straight into thrust attacks or along with horizontal attacks.
I agree, the s in DS3 and Elden Ring are just too generous for my taste as well and teach players that the dodge button is just a mindless invisibility button and not something that requires some thought as well.
Completely disagree, it just seems like such a pointless thing to add to the game. It also makes pvp more annoying because you never know how much s your opponent has
@i do pvp in ds2 from over 10 years and i dont give a damn F about my opponent s Hecklemysheckel what the F are u even TALKING ABOUT, u Lost a good opportunity to shut up
21:45 In his defence i think shockwaves aren't intuitive enough to not add extra visual effects, like say, a explosion, to show to the player that the attack simply isn't just the leg hitting the ground. This applies to soulsborne as a whole.
What’s funny about his series is that, after listening to it a couple years ago, I decided to replay DS2 for the first time in several years. Wasn’t long before I figured out how unfounded his criticisms were. Plus I enjoy SotFS more than the vanilla game.
Also, I never thought it’d be so hilarious to hear an AI voice say “foot,” but I was wrong.
I did not expect to see the fact that DS2 has actually tighter hitboxes than DS3. But nobody complains about that since DS3 gives you the player super generous hitboxes too and tons of i-frames.
Great video! Loving this channel already!
Fuck, those powerstanced caestus clips are mind boggling. Kudos for the patience with these dummerds.
❤
bone fist!
those slowed down clips of enemy attacks reminds me of the average attack speed of enemies in elden ring
I periodically play DS2 since the release of the game. I don’t remember when exactly at what time and who started this destruction of the game, I never understood why. It seems just fashionable to destroy DS2 just like that. But for myself, I always knew that I was playing a good game.If I received damage, I always thought that I was bad at that moment. Special thanks for showing a giant in a cave with his jump attack and 3hits-combo Fume Knight, I always thought it was a damage from a sword
That sweep quick is so fricking sick. I know what to do for my next Scholar run
I hope this video series is the beginning of the pendulum swinging for this game.
Also, correct me if I'm wrong, but I'm pretty sure in DS1 you can't apply fire (such as using charcoal pine resin) or any magic to a zweihander or any great sword.
If that is the case, I find DS1 to be a downgrade because not only was it something you could already do in the original Demon Souls, but it was a feature that was re-introduced in DS2!
Edit: CORRECTION! I was COMPLETELY wrong, you actually CAN apply resin or any magic to zweihander and some other greatswords. The only reason I haven't edited out that part of the comment is that so the context of the responses below make sense.
I'm here to correct you because you are wrong. Entirely. I can't even find a record of a bug that might have caused your delusion.
@@orionstokesweiss2344 After reading your comment, I immediately went to go test it to make sure.
You're right. Sorry for the misinformation.
To think that I went through three playthroughs and didn't figure out that I could've used that this WHOLE time? Wow, I'm an idiot. How I missed that or what led me to think it wouldn't work is beyond me.
Anyways, thanks for the correction. Future playthroughs will be better now.
@@wanderingknight7777 This gave me such a genuine chuckle. I appreciate people who can both be confidently wrong and come around gracefully once the truth is pointed out. Have a week as pleasant as you are
@@orionstokesweiss2344 "Have a week as pleasant as you are"
You want to know something funny?
Coincidentally, I'm actually on a week vacation as we speak, and it just so happens to be going pleasantly.
So the posting of your latest comment is perfect timing! 🤣
I honestly think people who complain about hit boxes in this game didn’t level their adaptability enough
If miyazaki does it, then its fine and ''working as intended''.
ds3 poise LUL
I think this video is going to help me dodge better by visualizing hit boxs now
A series of videos, about a series of videos, about a video, about a video.
this can become a compilation of "foot"
That would be funny to see
I can even sort of excuse that giant club hitbox as debris being kicked up at you by the incredibly massive chunk of rock dragging the ground in front of you.
You have changed my opinion on ds2. I have never played it but i have played all the other fromsoftware souls games.i thought ds2 was gonna be shit and filled with annoying encounters but after watching some of your videos im excited about buying it and playing it
Nice, good luck and have fun!
is thinking for yourself really that hard?
@@roguetwice469 don't be so mean
Nice, hope you enjoy it. It's good to have an open mind.
DS2 is crazy fun with friends. i normally play with friends and the summoning mechanics are pretty good. soul memory is never an issue if we play the game together and the "small soap stone" lets you summon in areas that youve already killed the boss in. that comes in handy a lot because DS2 encourages you to go back to older levels for items, secrets or more bosses!!
Getting hit with a grab from an inflated hit box is a pretty big feel bad, but like you said it happens in all the games. AND, at least, from a design perspective, I think if grabs were extremely tight hitboxes, they would be pretty bad attacks, and would mostly be used for a free opportunity to engage or disengage. I think slightly inflated grab hitboxes make the attacks threatening enough that the player has to respect it
Powerstance with greatclubs. Don't need to dodge or block if your enemy is a pancake.
My takeaway is that Agility existing and artificially reducing the s on your rolls is largely responsible for a lot of people's complaints about hitboxes in DS2
it dosent artificially reduces your i frames,it increases.
Sekiro dodge has about the same amount of i frames as ds2 yet it gets no complaints.
@@RelaxingNostalgia It artificially reduces the baseline. Because they tied your iFrames to a stat they reduced the base amount to make levelling it appealing. Thus, Agility existing artificially reduces the iFrames on your rolls. Your base iFrames in DS2 are significantly lower than a Fat Roll in DS1. To get comparable iFrames to a DS1 Mid Roll (which is still not exactly a shining example of a good evasive maneuver) you need around 30 ADP provided you don't level ATN. To get comparable iFrames to a DS1 fast roll requires around 50-60 ADP, and for comparable iFrames to the Dark Wood Grain Ring ninja flip you need almost 90 ADP. I never bother going past around 30 ADP because it's not worth the investment, and it's enough to reliably iFrame through most moves, but I'd be lying if I said I didn't find myself getting hit during rolls in situations where I absolutely would have had iFrames on the roll in another Souls game.
The dodge animation in Sekiro is significantly shorter overall than the dodge in DS2, so a larger percentage of the dodge is invulnerable. It's a comparable animation to a Bloodborne dash dodge with about 1/4 - 1/3 of the animation being invulnerable, which is very comparable to DS1. That said, Sekiro also has both deflects and jumps as defensive options that can completely avoid damage, so the comparison is hardly fair.
@@RelaxingNostalgia it's almost like you're not really meant to dodge in sekiro and parry instead. are you genuinely that stupid?
ADP being this mysterious stat made only to confuse players and many don't know what it does is a subjective created myth. I read old 2013-2014 forums out of nostalgia, people figured what ADP does within a week when DS2 released. It's really not that hard to read stat descriptions.
But you see, as a UA-camr, stating facts and not being dramatic doesn't get as many views, so it's better to make shit up and use funny and "smart" words to convince people how definitely credible you are
0:14 I think it would've been better if you had enabled hitboxes for this.
0:42 I assume you're making fun of mauler here
2:42 you did not mention the wall with the exploding bolt hollows near the bonfire in Lothric castle that is in front of the two dragons.
8:53 Nameless King and crucible knight thrust hitbox were a gargoyles reference all along? Also, I believe Pontiff and the titanite demon would make for great examples in this part.
11:52 That's not what a phantom hit is. It's entirely a latency thing where someone hit you on his screen but by the time you receive that information on your end you were out of the weapon's range on your screen thus looking bad.
17:15 I believe it'd add value to the video if you showcased the hitboxes in question.
18:10 Recreating this with hitboxes enabled would be cool.
20:30 This as well.
21:41 If you go frame by frame his whole body is actually in that sword while he also took damage from it.
Yeah I could have turned this into a one hour video by showing the hitboxes of everything, but my computer was already heavily slowed down from having so many different clips in my video editing software.
I will admit that plunging attacks often don't hit when they should for me. It's very common for the weapon to just go straight through enemies. It's one of the few significant player character hitbox issues i will concede on, it's frustrating
Yeah that's something I will have to investigate for a small video.
It looked to me like he started to late and just pulled up his weapon, and then he touched the ground and it played the end of the animation.
I tried to do that as well, but for me that also dealt damage. But maybe I didn't time it correctly or it's caused by something else.
@@Domo3000That's honestly the only valid complain about DS2 hitboxes in relation to other souls titles. The plunging attacks seem genuinely broken and only work half of the time. But every other hitbox mistake is present in DS1 and 3 (although 3's hitboxes are overall marginally better, and Sekiro and Elden Ring and further refined them.)
Jumping Twinblades attacks can hit through walls. Just wanted to say it somewhere.
@@adamiadamiadami 3 hitboxes are worse.
@@adamiadamiadamiSekiro has insanely bad grab hitboxes in fact the worst among fromsoftware games,elden ring is almost as bad.
People don't level their ADP, don't eat their Scadus, don't level their vigor and then they complain.
I never upgrade ADP and it's fine, all my friends also
@@deepseapenguin i did the rotten with 10 ADP and i never got hit once
@@AtreyusNinja that guy has the most telgraphed and slowest attack in the whole game besides covetous demon. hell i beat him even below 10 adp.
@@alduinfr YES ! and he fight u with a ladle, he is NOT A GIANT with a huge ass weapon!
@@AtreyusNinja what??
I agree that DS2s hitboxes are perfectly fine. The issue lies with the frontloading of the i-frames (and the lack of them you get at the start in general). As you level up AGL you’ll notice that the hitboxes become perfectly reasonable.
0:11 to me, the attack appears to be the guy swinging his sword 90-120-ish degrees, and the hitbox might be active when the animation doesn't correctly reflect that imo. Kinda hard to tell by the footage. If the spin attack was a full 360 i'd have to agree.
Man who plays DS2 like DS3 and ignores the "Hey, level me to make dodging easier" stat complains that it is not, in fact, like DS3.
Love the breakdowns Domo.
we got these 2 amazing games and people just wanna complain
H I T H I S F O O T
I hope you keep using this ai voice it kinda fits really nice.
12:35
Aaaaw, yeah, now we busting!
632146P, let's go!
Funny that none of the hit box issues in any FromSoftware game have ever affected me. I honestly think that people just claim shitboxes whenever they don’t like something in a fromsoft game.
16:44 Shockwave indeed, but do you not see how far away he is from the shockwave?
You know what's really strange about the whole ADP discussion for me? If you really think about how much time you get from the i-frames, it's not even that much of a difference. You still have to time your dodgeroll. You only have a little bit more time. So if you already have problems with dodging way too late or way too early, more i-frames won't really help you. And if the roll feels useless... Why doesn't he just use a shield? Didn't he spend a long time explaining how you can get some good shields very early?
Gotta say, THIS is an critique with at least a bit of objectivity. You went the extra mile, exposed some of the mechanics for what they are and used the other game comparisons with clarity. Mauler limited his thoughts to his experience with the games to claim he's being objective, doesn't show the game files, doesn't show the actual hitboxes, doesn't do anything besides him playing. He's either being dishonest or he doesn't know what objectivity means.
He’s not a gamer. He can analyse a plot but he has no idea about video games, he is severely casual.
@@hansmoleman2666 I think he can't analyze a plot properly either. His movie reviews go by the same method: forcing the material into your concepts and criteria instead of extracting the concepts and patterns from the material itself. This is what happens when you're obsessed with objectivity, you just throw your personal biases under the rug because you cannot get rid of them. Mauler pretends to be a neutral, "objective" guy, but when it comes to art, objectivity isn't the same as it is in mathematics for example, there's no neutrality and no absolute standard for quality despite all his efforts.
He doesn't understand the concept of objectivity.
@@meyes1098 yes. In fact, there IS objectivity when it comes to analyzing video-games and movies. But it has nothing to do with what Mauler is doing. Not to mention the abundance of straight out lies and manipulation present in his videos.
@alexvenancio1336 I would say he is capable of also objectively analyzing plots, but his judgement and degree of harshness is insanely inconsistent and a lot of his fans usually call him out and his buddies whenever it is so.
I think Adp is a bad stat because dodging is so fundamental do souls games, even mages needs to roll, and in every other souls game you know that if you roll at the right timing you will dodge the attack, in Dark Souls 2 you know that even if you get a good timing, if your Adp isn't high you may get hit, this is one of the few things that I feel like they shouldn't have messed with.
I know this is late but,
“Why not just roll away.”
While I can’t quite speak for MauLur but as someone who’s been clipped by numerous of these hit boxes. I roll into the attack because that’s a piece of advice I hear several times with Dark souls. Roll into the attack so you I frame through it.
roll in the direction where the attack is coming so you "i-frame" it through- if it's a sweep attack then it's more reliable, but for a thrust attack you can imagine it yourself a whole "i-frame" to avoid the long weapon's hitbox?!.
if that make any sense? of course other to consideration as well as position and distance.
Moral of the story: Fromsoft has never been great at hitboxes. Anyone who thinks ds2 is worse than the others is just wearing rose tinted glasses
what we learn from this video? LVL ADP
Dodge away when your AGI is low, dodge through only when your AGI is high or you are confident on your skill (I know, mucho texto)
I think the more important lesson is to think about which direction to roll to.
MauLer was constantly rolling straight into attacks instead of away from attacks. For the Sir Alonne and Pursuer grabs he always dodged into the attack instead of away from it. For the Smelter Demon clips he rolled along with the horizontal attack to maximize the time he's inside of the attack.
I can beat all the bosses hitless (except things that you can't dodge like Smelter Demons fire when standing close to him) at lowest ADP by just dodging away from attacks.
So level ADP if you want to just spam the roll button without regards for timing and direction, but you can leave it low if you use shields, ranged attacks or dodge away from attacks.
Learn when to strafe instead of rolling because rolling cost significant amount of stamina unlike in ds3 lol
@@sapphireluv2705chloranthy ring:
@@sophieprime4669 strafing is still one of the most powerful things to learn, an attack dodged by rolling costs stamina and delays regen, an attack avoided by strafing regens stamina and can allow counter attack bonus damage
Mauler doesnt seem to understand that rolls dont give invulnerability in the recovery frames, only in the active frames
The Fume Knight slap could be excused if the animation actually showed some kind of energy behind the motion. The animation here is extremely weak, which doesn't suggest that he's actually slapping you. I could excuse it if it had more clarity. Stronger posing, snappier timing, some wind trails etc.
Also, while it's true that the evasion part about ADP is mentioned, where is it mentioned that it speeds up your estus flask animation? That's not excusable.
Yea that slap from fume knight is kinda bs. Not a bad hitbox issue (since the hitbox is fairly accurate, in line with the standard of ds1), but because it shouldn't be there, or at the very least should just do minimal damage and stun you, not give you so much damage.
But the fact that ADP doesn't mention that it speeds up your estus flask animation is partially wrong. It doesn't mention that it gives you more s either, but it does mention this:
ADP: Raises various attributes to ensure one's survival. Boosts agility and various resistances.
AGI: Boosts ease of evasion and other actions.
Now "boosts ease of evasion" doesn't really mean much (and apparently this part is about s), and "boosts ease of other actions" again doesn't mean much without context, but if you submit that the first part is referencing better dodges, then you should also admit that this part is referencing better "other actions", which in this case are item uses.
I had no idea that leveling up ADP would raise your I frames until i already beat the game twice. I never even touched the stat and i still was able to beat the vanilla version of DS2 on my PS3 twice. On my current run for Scholar of the first sin i raised up ADP to 18 and i'm focusing on STR mainly, and Dex, Stamina and Equip load for my secondary stats. I'm doing my first power stance run and i'm loving it. This games cool.
Ah yes, the so-called uniquely bad hitboxes of DS2, when in reality from soft has never managed to create a game without wonky hitboxes, ESPECIALLY on grab attacks. Just like how some issues DS2 had (like the framerate dependent weapon durability thing) have been reoccuring problems in their PC ports for a long time, we'd get some version of framerate dependent blabla every fucking time in their games, sometimes fixed sooner rather than later. Let me be honest here, From Soft is great at atmosphere and art in the boundaries of what their engine can do, but they really don't have competent coders, which is a reoccuring theme across many japanese studios.
Edit: One of the reasons they have to inflate the hitboxes is because their physics engine has to actually register the hits which would not work at the low frame rate the engine runs at for a lot of these fast swings. Continuous collision detection is too expensive especially for the older consoles and doubly so if your code isn't performant. And of course, the hitboxes of player weapons are inflated because otherwise, people would complain because they can't hit shit, rightfully so as you can't aim the way you could in real life. Take Elden Ring Daggers as an example, famous for not hitting shit. Then those hitboxs are reused for enemies wielding the weapons to save development time. Another thing we see is that many hitboxes expand in increments. This is also likely an engine limitation. Often times, physics engines cannot deal with colliders being continuously scaled and the like, it causes issues.
As a side note... Mauler calls I-Frames such an important thing in these games. Well, not a single one of the from soft games shows you how many s you have, anywhere. But of course, DS2 is somehow hiding this especially, being the only game that actually implies something like i frames even exist with the in-game description of a stat.