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Dark Souls III: The Ringed City |OT| One Last Journey

Beat the whole game with the dark sword. Only switched it with that twin katana udabachi or something because I needed something vertical for asshole Midir.
 
What's the best weapons for PvE? I've been rolling with +9 Dark Sword, but it's not cutting the butter anymore.

I've had the best luck with normal greatswords.

I'm also partial to greatswords for PvE, particularly the Hollowslayer. 516 Attack rating for 40/40 str/dex, plus a %50 damage bonus against hollows. Good balance of speed and reach. R1 is a nice wide sweep for mobs and can be spammed against enemies that stagger (including bosses like Abyss Watchers and Freide). R2 is a really nice poke. 2-Hand R1 is nice and vertical and rarely wall bounces, good for tight corridors.
 
Greatswords are amazing, after that early damage buff made them worth using over a straight sword, and the class of weapons has plenty of variety. Executioner's, Wolf Knight's, Claymore/Bastard, Firelink, Onyx, Princes', Drakeblood, Black Knight, Hollowslayer...it's just ridiculous.
 
Greatswords are amazing, after that early damage buff made them worth using over a straight sword, and the class of weapons has plenty of variety. Executioner's, Wolf Knight's, Claymore/Bastard, Firelink, Onyx, Princes', Drakeblood, Black Knight, Hollowslayer...it's just ridiculous.

Most greatswords all have the same basic moveset, which I find boring after multiple games in the series. They do have unique L2s, but you only have so much mana and some aren't practical for PVE use.
 
I'm also partial to greatswords for PvE, particularly the Hollowslayer. 516 Attack rating for 40/40 str/dex, plus a %50 damage bonus against hollows. Good balance of speed and reach. R1 is a nice wide sweep for mobs and can be spammed against enemies that stagger (including bosses like Abyss Watchers and Freide). R2 is a really nice poke. 2-Hand R1 is nice and vertical and rarely wall bounces, good for tight corridors.

Which enemies count as hollow?
 
Yeah that's known, also a weird character to bring into endgame content.

I don't find it weird at all,
it just adds more mysticism to the character.
Even in possibly unrelated games like Demon's and Bloodborne,he has always been there and somehow always manages to get away with it.
It has nothing to do with being a powerful being,Patches is someone who knows how to survive no matter how extreme the situation is.
And that's the mystery,how does he do it? there's nothing special about him,he is just a simple undead.
 
Which enemies count as hollow?

Good question. There's no list I can find, so I guess any humanoid enemy with dry wrinkly skin. I'm pretty sure this includes Lothric knights, and perhaps even some bosses like Pontiff Sulyvahn and Nameless King.
 
Good question. There's no list I can find, so I guess any humanoid enemy with dry wrinkly skin. I'm pretty sure this includes Lothric knights, and perhaps even some bosses like Pontiff Sulyvahn and Nameless King.
Only boss that counts as Hollow is Deacons of the Deep.
 
Beat it today, pretty good ending to the series.
Returning the blood of the dark soul to initiate the painting of the Painted World of Ariamis was a nice touch.
 
Finished up the DLC and really enjoyed it. It wasn't a masterpiece ending, but still very solid with some cool new ideas.

There is something special about the first few weeks after a release when so many are playing online. I haven't had this much sunbro action in a long time. Getting summoned within seconds at pretty much every boss. The challenge is also decent considering how much cool breaks the encounters too. It's fun to get summoned by the same poor schmuck repeatedly as he beats his head on a boss and eventually overcome it after numerous tries.
 
for the
Halflight
boss fight I know the player/boss cannot use Estus but can the player use Miracle or Pyromancy healing buffs?
 
for the
Halflight
boss fight I know the player/boss cannot use Estus but can the player use Miracle or Pyromancy healing buffs?

Yea they should be able to, those painting guardians also cast a heal that will heal them and the player boss. I never summoned and doing this fight alone is really annoying, especially since they have the benefit of free spells from those spears and orbs.
 
I beat
Gael
on another character using Flynn's and the Irrithyll straight sword. Most fun I've had with him and did quite a bit of damage.
 
The fight is harder when you summon, solo is easy mode.

This is true. I tried it with the NPC summon on NG+7 for funsies, and the only thing having multiple people in that fight does is cause the boss to flip out nonstop.

At least solo you can kind of sort of not really manipulate his AI to not constantly fly around the arena or spin around in circles tailswiping nonstop.
 
it's usually the opposite...which is why I never summon...

Their solution to this for Ringed City seems to have been making all the bosses absurdly mobile and giving them a lot of sweeping and charging attacks with generous amounts of auto-tracking and large AoE.

Not... really a great way of doing it, to be honest, but I guess it's better than a humanoid boss just sort of slowly rotating in place failing to keep up with two players circling him constantly.
 
would anyone help me with shackles I suck at pvp my connection sucks I cant connect hits would anyone help me farm shackles I can drop souls or items as payment my psn name is EightBitLife
 
Even in the DaS II dlc they addressed this, to varying results. Fume Knight is probably the most successful.

Yeah, and to be fair, it even shows up in DS3 to some extent. The Nameless King has real problems dealing with someone walking slowly in a circle around him at point-blank range.
 
What does hollowing do? I played this DLC on NG+3. I couldn't beat Demon Prince. Then i cured the hollowing and somehow it was more easy to beat it.

Does hollowing points make the world harder? I only have 3 purging stone. Yes, NG+3 and only 3. And you know what? This DLC has 1 purging stone. Coincidence?

What are your thoughts?
 
What does hollowing do? I played this DLC on NG+3. I couldn't beat Demon Prince. Then i cured the hollowing and somehow it was more easy to beat it.

What are your thoughts?

Hollowing makes you look like beef jerky.

The confidence to defeat the Demon Prince came from looking sexy again. That's how Lorian defeated him in the first place: just being hot.
 
Yeah, and to be fair, it even shows up in DS3 to some extent. The Nameless King has real problems dealing with someone walking slowly in a circle around him at point-blank range.

Seriously? I'd have thought his swings were wide enough to catch most people.

What does hollowing do? I played this DLC on NG+3. I couldn't beat Demon Prince. Then i cured the hollowing and somehow it was more easy to beat it.

There's a good boost to your health when you're in ember mode. It allows you to tank more hits before having to heal.
 
Seriously? I'd have thought his swings were wide enough to catch most people.

If you circle him at close range, as far as I can tell at least, he will just endlessly spin around in place to try to track you until he reads a non-movement input. At the very least, I spun him around until I got tired of waiting for him to do something.

This is as opposed to the DLC bosses, who will all instantly and quite enthusiastically freak the fuck out if anything ever tries to move behind them for any reason, even if the reason is because they just did something that explicitly moved them into a position where the player is forced to be behind them.
 
New patch!

The patch will be available on the 12th for PC/PS4 and the 14th for Xbox One. I'll update with more precise timing as soon as I can!

So let's get into the subject right away!

Changes:

Addition of the arena "Round Plaza" to the Undead Match (yes, finally! The flat arena! Screenshots coming hopefully tomorrow as well)
Fixed a bug where players could invade hosts during a boss fight
Fixed a bug where disabled items could be used
Fixed a bug where "Spear of the Church" would be summoned outside the boss battle area
Fixed a bug where red phantoms could be summoned after the appearance of a "Darkmoon Blade" or "Blue Sentinel"
Fixed a bug where Resins and Spell Buffs could be applied to unbuffable weapons
Up to a total of two "Darkmoon Blades" or "Blue Sentinels" can now be summoned during online multiplayer
When a white phantom dies during an invasion, the host will now be unable to summon subsequent white phantoms for a certain period of time (this change does not apply to covenant based invasions)
Increased the level range at which "Darkmoon Blades" and "Blue Sentinels" can be matched (details available below)
Increased drop rate of "Seed of a Giant Tree", reduced the number that can be carried and greatly reduced the duration of its effect
Fixed an issue where some weapon skill animations could be used with other weapons
It is now easier to be interrupted when using most weapon skills
Reduced the absorption bonus during the latter half of "Perseverance" weapon skill
Increased tracking on attack animations for "Pike" category weapons
Increased stamina damage dealt by "Fist" category weapons
Added a small window where damage taken is increased after initiating a parry with "Fist" and "Claw" category weapons
Reduced damage of "Gargoyle Flame Spear" and "Dragonslayer Spear"
Increased poise effect with "Lothric Knight Long Spear"
Added Faith scaling to "Sunlight Straight Sword" and "Yorshka's Spear", and reduced Strength and Dexterity scaling accordingly
Reduced critical damage of "Crow Quills"
All attacks from "Rose of Ariandel" can no longer be parried, but two-handed attacks now consume more stamina and no longer apply poise
Fixed a bug where the second L1(LB) combo attack when two-handing "Onikiri and Ubadachi" was not dealing thrust damage
Fixed a bug where bleed effect for "Pontiff Knight Great Scythe" wasn't displaying in the menus
Fixed a bug where weapon skill "Quake" of "Quakestone Hammer" would deal more damage than intended to "Spear of the Church"
Reduced damage of "Dark", "Fire" and "Raw" infusions for "Lothric Knight Greatsword"
Reduced damage of "Dark" and "Fire" infusions for "Murky Hand Scythe" and "Dragonslayer's Axe"
Increased the charge rate for effects that trigger on continuous attacks (e.g. "Pontiff's Right Eye", "Old Wolf Curved Sword", "Carthus Beacon")
Re-adjusted damage and scaling for "Simple", "Crystal", "Fire", "Chaos", "Lightning", "Dark", "Deep", "Blessed" weapon infusions that were changed in Regulation Version 1.32
Increased stamina consumption of the sorceries "Magic Shield" and "Great Magic Shield"
Increased FP consumption of the sorcery "Great Magic Shield"
Increased FP and stamina consumption, and reduced duration of the sorcery "Hidden Body"
Reduced stamina consuption and increased duration of the miracles "Great Magic Barrier" and "Vow of Silence"
Reduced FP consumption of the miracle "Great Magic Barrier"
Fixed a bug where the amount of healing received from the miracle "Lifehunt Scythe" would always be dependant on the Faith value of the weapon equipped in the right hand slot
Reduced the effectiveness of "Carthus Bloodring"
Reduced the absorption penalty when wearing "Prisoner's Chain"
Fixed other various issues

Good improvements, but why nerf the Dragonslayer Spear? :_(

Also not sure about this

It is now easier to be interrupted when using most weapon skills

if they're talking about Weapon Arts, they already have longer wind ups, nerfing poise on them can make the game more of a R1 spam than what already is.

The patch for invaders is fairly good. Needed changes.
 
Re-adjusted damage and scaling for "Simple", "Crystal", "Fire", "Chaos", "Lightning", "Dark", "Deep", "Blessed" weapon infusions that were changed in Regulation Version 1.32
This makes it sound like we're just back to square 1.
 
Nerfs. Nerfs everywhere.

Increased FP and stamina consumption, and reduced duration of the sorcery "Hidden Body"

How about instead you just stop making all the content bullshit that isn't worth stopping to interact with so people don't have to play DLC like they're speedrunners?
 
Oooohh..
Added Faith scaling to "Sunlight Straight Sword" and "Yorshka's Spear", and reduced Strength and Dexterity scaling accordingly

Hard to find weapons that scale with faith. Dunno what Yorshka's spear is, will have to check it out.
 
Hard to find weapons that scale with faith. Dunno what Yorshka's spear is, will have to check it out.

It's the golden spear with a hammerhead near the tip.

If you want Faith scaling, wouldn't you just want to focus on buffable weapons so you can put Lightning Blade or Darkmoon Blade on them? Yorshka's, sadly, isn't buffable.
 
Is it normal to be doing 180-250 damage on Gael with each swipe of a +10 lightning Lothric Knight sword? I'm on a faith/dex build at SL 143 but I still feel like I should be doing more damage. It's making phase 3 a long ordeal.
 
It's the golden spear with a hammerhead near the tip.

If you want Faith scaling, wouldn't you just want to focus on buffable weapons so you can put Lightning Blade or Darkmoon Blade on them? Yorshka's, sadly, isn't buffable.
Unbuffable weapons can be good if they have decent scaling damage (Moonlight Greatsword, Onyx Blade).

I don't expect Yorshka's Spear to have decent damage.
Is it normal to be doing 180-250 damage on Gael with each swipe of a +10 lightning Lothric Knight sword? I'm on a faith/dex build at SL 143 but I still feel like I should be doing more damage. It's making phase 3 a long ordeal.
They nerfed Lightning Infusion in the previous patch by accident. Fixing that with this patch.
 
Is it normal to be doing 180-250 damage on Gael with each swipe of a +10 lightning Lothric Knight sword? I'm on a faith/dex build at SL 143 but I still feel like I should be doing more damage. It's making phase 3 a long ordeal.

Just poison him like a coward. He's a scumbag anyway, it's the death he deserves.
 
if they're talking about Weapon Arts, they already have longer wind ups, nerfing poise on them can make the game more of a R1 spam than what already is..

Exactly, the change is terrible. There are some fantastic Weapon Arts in this game but they're barely worth using if enemies barely flinch at them and can interrupt them with ease. They keep adding super flashy moves like it's one of my japanese animes and R1 spamming is still the best way to go about it, it's ridicolous.

Give me back trick weapons >_>
 
Nerfs. Nerfs everywhere.

How about instead you just stop making all the content bullshit that isn't worth stopping to interact with so people don't have to play DLC like they're speedrunners?
Replaying the DLC, it's not bad at all when you know what you're doing.
 
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