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  • Let me start off by saying that I don't hate Dark Souls 2. But I think we can all agree that it had some pretty bad changes that were made between it and Dark Souls 1. The disappointing thing is that most of the changes for the worse were done extremely well in Dark Souls 1, so it doesn't really make any sense for these problems to even exist. Anyway, let's talk about the main problems with Dark Souls 2, and what could easily be done about them.

    • The Boss Fights - Let's start off with the biggest disappointment. The majority of bosses in Dark Souls 2 are the same fight: Oversized humanoid enemy with large weapon that is easily avoidable by walking to the right/left. The Pursuer, individual Ruin Sentinels, Flexible Sentry, Vendrick, Throne Watcher & Defender, Lost Sinner, and Smelter Demon (although he is still hard) pretty much make us this entire category. The Rotten is only discluded, because he has the mechanic that if you try and strafe around him like the others, he'll use an AoE attack to force you to back off (and even that isn't that hard to avoid). But everyone of these fights could have easily been made more challenging/exciting simply by adding more moves or faster/harder to predict attacks. Take Artorias for example. He was an oversized dude with a large weapon. But he wasn't always easy to avoid. If you strafed around him, he could do a 360 horizontal strike, leap half way across the arena, or do a series of backflip strikes. He was also much faster than any of the above bosses. The bosses in Dark Souls 1 were more challenging, and also more visually stunning. They felt more impressive and epic.
    • PvP - Now, I do like the PvP in Dark Souls 2. I feel it has made some good changes. But for every good change, there was also a bad one made. The worst problems with PvP in DS2 can be found in how invasions and summonings are handled. The addition of soul memory is a good way to prevent new players from having to go up against twinked players, but it should only apply to lower levels. Between 1 - 100, you should probably be facing people with similar level AND soul memory. But once you start reaching 150 - 200, the most active pvp bracket, soul memory shouldn't even apply anymore. The second problem is that the covenant invasion systems are critically flawed. For starters, the fact that both the Blue and Red phantoms are required to use Cracked Orbs instead of full ones, harshly cuts back on PvP. It requires that the player farms for cracked eye orbs (which only adds to the soul memory problem further by the way), from mobs that will stop spawning after a certain amount of deaths. If you are farming Cracked Blue Eye Orbs from the Old Knights, and theys top spawning after 10 kills, you may end up with anywhere between 1-12 orbs before you've farmed them all. The drop rates are even lower for Cracked Red Eye Orbs in Huntsman's Copse. You can always use a bonfire aesthetic, but it seems incredibly unfair to make a player have to increase the difficulty of an area, push their soul memory even higher, and refarm the same enemies, just so they can PvP. This problem could easily be solved by adding a full Red/Blue Eye Orb to the game.
    • Environments - The Dark Souls 2 environments look pretty good on their own, but when you compare them to what was shown in the demos/trailers and to Dark Souls 1, it feels like an enormous step backwards. One of the biggest things that was promised, were traps and how you would have to carefully look for and disarm them. There are more traps in Sen's Fortress alone than in Dark Souls 2 at all. Another promise was the increase of darkness in the game. The only time you even need to light your torch is when you want to burn stuff. Even the Dark Chasm of Old, a realm of pure Dark, is lit up just fine. Nothing even comes close to the Tomb of the Giants. Aside from that, the geography in the game is just poorly done. The locations in the game hardly make any sense at all either geographically or logically. So you go up through Huntsman's Copse, to the highest point of Earthen Peak, to take a lift up even further, only to end up at a castle so far underground that it is touching lava. And what is up with all the random cliffs to oblivion? It's one thing to have a fall high enough that it would kill you, such as how Heide's and the Lost Bastille are suspended above high above sea level. Or how Dragon's Aerie is supposedly on top of giant peaks. But Huntsman's Copse, Undead Crypt, Shaded Woods, and the Forest of Fallen Giants are littered with bottomless chasms that have no rhyme or reason.
    • Lore/Story - In short, it's not good. The lore of Dark Souls 1 was mostly speculatory, but it still had that feeling that it was all somehow connected. Every location had a history, every enemy had a purpose, every item told a little bit more about faraway lands or lost history. Dark Souls 2 feels like they just made every environment and story seperately, then had to figure out how to work them in together at the last minute. None of the NPC's really had a personality or history that I actually cared about, and except for maybe Lucatiel.

    These are just some of my grievences about this game. It's still a good game, but it could certainly be better. It had the potential to be better than its predecessor, but blew it.

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    • I will respectfully disagree with you. Even though I haven't finished the game, I'm actually finding myself much more addicted to it than Dark Souls 1. That could possibly be because I got into Dark Souls 1 very late in its life cycle, but I do have valid reasons. For me, something about the combat just feels more fluid and seamless, and the weapons feel more satisfying, not to mentions weapons like axes, maces, and even whips are much more useful now. None of the bosses I've fought so far have given me significant difficulties, but they do have some good ideas. I especially enjoyed the Skeleton Lord fight even though it was pretty easy. And the fact that this game has dedicated servers has made the multiplayer experience so much better just for the simple fact that it isn't laggy as hell (I don't do much PvP but I have done a lot of co-op in the Heirs of the Sun covenant).

      You could refute each of these points I've made. At the end of the day, though, all I can really say is I like the game.

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    • I agree with quadruplesword

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    • https://www.youtube.com/watch?v=UScsme8didI this + about fifty other things

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    • I agree on most of your points, though the bosses(Mostly) even though the are "a dude in armor" with a weapon they can still be hard and not as easy as you think, though i will admit that the moves are pretty lame and the majority are easy. I say that the Lost Sinner is as close as you will get to an Artorias boss fight. 

      I was deeply disappointed with the story and the environment because they just don't have a good history and don't you feel that the Dual Dragonriders are a bit sad in the imagination department as a different and much cooler boss could of been there I mean Ornstein and Smough was my favourite tag team boss fight and boss of them actually acted differently. Another example would be the throne watcher and defender as they have mostly the same moves and their only difference is that one is slightly faster.

      Though these are just my points on the game and of course is good but not when compared to what the Souls series should of been  

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    • I also am not as much of a fan of DS2 as the first one.  The bosses don't seem to jump out or really vary much nor are they terribly interesting, the lore in this one is a bit weaker, and for the most part it feels like a very different game, only loosely connected to the first.

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    • Daifukkatsu
      Daifukkatsu removed this reply because:
      off-topic and insulting
      05:19, May 6, 2014
      This reply has been removed
    • Daifukkatsu
      Daifukkatsu removed this reply because:
      off-topic and insulting
      05:19, May 6, 2014
      This reply has been removed
    • For fuck's sake we're just talkin' about what we don't like is it so bad to complain about something in a game, no game is perfect and some people may like to discuss what they didn't like but that doesn't mean that we think its s steaming pile of shit.

      And we bought the game before knowing the problems(well at least i did) so did not know what to expect (well besides it being fun). And I'm pretty sure we all think its a good game as an RPG though doesn't live up to the expections from the other Soul games 

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    • There's nothing wrong with people discussing what they did or did not like about the game. Don't dissolve into insults AWCs. I really don't like to have to delete or edit comments, so keep things civil.

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    • Okay look I'm sorry I overreacted a little bit it's just that this forum seems to be nothing but complaints and you guys aren't talking about the good things that ds2 brought I know the game isn't perfect and the only problem I had was lagging but there's nothing wrong with the story and yes some of the bosses are similar when fighting but the thing I liked the most was the concept and story of them but what I'm trying to say is that the game has the good and bad sides of it okay and I know you guys are just voicing your opinions and I'm not going to stop you again I'm sorry and good luck.

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    • Sorry daifukkatsu my brother wrote the second comment and since we're using kindles the site gave us the same page for some weird reason and I'm sorry to everyone but don't go saying my comments are stupid cause if you be rude to me then I'm gonna be rude to you back and I hate arguments cause there pointless

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    • dont sweat it and besides its full of complaints because its the type of thread

      don't worry we're all good 

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    • Hey I have a idea maybe we could start a thread talking about the good things ds2 offered since there's quite a bit of things that make it better than ds1 

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    • yeah that is very true it would be nice for a diversity of threads 

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    • all I can say is I want o wear all my dragon rings, ive got 1,2 and 3. If a person manages to get each one you should be able to wear them:P, but back to the topic. I believe that since ive played DS1 I have come to learn the basic mechanics to the game. Being able to have played and beat the first one you come to know the combat system and the playing style making dark souls 2 easy. If you hadn't played either one and just started DS2 blind and I mean fully blind, not playing and souls game before it would be much more of a challenge.

      Also ive come 2 learn that the devs that created demon souls and dark souls did not work on dark souls 2, so dark souls 2 was made by completely new people. Had the same devs made dark souls 2 I believe it would look much better.

      I agree, the drop rats are crap. As im currently trying 2 get the full monastery set, ive only managed to get the chest twice. So 2/11 tries were drops, even when wearing full item finding gear and rusty coin(the dragon fight is starting 2 get alittle more difficult-_-). Most times it seems it doesn't matter or even increase your chances of getting an item and not to even gonna start about the fact that npc red phantoms can drop their crappy weapons (ya im talking about onion bro droping heavy crossbows:( when trying 2 farm him) or droping multiple drops of the same armor piece.

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    • Cement Plant wrote:
      https://www.youtube.com/watch?v=UScsme8didI this + about fifty other things

      "Without Miyazaki directing, this game might as well be fanfiction. The difference being, some fanfiction writers would have the good sense not to bring the spirit of every major boss from the last game." - Matthewmatosis

      Personally I don't mind them bringing back the bosses, or ratheir their souls, from the first game. I actually think it works very well with the idea of continually linking the Fire over and over to keep the Dark Souls universe running, and with every era having its own "Lords" and its own "Chosen Undead". The problem here is not the idea, but the execution. The four bosses and how they relate to the Lord souls simply makes very little sense. Let's take it from top to bottom:

      • Lost Sinner is the one that works best. Witch of Izalith's attempt at recreating the First Flame fucked up things somewhat majorly: destroyed Izalith and turned almost everyone into mutants or demons. The scale of this cataclysm can be best surmised by the fact that Gwyn himself had to intervene and his Knights only managed to contain the city - when player actually penetrates it eons later, it is still crawling with demons and mutants, and Witch of Izalith is still very much alive, if you can call it that. Bottom line is, it is quite understandable that someone who inherited the soul of Witch of Izalith would be subject to feelings of extreme guilt, lock themselves in a tower, and punish herself for sins she did not personally commit.
      • The Rotten is where things get shady, because despite inheriting the soul of god of death, he has nothing to do with death. The Gutter is the poison/infestation area of the game just like Blighttown, and Black Gulch is poison through and through, with some fire thrown in for no discernable reason. The Rotten himself is a mass of writhing but very much alive bodies, and apparently obsessed with creation of stone poison-spitting statues. One could make a mental leap between being the former god of death and being obsessed with creation, especially since the boss cutscene hints he fails at it which upsets him somewhat, but it's an incredible stretch that is in no way supported by anything else in the game.
      • Old Iron King is even worse. Gwyn was the Lord of Sunlight, but Old Iron King is basically Diablo living in a lake of lava. How does a god of sunlight become a god of lava is beyond me, and to make things worse despite being the most powerful Lord he's an absolute pushover. Not that Gwyn battle in Dark Souls was particularly hard either, but Gwyn in Dark Souls split his soul twice(to Seath and Four Kings) then linked the Fire which at least physically left him a charred corpse, and even in this sorry state could still own an unprepared player. In Dark Souls 2 he is below Ceaseless Discharge in difficulty. Smelter Demon makes for a better Lord battle than Old Iron King.
      • Finally, we get the Seath, which is a giant spider for some reason. But the real problem here is Seath is even considered a Lord. Seath was never a Lord - while he did help the Lords against the Dragons, he never had any special power. He was given part of Gwyn's Soul as a reward for his help, but if that is enough to elevate him to a Lord level, then where in Dark Souls 2 are the Four Kings, who also had part of Gwyn's Soul and therefore also should be at the level of a Lord? If it wasn't for the soul of Gwyn, Seath would be nothing amazing, at about the level of Quelaag, yet the game in a way treats him as the most successful Lord who is somehow able to live forever by changing bodies. This makes no sense at all, especially when you consider that Seath's biggest problem in Dark Souls was precisely the fact that he couldn't live forever.

      Speaking of Seath, there is an absolutely cringeworthy line by Tark if you talk to him after defeating Duke's Dear Freja, that "his master seethes through the ages". This is the obnoxious way Dark Souls 2 "hints" at there being a connection between the two games: every second NPC implies that Drangleic is Lordran, dozens of items either come straight from Dark Souls or mention it in the description, and there are even characters you personally encounter lifted directly from the first game, like Old Dragonslayer or Havel. This is what passes as "subtle" in Dark Souls 2: pretty much getting slapped in the face with references. It's like a child playing hide and seek trying to hide behind a curtain with his feet sticking out.

      Matthewatosis mentioned how bad level design is in Dark Souls 2, as he should because it is indeed very bad. What he didn't mention was item and enemy placement. The first problem with item placement is that most of them are in chests, while most of items in Dark Souls were located on corpses for a very good reason. That reason being, having chests located everywhere from houses to caves to middle of a forest is completely illogical. Whenever chests were present in Dark Souls, they were all in "civilized" locations, in a place where you expect a chest to be. Chests in Dark Souls 2 were also made almost comically huge, probably so that the player will be able to spot them more easily. The placement of items themselves generally makes no sense in the context of the game world. For example, on the right side of the entrance to Drangleic Castle is a metal chest, just sitting out there in the rain, with a Fire Seed inside. Why is there a chest in front of a castle, and why the Fire Seed is inside when the location has absolutely nothing to do with fire or pyromancy? That's Dark Souls 2 item placement in a nutshell. It is also worth pointing out that in case of finding multiplies of items, it's almost always a neat number such as 3, 5 or 20, which only serves to underline how artificial all of it is.

      As for the enemy placement, the main problem here is actually enemy misplacement. For example there are Grave Wardens in Earthen Peak, even though the location has absolutely nothing to do with graves or the dead, and the very description of items dropped by the Wardens flat-out states they should be located in the Undead Crypt. I can't help but think at some point during development someone thought they need a heavier enemy type in Earthen Peak, or simply another enemy type because otherwise there'd be only two, so they simply "borrowed" the Wardens and put them there even though it makes no sense whatsoever. Then you find Alonne Captains in Drangleic Castle, most likely for no other reason than the fact the developers wanted a ranged enemy stronger than the Royal Swordsmen and Alonne Captains was all they had. These are the worst examples, but many other enemies make little sense to be where they are, such as Hollow Mages in Brightstone or Royal Swordsmen in The Lost Bastille.

      Dark Souls was very meticulous with its level design, item placement and enemy placement, so it's extra nice to see these areas of the game shat on in particular.

      At first I considered the system to be the saving grace of Dark Souls 2, but the longer I think about it the less convinced I am. Let's start with the elephant in the room which is Adaptability(I will be using Adaptability and Agility interchangeably here to make the point clearer, yes I know Attunement raises Agility too). To make Resistance useful it was renamed Adaptability and now affects things like roll iframes, shield pull-up speed, stun recovery time and item usage time. The problem here is, to make Adaptability meaningful it had to affect these things in significant enough manner, and if it did so on top of the roll iframes, shield speed, stun recovery time and item usage time of original Dark Souls, it would be completely overpowered. Therefore all these had to be nerfed, with Adaptability being the way to bring them back to the Dark Souls levels.  Not only is this as pointless as it sounds(nerf the Dark Souls animation speeds then introduce a stat to let the player improve them back again), it also means that playing with low Adaptability feels clunky and unfun, and you always start the game with low Adaptability. The end result is that it became a sort of a "mandatory" stat in the way Endurance was and most people, no matter their actual build, simply get the ADP to 20 and forget it exists. Having a mandatory, forgettable stat goes completely against the idea of having different stats in the first place, as it doesn't give the player any real choice.

      Speaking of Endurance, it was split into two stats, one affecting the stamina and the other affecting carry limit. It changes absolutely nothing - instead of putting two points in Endurance, you put one in Endurance and one in Vigor and that's that. I simply don't understand why they did this, Dark Souls already had a lot of stats and if anything they should be merging them, not separate them further.

      Remember: your Soul Level doesn't actually matter in Dark Souls 2 multiplayer, matchmaking is decided based on Soul Memory, which is based on souls gathered, not spent. Therefore it doesn't really matter for your character if you have to spend 40 points on Endurance or 80 points on both Endurance and Vigor. The Dark Souls 2 PvP community quickly adjusted to the new system by simply increasing the semi-official PvP build level limit - it was 120 in Dark Souls, it's 150 in Dark Souls 2, the extra 30 points used up to get the necessary Adaptability and to make up for the "split" Endurance stat, completely sidestepping the new higher stat requirements.

      Probably the worst thing about the new system is the new weight limit hovewer. At first I was pleased to see that instead of using hard tiers the weight limit now affected your character's movement speed linearily, which meant much more flexibility in your build. But as it turns out, the actual movement speed is not affected at all - only the roll speed and (perhaps) stamina regeneration. This is a big problem, because the only breakpoint is 70% equip load, which is a dramatic increase from Dark Souls' first tier of 25%. This means that two characters, one at 25% equip load and one at 70% equip load will have identical movement speeds. Staying below 25% in Dark Souls was a big deal, as otherwise you could forget about circle-backstabbing most enemies and it was harder to get out of the enemy's range or back in after a dodge. This was of course balanced by the fact that to stay below 25% the character was pretty much restricted to light armor and a medium shield, which meant you took a lot of damage when hit and couldn't reliably block all attacks(because of the larger stamina drain of a medium shield). It was a tradeoff for the player to make, and perhaps more importantly it meant that three characters at the three encumberance tiers played differently. Dark Souls 2 single-handedly ruins all this by upping the limit to 70% and "forgetting" to linearily affect the player movement speed based on encumberance. Carry weight limit of 70% allows a character with 40 Endurance to wear a full set of medium armor and a greatshield... without even using equipment-load boosting rings. At best, it makes the already easy game even easier because medium armors allows for much more mistakes and greatshields let you block even boss attacks. At worst it ruins the replayability potential of the game, because every character plays more or less the same.

      Which brings us to another major issue with Dark Souls 2... the difficulty.

      The difficulty in Dark Souls 2 can only be described as schizophrenic. It's as if for every way they thought to make game more difficult, they also introduced a mechanic to make it easier. For example enemies track the player up until the last moment, but the new carry weight limit means you can carry much bigger shield so the necessity to actually roll is almost completely removed. They nerfed the roll to require very precise timing, but then gave people the Adaptability stat to bring it back to the Dark Souls level. They drastically limited the amount of Estus Flask you can carry, then introduced droppable healing items and a ring that regenerates your health. They "linked" mobs of enemies together so you cannot just pull them one by one anymore and they all react as a group, then drastically reduced the distance at which they chase you. Most of the bosses in the game are a joke and can be beaten simply by circlestrafing in the direction of the weapon they're holding with your shield up, but the normal enemies have been made more aggressive, numerous, and usually stronger. They actually introduced a penalty for dying, then gave players a ring early in the game that prevents them from losing anything at death that costs measly 3000 souls to repair. And so on.

      The new team even managed to fail when it comes to something as simple as controls. Yes, even though they had controls of two previous games to build on, and all they had to do was to copy and paste them into their own game, they still managed to fuck it up. The movement analog stick has a very large dead zone when moving forward and you're expected to use the camera stick to slightly adjust the direction. Except even the camera feels unprecise, and even at the minimum sensitivity! Just playing the game feels like you're making an effort.

      And yes, the "new team". People like to point out lack of Miyazaki as the reason for Dark Souls 2's shortcomings. But Miyazaki wasn't the only one missing: the entire goddamn team was missing. Making videogames is always a group effort, and I have little doubt that even without Miyazaki the original team could make a decent sequel to Dark Souls. Maybe not a completely new Souls game, but a sequel, certainly. But they basically gave the IP to a bunch of amateurs, and the result is a disaster.

      And that is that. About everything I wanted to add to Matthewmatosis' Dark Souls 2 critique.

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    • Most people seemed to have picked up on it, but a few people seem to be under the impression that I don't like Dark Souls 2. I like the game enough, there are still a good amount of positive things. Like I said, I like the PvP, and I think it will be what ultimately carries this game for a while. But then again, I'm also the kind of person who plays two games at the same time (Dark Souls 2 on PS3 and another game on my PC), so the sometimes lengthy periods of time between invasions/duels doesn't bother me as much.

      My main point is that while Dark Souls 2 is a decent game on its own, as the sequel to Dark Souls, I think the expectations were set a bit higher. I hold the philosophy that if you make a sequel to a game, the mechanics and gameplay should feel better or at least the same as they did in the previous game. Usually a sequel goes one of two ways. Either the developers listen to the feedback of the gamer community and make proper adjustments to the sequel by changing the worst elements while improving the best ones, or they blow off feedback and make changes that they "think" should be made (if any at all). Dark Souls 2 feels like it didn't move forward or backward from the prequel, but rather that it stepped to the side. As a whole, it's not really better or worse, but just different (which may be good or bad depending upon the player). That's where my disappointment comes from.

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    • I agree with most of your comments Jeto. The NPC's aren't as memorable as the inhabitants of Lordran and there are too many humanoid bosses.

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    • In the end we all like the game but deep inside we also find things that just piss us off. It doesn't mean the game wasn't fun to play. And i'm starting to think that this "new team" had little to no creativity and they thought making a large portion of the bosses "eh dude in armor" was the right thing to do.

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    • I admit that some of the "dudes in armour" did look quite impressive such as the Looking Glass Knight and Smelter Demon but the battle did just boil down to "circle boss, avoid big sword, hit boss until dead."

      The battles against the Executioner Chariot, Mythra, Freja and Royal Rat Vanguard were a little more creative.

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    • Yeah true but the Royal Rat Authority is practically a Sif rip-off (Assuming you played DS1)

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    • Some of the bosses were just re-skinned from dark souls. That's another criticism I agree with.

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    • https://www.youtube.com/watch?v=UScsme8didI

      This explains everything you should watch it (assuming you haven't already)

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    • The bosses are my biggest disappointment. Although, I agree with Dark Jeto and Cement Plant on virtually every point they made.

      The bosses are just, put simply, unimaginative. Play Demon's Souls and Dark Souls and you will be able to find a copy/paste equivelant of bosses in Dark Souls 2. Most notably guilty of this are the 'huge armored dudes with big weapons'. While, bosses like the Smelter Demon, Duke's Dear Freja, and Lost Sinner gave a welcome horridly difficult  solo fight, but were made far too easy with summoned players. They felt relatively creative and gave me a breath of relief when they plowed over me through one method or another rather than being a hit, block/dodge, repeat cycle that was trying to be a boss fight.

      The streamlined and varied movesets of weapons seems squandered on bosses who are little more than boulders that flail back as you push them out of the way.

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    • ive recently found this a problem and that is the drops. In the area you get the catarina armor, the bonfire for me is at lvl 68. I have 5 catarina chests, 4 catarina gloves, 4 catarina pants, 3 crossbows and 4 broadswords(yes im using every item discovery gear/consumable). He doesn't seem 2 want 2 drop the head. SO the problem im seeing is why cant the enemies drop their gear/loot kin order you u get 1 of everything before it starts giving u same item drops?

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    • Yeah drop rates seem shite this time around.

      Another thing that i don't really like (in my opinion) is the new parry and riposte system which involves the parrying being that the start up animation doesn't seem to count as the "parry" and then when your shield/weapon is doing the flicking part (like brushing a foes weap to the side) is the only counted part. 

      This irritates me because ini DS1 when you started parrying every bit counted as the parrying, this makes no logical sense to why the devs would change this as parrying was spot in the first game.

      Then the riposte, why in the world did the devs make it that the enemy was to fall back after being parried then you can do the riposte, this makes no sense never once have i seen a fight (realistically) where parrying someone you would have to wait for them to fall on their asses before a riposte.Like said above it makes no sense to why anyone would want to change it.

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    • When i started playing Dark Souls 2, the first thing i noticed / felt about the game was the similarities of concepts from Demon Souls and Dark Souls. Not sure if they've run out of game concepts.

      1. Like the Emerald Herald from Maiden in Black. 2. The use of Life Gems which is the same as the Half Moon Grass. 3. Bosses like the Pursuer, Dragon Rider, Velstadt where like a mix of the Tower Knight, Penetrator, Garl Vinland 4. Bosses like The Rotten where more like a combination of the Leechmonger and the Dirty Collosus etc.

      As for the game difficulty, the first playthrough is easy with all the summons available. Just have to work your way up to NG+ and beyond or increase the bonfire intensity to find more challenge. Again these are just my feedback on DS2.

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    • When i started playing Dark Souls 2, the first thing i noticed / felt about the game was the similarities of concepts from Demon Souls and Dark Souls. Not sure if they've run out of game concepts.

      1. Like the Emerald Herald from Maiden in Black. 2. The use of Life Gems which is the same as the Half Moon Grass. 3. Bosses like the Pursuer, Dragon Rider, Velstadt where like a mix of the Tower Knight, Penetrator, Garl Vinland 4. Bosses like The Rotten where more like a combination of the Leechmonger and the Dirty Collosus etc.

      As for the game difficulty, the first playthrough is easy with all the summons available. Just have to work your way up to NG+ and beyond or increase the bonfire intensity to find more challenge. Again these are just my feedback on DS2.

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    • A FANDOM user
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