Interrobang
Member
Tanimura directed the DLC and joined Dark Souls II when the game had already been in development. Shibuya is the one who directed DS II in the beginning.
That's good to know. The DLC was leaps and bounds above the core game.
Tanimura directed the DLC and joined Dark Souls II when the game had already been in development. Shibuya is the one who directed DS II in the beginning.
DS2 is designed around the adaptability stat and reduced evasion you have at the start, so it's fine, especially since the average boss victory will net you enough souls to level up 6-7 times. In the end it allows you to exceed normal evasion.Its mechanically bad, cheap mobs,adaptability stat made challenge runs suck.
Amazing level design only exists in a few area's.
Most boss's are incredibly easy and boring.
Healing mechanics are awful.
Lore is awful.
So from a PVE challenge runner, this is whats wrong with the game.
For a first playthrough its fine for a fan of souls, but in the longterm there was just too much wrong with it and it was so much more enjoyable to go back to dark souls 1.
DS2 is designed around the adaptability stat and reduced evasion you have at the start, so it's fine, especially since the average boss victory will net you enough souls to level up 6-7 times. In the end it allows you to exceed normal evasion.
The mobs have been a refreshing challenge -- provoking them, luring them with sound, etc, to reveal their true numbers, and then making the cost/benefit calculation of funneling them or splitting them up, vs. running and regrouping. Their numbers are great, but their variety and placement is thoughtful. The mobs demand prioritization, spatial awareness and proper execution. Some of the most challenging non-boss PvE encounters in the series.
And personally, I think the life gems are brilliant. You can use them preemptively to heal as you take damage; alternatively, you might have to dance around and wait for your HP to refill. Makes boss encounters more tense and interesting.
Gimped in what sense? No shield so the reduced evasion hurts?That's not just true. Dual welding class is gimped at the start for that very reason.
Tanimura directed the DLC and joined Dark Souls II when the game had already been in development. Shibuya is the one who directed DS II in the beginning.
DS2 is designed around the adaptability stat and reduced evasion you have at the start, so it's fine, especially since the average boss victory will net you enough souls to level up 6-7 times. In the end it allows you to exceed normal evasion.
The mobs have been a refreshing challenge -- provoking them, luring them with sound, etc, to reveal their true numbers, and then making the cost/benefit calculation of funneling them or splitting them up, vs. running and regrouping. Their numbers are great, but their variety and placement is thoughtful. The mobs demand prioritization, spatial awareness and proper execution. Some of the most challenging non-boss PvE encounters in the series.
And personally, I think the life gems are brilliant. You can use them preemptively to heal as you take damage; alternatively, you might have to dance around and wait for your HP to refill. Makes boss encounters more tense and interesting.
People must be happy that Dark Souls 2 director is jumping on board for Dark Souls 3!
Unless I'm misunderstanding something, you can still dodge at low AGL. It's just a very demanding sweet spot. If you're looking to dual-wield from the start, the challenge would be learning to hit that sweet spot. Certain builds in the other games have a rough go early on, as well, but it's the challenge you take with certain builds. And if you're leveling up, the agility will resolve itself in time. And the satisfaction from increasing your mobility is great.
Unless I'm misunderstanding something, you can still dodge at low AGL. It's just a very demanding sweet spot. If you're looking to dual-wield from the start, the challenge would be learning to hit that sweet spot. Certain builds in the other games have a rough go early on, as well, but it's the challenge you take with certain builds. And if you're leveling up, the agility will resolve itself in time. And the satisfaction from increasing your mobility is great.
I don't think Adaptability is necessary, and I won't miss it in DS3, but I don't think it hurts DS2 in any way. It's one of numerous factors that make the game more challenging — another variable you have to keep in mind as you approach each situation and gauge whether you can handle the challenge before you and how best to take it. That's my impression of it so far, now that I'm past the point where it was a nuisance in any fashion.Adaptability is a bad stat. You shouldnt have to level up a stat to use items quicker or get i frames back to certain point where rolling is actually viable. Being able to level up many times to get it up doesnt dispel that fact. Miyazaki even said it himself that he'd rather not have the player feeling stressed over raising a certain stat in the early game so its not making it back into Ds3, thankfully.
With how slow your character in Ds2 moves compared to the other games in the series mobs can get pretty damn annoying. Stamina regen is slower in this game, your swings get slower the lower your stamina is, and recovering from weapon swings is significantly slower. All this makes taking on large groups of enemies in this game a bit tiring imo.
Life gems are not brilliant. They kill the sense of dread you get when youre going through a level and are beginning to run low on Estus, praying for that next bonfire. Of course in DS2 since bonfires are so frequent I suppose that feeling doesnt come often. Wait until end game when you can hoard 99 lifegems and go through levels without using 1 estus flask being able to save them all for the boss.
Wow. Miyazaki's games doing the talking for him.
I don't think Adaptability is necessary, and I won't miss it in DS3, but I don't think it hurts DS2 in any way. It's one of numerous factors that make the game more challenging — another variable you have to keep in mind as you approach each situation and gauge whether you can handle the challenge before you and how best to take it. That's my impression of it so far, now that I'm past the point where it was a nuisance in any fashion.
Regarding life gems, I think they're a fair way to offset the fact your estus flask starts with one charge. The estus flask having such a slow windup followed by quick healing is a reversal of the life gems having a quick startup but slow healing. Each has an advantage and disadvantage. I think it's interesting. Challenging, but interesting.
People really overstate the quality difference between Dark Souls 1 and 2. 1 is better but 2 is still a great game
I respect your opinions. Just offering my own on how I think it works in its own way.Eh. Im of the belief that a certain stat shouldnt be the determining factor on how difficult of a time you have with a core mechanic in the game. Leveling up Health to take more hits or strength to do more damage is something completely different than level up adaptability to get more iframes.
Yes thats the idea behind life gems. But it falls apart once you can buy 99 of them. Unless you put an arbitrary restriction on yourself later on the game will become significantly easier because lifegems go from supplementing slow Estus to carrying you through an entire level til you reach the boss.
Either way no point in continuing to debate Ds2 design decisions. Ds3 is coming and im excited for that.
That quote makes it sound so badass
"I CAN DO BOTH OF THEM"
Then he shoved the interviewer down and flew away
I have no doubt that the DS2 team was working on DS3, but at the same time I'm sure this time Miyazaki have them in constant check so DS2 mistakes don't repeat. And looking at early DS3 previews is already happening.
Actually, come to think of it, I wasn't even using a shield in the early game when Adaptability was low, but I made it through bosses like Last Giant and Pursuer and the levels leading up to them just fine. (Wasn't wearing armor either — low equip load meant I was zipping around the battlefield with my club.)
Either way no point in continuing to debate Ds2 design decisions. Ds3 is coming and im excited for that.
meh DS2 is the best game in the series.. the only thing i can knock DS2 for was the enviormental design which wasnt bad but it wasnt as good as DS or even BB but I even liked DS 2 more than BB ... BB was good but it was soo limited and the variety just wasnt there plus the pvp lol... not sure what mistakes youre talking about other the environments(talking about overall connection bewteen them) and maybe the hit boxes you could mean otherwise the game is fucking amazing... both which never bothered me at all in my 5 times through it and over 1000 pvp battles... Miyazaki over saw things in DS2 as well... but i just love the game it was still really hard first time through..
i just dont worship the ground Miyazaki walks on like most of gaf... i only liked DS1 a little and i have DemSouls but havent really got into it yet... but DS2 just fully clicked with me... the only Miyazaki game i love is BB but after playing it after fully enjoying DS2 on pc it was a little bit of a disappointment.. too little weapons and armor and basically the same fucking enviroments over and over..
the lightinggate thing with DS2 was never something that bothered me... i wasnt really sure about getting DS2 when it was released on pc but i did and it totally blew me away... but its that and the fact that Miyazaki didnt direct it.. that gaffers dislike it...even though he was working on BB at the time i think he was invovled with DS2 more than people think....
but you know BB should have been so limited and the pvp soo meh and the enviroments soo blend..even though the are creepy and look good... BB had/has problems.. you'd think that these would be problems that exisit with a amazing "director" and this being his 4th game in the series...
i will never understand some of gafs hate for DS2....
People really overstate the quality difference between Dark Souls 1 and 2. 1 is better but 2 is still a great game
First, I just want to say your avatar with the baby elephant is adorable. :-3The early bosses really aren't that punishing against the shorter invulnerability periods during rolling when ADP is low. Last Giant basically has no moves that require i-frames, Pursuer is only an issue if you get clipped by his grab or are rolling the same direction as his swings, rather than against them, and Dragon Rider is a boss where you should be abusing the limited arc of his big swings.
Later bosses, like Dark Lurker, Throne folks, and a bunch of the DLC bosses, have attacks that require either good ADP or ranging/zoning strategies.
However, the ADP rules are particularly punishing against people that get under 70% load to fast roll without realizing the continual benefits to roll distance from reducing your weight load.
And for what it is worth, i-frames depended on stats in both Dark Souls and Demon's Souls. It's just that it was the same stat that boosted your equipment weight, rather than being separated into its own stat.
And for what it is worth, i-frames depended on stats in both Dark Souls and Demon's Souls. It's just that it was the same stat that boosted your equipment weight, rather than being separated into its own stat.
I respect your opinions. Just offering my own on how I think it works in its own way.
And for what it is worth, i-frames depended on stats in both Dark Souls and Demon's Souls. It's just that it was the same stat that boosted your equipment weight, rather than being separated into its own stat.
It doesn't mean he thinks they're "mistakes." It means he doesn't think they suit the kind of game he intends DS3 to be. DS2 was its own thing and those items worked well for DS2. But DS3 will be its own game with its own progression, pacing, structure, mechanics, etc. -That's- the reason those items aren't present. It's not some decision that they're a "mistake." Or at least, we have no evidence to suggest one way or the other.Even if you agree or not on several of these issues, the fact that life gems are gone, controls and movement went back to DkS roots and ADP is no longer there, you can see that Miyazaki thinks of those things as "mistakes" and for that reason they aren't coming back.
I believe he's learned his lesson from Dark Souls 2. Now I'm eager to see how his capabilities have evolved.
It doesn't mean he thinks they're "mistakes." It means he doesn't think they suit the kind of game he intends DS3 to be. DS2 was its own thing and those items worked well for DS2. But DS3 will be its own game with its own progression, pacing, structure, mechanics, etc. -That's- the reason those items aren't present. It's not some decision that they're a "mistake." Or at least, we have no evidence to suggest one way or the other.
Believe
i didnt mined the movment in DS2 i liked it infact, as long as DS3 is like BB im good i think DS was just werid... the character had no weight at all i didn't like it at all.. but BB controlled great... life gems... shrugs... never really used them after i had like 10+ estus..True. Specially since Miyazaki erased them from existence for DkS3.
- Life gems
- No real connected world
- Movement and control
- ADP stat
- Lackluster design (except DLC)
- Overreliance on tropes of enemies
- Etc...
Even if you agree or not on several of these issues, the fact that life gems are gone, controls and movement went back to DkS roots and ADP is no longer there, you can see that Miyazaki thinks of those things as "mistakes" and for that reason they aren't coming back.
I didn't see that. I stand corrected then. If that's true, it would appear he thought it was a counter-productive stat.Miyazaki comments on ADP left very little to the imagination...
DS2 is designed around the adaptability stat and reduced evasion you have at the start, so it's fine, especially since the average boss victory will net you enough souls to level up 6-7 times. In the end it allows you to exceed normal evasion.
The mobs have been a refreshing challenge -- provoking them, luring them with sound, etc, to reveal their true numbers, and then making the cost/benefit calculation of funneling them or splitting them up, vs. running and regrouping. Their numbers are great, but their variety and placement is thoughtful. The mobs demand prioritization, spatial awareness and proper execution. Some of the most challenging non-boss PvE encounters in the series.
And personally, I think the life gems are brilliant. You can use them preemptively to heal as you take damage; alternatively, you might have to dance around and wait for your HP to refill. Makes boss encounters more tense and interesting.
So far, they seem thoughtfully arranged, i.e. the ratio of sword-and-shield enemies to dual-blades and single lances, or the pincer attacks they set up unless you scout them out and retreat. They're hidden in places that make them more akin to traps at times, which again adds to the need to proceed with caution. They make me feel engaged, thinking 110%, so I think they're doing something right. If they were truly "thoughtless," they'd just be plunked down point-blank in plain sight... and even when that happens, there seem to be routes around them or ways to control them.Well i can't really take the mob's part seriously, since there's no clever thought about them.
So far, they seem thoughtfully arranged, i.e. the ratio of sword-and-shield enemies to dual-blades and single lances, or the pincer attacks they set up unless you scout them out and retreat. They're hidden in places that make them more akin to traps at times, which again adds to the need to proceed with caution. They make me feel engaged, thinking 110%, so I think they're doing something right. If they were truly "thoughtless," they'd just be plunked down point-blank in plain sight... and even when that happens, there seem to be routes around them or ways to control them.
Exactly.People just saw the Forest of Fallen Giants clip with tons of fake dead undead on the ground and screamed "Omg lazy enemy spam design". Despite the fact that you can tip-toe around them, wake them up one on one, wake them all up and go down the ladder to take them out one at a time, etc.
People just saw the Forest of Fallen Giants clip with tons of fake dead undead on the ground and screamed "Omg lazy enemy spam design". Despite the fact that you can tip-toe around them, wake them up one on one, wake them all up and go down the ladder to take them out one at a time, etc.
Man, I can't wait for all the "I'm sure this part was designed by Tanimura/Team B" posts once we see the obligatory lacklustre area in DS3.
Exactly.
I used to buy into the fear-mongering around DS2: SotFS, and nearly passed up the game because of it. But I'm glad I gave it a shot.
Eh, no one blamed anyone but the "A Team" for garbage Chalice Dungeons (though Miyazaki didn't design those) or the unfinished Byrgenwerth dungeon.
People just saw the Forest of Fallen Giants clip with tons of fake dead undead on the ground and screamed "Omg lazy enemy spam design". Despite the fact that you can tip-toe around them, wake them up one on one, wake them all up and go down the ladder to take them out one at a time, etc.
Eh, no one blamed anyone but the "A Team" for garbage Chalice Dungeons (though Miyazaki didn't design those) or the unfinished Byrgenwerth dungeon.
I'd say this is a fair and balanced take. I personally think we should celebrate the variety we've gotten with the Soul/borne series so far. They still have the "Souls" core, but they approach it in different ways. Depending on one's tastes, they may like or dislike certain elements, but at the end of the day they're all good games, and "Souls" games.Yeah the "hate" for DS2 isn't usually hate ( it's just not as good as the others ) , its still a fantastic game and can easily be your favorite in the series depending on what matters to you.
Hate backtracking? Demon's is probably your favorite
Love metroidvania world design and feeling immersed? Dark souls
Want a more streamline version of dark souls? Bloodborne
Love pvp? Want a massive games with tons of areas/enemies/ weapons? Dark souls 2
But Tanimura wasn't involved with Bloodborne![]()
Most people expected the Chalice dungeons to suck, they would be alot better if the path to queen didn't feature any repeat bosses or areas.