Yes, I know. Sorry about that, but I felt like I needed to barge in here because often when people who like DaS II gameplay say that they do, we usually get laughed off. And it's very difficult to articulate why we feel this way. But here you managed to put a list that pretty much shows why I prefer the combat gameplay of DS II to the earlier games, so I had to take the opportunity. Also, even though you didn't say it outright, you seemed to be implying that the sluggishness (which only applies to certain builds) made the gameplay worse, and I wanted to dispute that point.
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.
Interesting. I never noticed this. When you mentioned this I tried googling to find information to back what you say here up, but couldn't find it. Can you show me a link or a video that shows this off? Thanks!
I don't know that anyone's tested it. I logged in and tested it myself just now with a light roll DS1 character and a DS2 character at 25% encumbrance and wasn't actually able to find a measurable difference either way, so I'll concede the point that at lower encumbrance levels roll distance is largely unchanged.
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.
Like I said, I didn't even notice this difference between the games. But even if there is such a difference, dashing has always been more important for positioning than rolling anyway. And that makes it more interesting:. Choose between rolling that gives you i-frames but lets you cover less ground, or running which leaves you vulnerable, but also makes you move faster. If rolling can be used for both avoiding and positioning, it is overpowered and the battles become less interesting.
No, you just have to be able to think even more quickly than before. You have to decide whether you want to roll for invincibility or run for repositioning. You can't heal right in front of the enemy, but have to get away from him first (putting a greater emphasis on positioning than the other games!!!!) etc. Maybe you weren't just up to the task? In a lot of situations in DS II you will be rewarded for thinking on your feet and repositioning yourself. For example, while hated by many, most of the situations where you are swarmed by enemies can be handled by quick thinking leading to clever positioning and utilizing chokepoints to level the odds. The Ancient Dragon battle (while hated by many) is all about positioning. Switching from mid to long range when he prepares to fly up and breathe fire down and back to mid range again afterwards, or switching from mid to short range when leaves himself open by using other attacks and back again to mid range afterwards.
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.
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. 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. And I think the reason for that is clear: your character in DS2 just isn't up to the task of negotiating that sort of situation, because he's been rendered so slow in order to make the game "harder." It's harder, after a fashion, but it's also easier, because your character's weakness means the designers didn't feel comfortable implementing enemy configurations that they would have had no compunction about implementing in DS1.
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.
DS2 is numbers-hard, but that makes it design-simple.
OK, you would have needed to level it higher if you wanted as many i-frames as in DaS. Also, you didn't tell me what you kept your equip weight at. Judging from your first post, I still reckon you kept it very close to 70 %. Did you or did you not?
I played at relatively low encumbrance (in the 30s) for most of the game because I approached it like Dark Souls, then I respecced to a low-vitality build because armor seemed useless and kept my encumbrance around 70. My current character runs around 45% depending on my weapon.
I can see how that can be argued, but I don't agree with it. The way ADP works makes for a greater diversity of builds at low-to-mid SLs. Would have done it for high SLs as well, if it weren't for the stupidity of SM (the one point where they really screwed up with DaS II).
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.