Look at these dumbasses buying a DLC for a game that’s legendary for difficulty and then complaining its difficult. Its like buying soda and complaining there’s too much sugar in it. Go buy something else! Not everything needs to be turned into this mundane fit for everyone bullshit.
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I'm not particularly interested in the game so I can't say whether the game is actually difficult (from what I saw it's still very much about learning attack patterns of bosses and spamming the roll button or something), but my god do big parts of the Souls community get salty if someone wants to have the option to reduce the difficulty in a single player game.
To me it's a completely legit complaint and request to have a difficulty setting.
Just cheat? Whatever happened to ~~class~~ cheating? In the old days if the game was too hard and you didn't have a big brother to do it for you, you just put in the godmode code or turned on a trainer or something.
Some games are just hard. That's what makes getting good at them feel rewarding. The Souls games haven't really been for me either (due to the pking--not so much the difficulty), but it's not like the game makers owe me anything.
ER uses anti-cheat...
which is easy to disable (unless changed since I played the last time) if you're fine with playing offline
Really? Didn't stop me...
They don't owe you anything in a sense that you don't have to purchase their product, that is correct.
Also yeah, the idea of cheating didn't even come to my mind. We used to do that a lot back in the day :D - but to be fair, trainers aside, games often actively supported cheats out-of-the-box, and I don't think From Software's games do. It's probably still trivial to cheat on the PC version, but on console, it might not be feasible.
I totally get the feeling of accomplishment that comes with playing games on high difficulties, I do play quite a few games at higher difficulties, but then again I also enjoy lower levels of challenge at times.
It's still a very valid complaint that difficulty levels aren't a thing. It wouldn't change the difficulty for anyone who enjoys the current default difficulty, and might make the game more enjoyable to other players.
The difficulty is tied to the story and the gameplay though. A lot of things start to break down if the Tarnished is able to travel through the Lands Between unfettered. Should a successful developer who develops niche games for a niche audience be forced to capitulate to the demands of players outside of their niche just because they have a fear of missing out?
Not every game is meant for you.
Sorry but there are millions of others out there for you to play. Everything can’t accommodate you.
Bad at rhythm games? Don’t play em or practice. Doesn’t mean they should add a tone deff mode without rhythm. Would literally defeat the purpose of the game.
Most rhythm games have different difficulties. Last time I checked Guitar Hero had 3 or 4 difficulties for every single song, osu! has a shitton of maps with many songs being available in multiple difficulties, and Beat Saber has what, like 5 difficulty levels?
I wouldn't really see myself enjoying rhythm games if I was deaf (as the music is a big part of it), but if you can make the game more accessible to someone who still enjoys the gameplay, then honestly, why not?
There's room for accessibility options, no one is forcing you to use them. While there are tools in the souls series to solve issues, there's no reason not to have some sort of scaling option at the least for people that want it, things like directional subtitles, colourblind mode, those are just basic. Why alienate players who would otherwise enjoy the game but may have limitations, it's ok for games to have complex systems and themes that may not appeal to everyone, that's totally independent of accessibility. I personally really enjoyed my playthroughs, and would love other people to be able to enjoy these games as well, and I'm pretty sure fromsoft intends for their games to be enjoyable.
Your point about rhythm games doesn't support your point, guitar hero and rockband both had difficulty settings and later entries had nofail modes. They also had practice modes where you could slow down sections you were struggling with and work through it.
Quick edit: my only real complaint is FOV, camera is super zoomed in on some of the giant bosses, DS1 remastered supported ultrawide, would have been nice for Elden Ring to have that at leaat
Accessibility is absolutely fine and highly encouraged but they don’t go directly against the core gameplay loop.
The rhythm game might have been a vague example. They have difficulty sliders but are still on rhythm. That’s the core mechanic, being in rhythm. There’s not a “press whenever you want here’s your participation trophy mode.”
Arguably adding an easy mode would rip a lot of the core from the souls games. Their purpose is to be difficult. That’s the point. They are made to be a challenge. Majority of other games don’t have good difficulty mechanics besides making the enemies damage sponges. It’s fucking boring.
Like playing GTA while following traffic laws. You are missing the point.
A practice mode has been in souls games before like Sekiro. Would be a fair addition for practice but that doesn’t change the core gameplay loop.
If there are no mountains to climb why bother to challenge yourself?
Oh damage sponges are the worst, probably one of my biggest complaints with Bethesda's games difficulty sliders generally just making things a slog, survival mode in fo4 is a good example to me of a challenge that doesnt make things an absolute pain, metro 2033 had a mode like that too that totally changed how you played the game, made it challenging without making it a slog.
What definition of "actually difficult" are you using here? All difficulty in games boils down to learning things. If you exclude anything learnable, you reach absurd conclusions like the only true form of difficulty is colorblind inaccessibility.
Games are art. I have full respect for an artist who does not compromise their vision for someone who refuses to engage with the art, on the artists terms.
A lot of people played The Witcher 3 and thought the combat was boring, but never spent time preparing for battle by considering which oils and potions to use - because they didn't need to. They were playing on easy or normal.
These people robbed themselves of the experience of immersing themselves in the role of a Witcher, and turned each encounter into a button masher.
Imagine being a developer and seeing people shit on your game for 'unengaging combat'.
Now, sure, you can make the argument that that's just one element of The Witcher 3, and some people are playing for the story - and fair enough.
But there isn't anything analogous in the Souls franchise. The gameplay IS bashing your head against a wall for ten hours. You don't get to just turn down the difficulty, breeze through every boss on the first try, and claim the game is boring.
No. The Souls community is built over the shared experience of beating the challenging game we were put against. If difficulty was optional, the game wouldn't be nearly as popular, as there wouldn't be that common experience.
Maybe another shared experience would have allowed the game to garner a community, but then it wouldn't be a soulslike, and soulslike as a concept would not exist. If that's something that interests you, you can just play a game which isn't a soulslike.
It reminds me of some Redditor who said they always instantly killed every single named companion in BG3 because they found the dialogues of said companions annoying. I have played BG3 for hundred of hours, but I don't even think I played the same game as this person, and I think that if it was something a lot of people did, then there wouldn't be a community around the game at all.
Like for BG3, where the central point is the story and the evolution of your companion as characters, Elden Ring's has that defining element which caused the community to sprout, which is its fair but strict gameplay. If you remove that then all you get is one of those forgettable Ubisoft games, all the while completely destroying the community around soulslikes.
It is weird because it isn't a single player game. It can be if people take it offline, and on PC: there's mods to hell. They can cheat and singleplayer it up all they want. So it is odd to me that people want what they already have and others are mad that they have it.
Playstation players though are a little stuck without more technical efforts to cheat.
So you buy it, add on content for a game you already know does not have this option. Its well known at this point none of the other games in the souls / fromsoft series dont have this option. But you still buy it and leave a bad review for it? What? Why? Go buy something else
The difficulty is a huge aspect of the game design. It would kind of ruin the game if they took away difficulty.
That being said, Elden Ring already has mechanics to help mitigate difficulty via summons.
The response that it's too hard has been weird to me. I'm not very good at these sorts of games but it hasn't been terribly tricky compared to other parts of the base game. And I'm having a lot of fun with it.
I do think the advice of taking advantage of the balancing mechanics they literally put in the DLC to make it challenging and help mitigate that is solid.
I wanna say this is a possible symptom of people who beat the game ages ago, put it down for a year or so, returned for the DLC completely not warmed up, and then perceiving it as insane difficulty off the bat
Im actually surprised that I have liked it as much as I have. Im a horrible gamer when it comes to reaction time and man I hate the platforming. Once I got used to accepting dieing, running around to grab stuff and not worrrying about surviving after, and search cheese X on youtube its been fun. Sorta heat attack, stressing fun. Fun I sometimes want to avoid :)
The scadutree buffs are pretty big from what I can tell, I've got a bunch becauae I explore a lot on first runs and it seems to be at least 3-4% boost to attack and defenses, with some of the new talismans too found there's a lot of stuff to work with.
So far, feels pretty well balanced, it has challenge but I've not encountered anything that made me question how I died, first few big fights were pretty well telegraphed and super enjoyable. What I really like is that you can go try something else if you hit a wall, go level up a bit, try new gear or different approaches
Knowing how the vocal minority thinks, they're probably deliberately ignoring the advice because they think any form of preparation or mitigation is cheating.
The DLC is batshit difficult, but all that does is make me try harder, learn movesets, and watch videos from pros. That’s part of the fun and achievement for me personally… but I also grew up in the 80s and 90s era of gaming where we had ZERO handholding.
…all that does is make me try harder, learn move sets, and watch videos from pros.
Yep. Same. I beat the first 🔥🗑️ this evening. Not a pro, but did make a how-to video.
To be fair, I learned it watching one of VattiVidya’s recent videos. Just summarized that one part and recorded myself on my PS5 doing it.
I’m gonna check your video out. I attempted the furnace golem once, but it was mostly to observe its moves. That thing destroyed me lmao.
Nintendo Power would disagree
Maybe it could be an issue with the level range. I feel the game well balanced with my char at 150 but same mobs destroys or two shots people at +300 looking at some videos.
Yeah. I haven't tried at a lower level yet, but the 300+ character in using is pretty glass cannon-y. It's fun, but you just have to dodge everything.
I'll be trying a lower level for the next playthrough.
60 vigor at level 80 is 60 vigor at level 700.
Having played invasions, many many people dont level up health so they're a one shot kill already. It is a comical reality of how people play the game: never levelling their health pool.
We have figured out how to no hit Elden Ring. There's walkthroughs and guides.
We haven't figured out how to no hit the DLC. The walkthroughs and guides for it are being written now though. Once those are all up this whole refrain of difficulty will pass as people will be able to spoil any surprises and feel better about it.
The only thing I do NOT like about Elden Ring (and the From Software games in general) is the truly missable stuff that isn’t clearly shown as permanently missable until after you watch some YouTuber’s video talking about how after you cross this invisible line suddenly a bunch of NPCs die or disappear because of a story bit that action triggers without saying anything to you or warning you… this is real by the way and this is that line on the map.
If you go north of it, the DLC IRREVERSIBLY changes a lot of stuff with pretty much every NPC you have met up to this point
Another example of this though - in the base game, I really wanted to get that “raging wolf” armor set that you see in so many videos and images promoting the game but it turns out I progressed the story and killed the NPC who gives you that quest line before he gave it to me and I can’t go back and get it now unless I want to NG+ it and make the game even HARDER for myself…
Honestly the base game was too easy and my least favorite fromsoft game. If you're telling me the dlc is harder then that perks my interest
Good to know they didn't nerf bosses! I don't want to go explore and come back to a boss that was nerfed!
The base game already had some pretty badly designed fights that rely on deceptive animations and timing for their difficulty, and the DLC really triples down on that. The more games they make the more bullshit the fights get. I like a challenging fight, but when you have to die to a boss 20-30 times just to see all of their attacks, and the attacks are designed to not be legible the first time you see them... It's just not very fun game design. I think FROM is a victim of their own success and this is the inevitable result of constantly trying to one-up the last hardest flight in the series. At a certain point it stops being rewarding and just becomes a grind.
Git
Gud