Imru al-Qays;124422164 said:
The fact that a lot of very smart people have put together very in-depth YouTube videos explaining why exactly they prefer DS1 and no one has done that for DS2 might suggest that the reasons for preferring DS2 aren't very articulatable.
I dont know of a lot of very smart people who did what you are talking about. I know about Matthewmatosis and Matt Lees, and of them only the latter really put forth a good argument. But maybe there are more videos that I dont know of? Also, its not really comparable because they are not focusing on combat mechanics, and how that affects PVP very much, which is what Im talking about here. Instead, the main thrust of their argument is about how things like world design, level design and lore in the first game really go well together to form something that is better than the sum of its parts (and how this, in their own words, make it into something which is more than a game), while this really didnt happen in the sequel. It is a criticism I can agree with, but I think this deficiency in the sequel is outweighed by the improved battle mechanics, which they dont really talk about.
The thing about good gameplay mechanics, regarding things like movement and the like, is that you dont really talk about it (as is the case for a good camera), If basic gameplay and movement mechanics are bad (or the camera), you notice immediately and start bitching about it. If these mechanics are good, you spend 50+ hours on the PVP (like I did) and dont get bored, without maybe being able to put the finger on why. And this is exactly what the PVP community seems to be doing. If you can deal with bullshit like SM and Estus spamming for so long, there must be something really worthwhile in there that helps you stomach those horrible decisions and keeps you going. Its also apparent in what constitutes high skill level play in both games. In DaS high skill level PVP play is about utilizing bugs like dead angling and toggle escaping, or running up with your shield straight into the opponents face, trying to confuse them with the lag into giving you a backstab. On the other hand, high skill level PVP play in DaS II is about playing mind tricks on your opponent or predicting how they will play: noticing if someone likes to spam a certain move, which leaves them open for parrying or backstabs or tricking them into thinking you are playing a certain way only to change it up when they least expect (for example by casting easily dodgeable lightning bolts while locked on, only to change it up and aim at your own feet when they think they can punish this by rolling behind you to backstab you). All of this stuff is very difficult to put into words.
Of course, staying at lower encumbrance levels is harder in DS2 because encumbrance has been split off into its own otherwise worthless stat. It requires heavy investment in two separate stats to duplicate what you could achieve effortlessly in DS1 - early on your roll is just going to be worse, period.
Its not otherwise useless. The difference in stamina recovery between a low-weight character and a high-weight character is massive. Its much larger than benefit you get from the Cloranthy Ring, which a lot of people seem happy to use a ring slot for.
I platinumed both games and didn't have difficulty with any boss except Smelter and Rat Authority on my first playthrough. I'd say I was up to the task.
Fair enough.
The sort of positioning you're describing isn't what I had in mind, really. You're talking more about using the environment to your advantage: choke points, running away, etc. That's all well and good, but the reason you have to do that in Dark Souls 2 is because the close-quarters positioning is so much clumsier.
But we just established that, depending on build, it isnt so much clumsier, except for very, very early game (with how easy it is to level up at the start of DaS II you can get sufficient agility, if you struggle with it so much, very quickly.
I watched a friend play Undead Burg for the first time the other day (first time playing a Souls game), and he got to the room right after the firebomb bridge that's full of hollows (what great level design, by the way - I can't remember anything like it in FotFG). He got swarmed, almost died, some miraculously lucky rolls got him through to the other side of the room where he could pop an estus, turn around, and re-engage. If he had tried that in Dark Souls 2 he would have died: at the beginning of the game his rolls wouldn't have had enough i-frames to be even worth using in a situation like that, he probably would have been block-stunned at some point, and he wouldn't have been able to use an estus without retreating from the room entirely (the point of this room in DS1 is precisely that you can't retreat from it, you have to position yourself properly within it).
Of course, there aren't any situations like that in Forest of the Fallen Giants. You're never caught between four enemies who surround you in close quarters with your only way out being a bridge that's being pelted with firebombs.
I agree that that area is great level design. Its probably my favourite segment of the entire game. There is a part in FoFG that I thought was a bit similar. Its after the first bonfire, where you climb up the ladder and immediately get ambushed by three melee hollows and one shooting arrows at you. The area is much larger, Ill give you that, but its sort of similar in that you cant really run away very easily. The way forward is blocked by a fog door and the way back is down a ladder which takes time to get onto, leaving you vulnerable, and just dropping down would kill you.
It's a pattern with the boss fights too. Compare a fight like TWTD to the O&S fight. Arguably TWTD is a harder fight, but it's harder for the wrong reasons: because you have to constantly retreat and wait for your opening to deal damage or heal, or you'll be punished. It's a very defensive fight against two largely identical enemies. O&S is totally different: they actively try to flank you, and Ornstein is constantly dashing around the arena, requiring you to remain mobile. It's a fight that has a greater likelihood of something unexpected happening to you, and your ability to beat them will depend on your ability to react quickly to those unexpected occurrences.
I agree that O&S is a much better fight (it is the best boss of the game, after all), but TW&TD had its own unique thing in how they could heal each other. This, coupled with the big difference between their amounts of health, forced you to think about meta tactics for the battle, and provides a few different options for how to handle it. Also, you really dont have to be all that defensive for TW&TD. I have watched people on Youtube play that battle, and a lot of people play it way more defensively than you have to. I was rather offensive, and still managed to beat it on my first try (while I died like 5+ times on Nashandra, which most people seemed to consider a joke boss). I guess different people will have different experiences with different bosses depending on build and play style. Also, I would argue that Darklurker is just as good a fight as O&S.
It makes for greater diversity of builds, sure. It also makes for inferior gameplay, as people have to deal with inconsistent i-frames as they level up their characters. I'd say the latter outweighs the former. Diversity of builds isn't really something I value in itself, especially if it comes at the cost of the core mechanics.
Well, I thought a big problem with how you built your character in the previous games was how overpowered Endurance was. You could aim for a mid-SL character and pretty much only level Vit and End, and have a very good chance against more specialised builds in progress. The way Endurance was split into two new stats, and adaptability was added as well, pretty much fixed this by forcing you to make interesting choices in how you level your character.