my issue with poison swamps in the souls games is that they all get solved in the same, boring way, which is "just gun it for the exist as quick as possible", and in games that heavily reward exploration having areas like that really kills the mood
Yeah that's true, personally I like the visual aesthetic of most of the swamps but it would be nice if they had a new mechanic besides health drop even faster.
My experience with PvP in Bloodborne was getting invaded in the nightmare frontier, lots of dodging and throwing of molotovs, getting lag back-stabbed and then me pancaking them into oblivion because I found that 2 handing Ludwigs Holy Blade resulted in less parries.
1:39:00 regarding demon souls, the enemies being unaffected by the swamp feels 100% intentional, considering the only thing you can do in the swamp is block and both the red phantoms in the swamp have ways to circumvent that one comfort players are given
The fact that Astrea is still accepting the souls of people I think really does cut to the heart of her character. She wants to help, she really, truly does. But by becoming a demon she is only further hurtling the world to it's end. And in the context of the games two endings, for the good one you need to kill her because of that. But for the bad ending, well, the PC is already a soul hungry villain, so her pleas would naturally fall on deaf ears. So it's a really well made boss that adds a lot of nuance to the games central conflict.
Plague of Greed kills the boss and immediatle decides: "Lemme run inside the baby pit to get my souls back instead of leveling up and dropping a thick load for Stockiple Thomas!" and then "Maybe this time won't go the exact same way as the last two times", risk getting overburdened and unable to pick up Garl Vinland's gigachad stick... only to die in the exact same place? Did I ever tell you the definition of insanity?
I actually started to play Demon's with the emulator since I've never played it and dem. It's kicking my ass. Easy to forget that older soul gamess had an extra layer of difficulty: excesive use of OSSHA violations. Myy maneater hatred burns.
Funny you mention maneater, somehow is my favorite fight in the game out of all the X-2 bosses (with tower knight right behind him). Somehow I feel Flamelurker is the hardest of the bunch. Going back to maneater, is the entire creepy journey build up towards his place from the start of the level and the tension, everything screams sweaty dangerous fight to me and even worse when the 2nd one just comes by. That feeling I get is what makes it feel the best X-2 fight and now that I think about it, probably the one of those bosses with the shortest run back. Maybe that was a plus in my eyes.
@@Sbeas19 I love 3-2, but that runback with the black phantom (I don't even have black world tendency) and the silly bridge, which wouldn't be bad if the charge from the man-eater didn't push you a kilometer away. I'm taking a break from that.
With Capra demon I went through the door and immediately stood there with my shield up. I had plenty of time to figure out that running up the stairs was a good option. Not safe exactly, but still a solid 10 seconds of being alive before I was getting pressured to move.
Interesting talk on the Dragon God. I'm of the opinion even without its technical flaws, it would still feel pretty boring compared to most other bosses in the game. But then it sort of reminded me of Speed Buster from No More Heroes. Very similar concept, and essentially more an extended level than an outright boss, probably not high on most people's lists, but I feel major differences are both the presentation as well as the more minute details of how the mechanics work. Getting caught in the beam has a very obvious hitbox thanks to the clear cut level design, it's not necessarily instant death but pushes you back a ways, and there's just enough player interaction and choice in deciding to take this or that path through it and risk involved in the time it takes. There's still only one solution, which is pretty silly, but very hard to miss and right near the end where you're left to wonder just how you're going to take this thing on. Whereas with the Dragon God, there's really not much to wonder about as soon as you put two and two together early on, and it just feels like a bit of a slog from that point unfortunately.
Hey, I think I figured out a decent way to make prepared spells like DS1 more viable, cantrips. An always available, weaker spell that you just always have. One slot that you can swap out that can function as basically your melee, like a magic weapon or something.
I like swamps, I don't like the poison sludge, nobody does, the issue is not the swamp, because it can be beautiful visually, but if the floor inflicts a DoT constantly it doesn't give you time to enjoy exploring and look at the place when you are running away from the sludge areas
1:48:10 On this talk of magic as a resource. This is gonna be a hot take from me and I know ALOT of Dark Souls purists are gonna hate me for this. But I seriously believe we should toss the "resource" based magic system in souls games in favor of a Cooldown based system. Yes its mainstream, but somethings are main stream for a reason, because they WORK. I would extend this to weapon arts too, it would solve ALOT of the spam problems that have latched onto this series, rivers of blood, swiftslash and bloodhound step would not be NEARLY as big of a problem if they had 10-15 second intervals between uses. Some games even do stacking multiple use cool downs (Example being Tracers "Blink" ability in Overwatch), so a small spell, lets say soul arrow, you technically could have 3 consecutive casts before needing to wait for recharge, each cast having their own respective timer. I'm also just not a big fan of Mages having to allocate their healing for more casts, especially considering that magic is NOT as OP as it used to be in comparison to modern melee, oh SURE if you meta game, you can make a magic damage one-shot cannon...but you can also do that for melee TOO! you can crush anything with Lions claw AoW and an Iron Jar aromatic, just face tank literally everything the boss throws at you. Besides a cool down based system would help alleviate some of that boss nuking potential. None of that 30 second straight Comet Azur casting Dragon Ball Z nonsense. Would it be abusable and probably make range cheesing easier in certain locations? Absolutely, but who gives a shit, you can still do that in EVERY fromsoft game regardless of the resource system the game is operating under, players who want to cheese ARE GONNA CHEESE, but I dont see why we should use that as an excuse to hold back the true potential of a pure magic based playstyle.
I played Dark Souls 1 first then demon souls, for me, both were equal in difficulty, however I did not complete demon souls blind I looked up area order, I had learnt enough from dark souls on how the mechanics worked. For me it’s about the adventure not the boss difficulty, I think through the years if you followed and played all the fromsoft games the boss difficulty is mitigated. The hardest game was shadows die twice , the rest were equally challenging, but Dark Souls and Demon Souls has the best atmosphere and adventure.
World of Tanks isn't what it used to be but it isn't like you are describing it either, yes people use gold rounds constantly which is annoying but the stealth mechanics are still there and the game is not fast at all, people just use heavy tanks and think they are using tank destroyers. The game is just camping now.
my issue with poison swamps in the souls games is that they all get solved in the same, boring way, which is "just gun it for the exist as quick as possible", and in games that heavily reward exploration having areas like that really kills the mood
Yeah that's true, personally I like the visual aesthetic of most of the swamps but it would be nice if they had a new mechanic besides health drop even faster.
Very nice, love the Demons and their associated respective souls
My experience with PvP in Bloodborne was getting invaded in the nightmare frontier, lots of dodging and throwing of molotovs, getting lag back-stabbed and then me pancaking them into oblivion because I found that 2 handing Ludwigs Holy Blade resulted in less parries.
1:39:00 regarding demon souls, the enemies being unaffected by the swamp feels 100% intentional, considering the only thing you can do in the swamp is block and both the red phantoms in the swamp have ways to circumvent that one comfort players are given
thanks for that Miyazaki
I miss Slow Souls, where shields actually work. It felt like playing a turn based rpg in real time, and i loved it.
#BringbackSlowSouls
The fact that Astrea is still accepting the souls of people I think really does cut to the heart of her character. She wants to help, she really, truly does. But by becoming a demon she is only further hurtling the world to it's end. And in the context of the games two endings, for the good one you need to kill her because of that. But for the bad ending, well, the PC is already a soul hungry villain, so her pleas would naturally fall on deaf ears. So it's a really well made boss that adds a lot of nuance to the games central conflict.
43:43 THE VOLUME WAS DESTROYED
Plague of Greed kills the boss and immediatle decides: "Lemme run inside the baby pit to get my souls back instead of leveling up and dropping a thick load for Stockiple Thomas!" and then "Maybe this time won't go the exact same way as the last two times", risk getting overburdened and unable to pick up Garl Vinland's gigachad stick... only to die in the exact same place?
Did I ever tell you the definition of insanity?
Yeah, I'm still taken aback how little armor there is in this game. Made more sense why so many people would use the yellow turban after knowing that
I actually started to play Demon's with the emulator since I've never played it and dem. It's kicking my ass. Easy to forget that older soul gamess had an extra layer of difficulty: excesive use of OSSHA violations. Myy maneater hatred burns.
Funny you mention maneater, somehow is my favorite fight in the game out of all the X-2 bosses (with tower knight right behind him). Somehow I feel Flamelurker is the hardest of the bunch. Going back to maneater, is the entire creepy journey build up towards his place from the start of the level and the tension, everything screams sweaty dangerous fight to me and even worse when the 2nd one just comes by.
That feeling I get is what makes it feel the best X-2 fight and now that I think about it, probably the one of those bosses with the shortest run back. Maybe that was a plus in my eyes.
@@Sbeas19 I love 3-2, but that runback with the black phantom (I don't even have black world tendency) and the silly bridge, which wouldn't be bad if the charge from the man-eater didn't push you a kilometer away. I'm taking a break from that.
With Capra demon I went through the door and immediately stood there with my shield up. I had plenty of time to figure out that running up the stairs was a good option. Not safe exactly, but still a solid 10 seconds of being alive before I was getting pressured to move.
Curse of the completionist aka brain sees shiny, get shiny, make happy brain juice basically 😊
But then mimics mess up your day😂
Interesting talk on the Dragon God. I'm of the opinion even without its technical flaws, it would still feel pretty boring compared to most other bosses in the game. But then it sort of reminded me of Speed Buster from No More Heroes. Very similar concept, and essentially more an extended level than an outright boss, probably not high on most people's lists, but I feel major differences are both the presentation as well as the more minute details of how the mechanics work. Getting caught in the beam has a very obvious hitbox thanks to the clear cut level design, it's not necessarily instant death but pushes you back a ways, and there's just enough player interaction and choice in deciding to take this or that path through it and risk involved in the time it takes. There's still only one solution, which is pretty silly, but very hard to miss and right near the end where you're left to wonder just how you're going to take this thing on. Whereas with the Dragon God, there's really not much to wonder about as soon as you put two and two together early on, and it just feels like a bit of a slog from that point unfortunately.
My favorite brain damaged farm boy
An oil swamp you say...like in the chalice dungeons?
Hey, I think I figured out a decent way to make prepared spells like DS1 more viable, cantrips. An always available, weaker spell that you just always have. One slot that you can swap out that can function as basically your melee, like a magic weapon or something.
It's also called Storm King like the one from Elden Ring.
@@chrioyuuij6450 the one in Elden ring is the serpent killing spear. DS3 has Storm King again.
I like swamps, I don't like the poison sludge, nobody does, the issue is not the swamp, because it can be beautiful visually, but if the floor inflicts a DoT constantly it doesn't give you time to enjoy exploring and look at the place when you are running away from the sludge areas
And what I like about swamp maps, is when they have good sound design
Ahh finally. I really needed new sleep aid (Not saying you're boring just love hearing you guys talk lol)
You didn't get to see the cute Sincere Prayer Ring thing. I'll show it to you in the next stream.
1:48:10
On this talk of magic as a resource.
This is gonna be a hot take from me and I know ALOT of Dark Souls purists are gonna hate me for this. But I seriously believe we should toss the "resource" based magic system in souls games in favor of a Cooldown based system. Yes its mainstream, but somethings are main stream for a reason, because they WORK. I would extend this to weapon arts too, it would solve ALOT of the spam problems that have latched onto this series, rivers of blood, swiftslash and bloodhound step would not be NEARLY as big of a problem if they had 10-15 second intervals between uses. Some games even do stacking multiple use cool downs (Example being Tracers "Blink" ability in Overwatch), so a small spell, lets say soul arrow, you technically could have 3 consecutive casts before needing to wait for recharge, each cast having their own respective timer. I'm also just not a big fan of Mages having to allocate their healing for more casts, especially considering that magic is NOT as OP as it used to be in comparison to modern melee, oh SURE if you meta game, you can make a magic damage one-shot cannon...but you can also do that for melee TOO! you can crush anything with Lions claw AoW and an Iron Jar aromatic, just face tank literally everything the boss throws at you. Besides a cool down based system would help alleviate some of that boss nuking potential. None of that 30 second straight Comet Azur casting Dragon Ball Z nonsense.
Would it be abusable and probably make range cheesing easier in certain locations? Absolutely, but who gives a shit, you can still do that in EVERY fromsoft game regardless of the resource system the game is operating under, players who want to cheese ARE GONNA CHEESE, but I dont see why we should use that as an excuse to hold back the true potential of a pure magic based playstyle.
1:33:27 I just got a primal urge to replay Megaman X 1-3 upon hearig plague say that :D
I played Dark Souls 1 first then demon souls, for me, both were equal in difficulty, however I did not complete demon souls blind I looked up area order, I had learnt enough from dark souls on how the mechanics worked. For me it’s about the adventure not the boss difficulty, I think through the years if you followed and played all the fromsoft games the boss difficulty is mitigated. The hardest game was shadows die twice , the rest were equally challenging, but Dark Souls and Demon Souls has the best atmosphere and adventure.
Who is that absolutely DELIGHTFUL purple cat character in the thumbnail?
That is Plague of Gripes. He's the grumpy-sounding one.
Never change my boi, i will always stand by your side
Another banger from the legend him self
Another 26 minutes of germanspy talking about (again) how hes too weak to physically make dinner and how hard the Elden Ring guide was
And then the rest is something else, it's alright.
World of Tanks isn't what it used to be but it isn't like you are describing it either, yes people use gold rounds constantly which is annoying but the stealth mechanics are still there and the game is not fast at all, people just use heavy tanks and think they are using tank destroyers. The game is just camping now.
2:04 it’s all filthy lowgrade overdesigned lore breaking Primaris customization 😔
😎👌