That's more a skill issue bro, it takes experimentation. I settled on Noble and was fine, didn't use a guide or follow the meta. - @Dark Cloud
The Noble wasn't nerfed through later patches. The Bloodknight was.Pointing out that my nerfed class hasn't received any new weapons, and only has three weapon abilities that I've unlocked in ten hours of gameplay, isn't a skill issue. It's a literal fact.
I've used the starting axe for my class. And I've received every other type of upgraded and special weapon. So it really feels like I drew the short straw here. (In terms of gameplay variety.) I have less options than if I picked any other class in the game. (And weapon switching is a crapshoot, when I only have axe skills to start with. And it's a huge grind to buy/replace skills.)
Maybe the game's tutorial shouldn't have made it
the one melee weapon that stood out & had a different description.
I think learning their attacks is pretty important. As well as y'know playing it safe. Me personally only died to the big giraffe boss, and the stone giant due to Ione's bullshitery. - @Dark Cloud
My only boss death comes from the giraffe boss as well. (
AFTER I ALREADY KILLED THE F*CKER. HE KILLED ME AFTER I MADE HIM A CORPSE! But I digress.)
I learned the opposite. Beating everything on the first try, before you can memorize and learn said attack patterns, doesn't really bode well for the importance of attack patterns. I killed the 'makes everything dark boss' with a bunch lightning bombs. Because if the game is going to cheese and obscure his damn attack patterns.
I'm going to cheese him right back.
Most enemies in souls games have basic repetitive attacks. -@Dark Cloud
I meant that the enemies are spammed (as in numbers on screen.) Because their not smart or tough enough to beat on their own. So the game forces DS2/HAAK spambush tactics. And their obnoxious (not enjoyable to encounter) in ways that are cheap. Like the enemies mobs that appear and swarm in from off-screen. Or the purple enemies that only take damage from abilities. But they're almost always by themselves, and you have no skill points. (Since you need to attack things first.)
My favorite death thus far, was the game failing to dash me past two purple guys and instead putting me in-between two of them, where I was somehow insta-killed with full health.
Are you saying items to unlock other areas or add new mobility mechanics? Cause Death's Gambit is technically a roguelike so this kind of thing is pretty par for the course. - @Dark Cloud
I'm referring to two particular instances at the moment. One is in the special end game puzzles that you find above the main city. Where one requires you to have a special mage book that you get from a rare encounter. But since ONE class uses high INT, you're going to scrap it for upgrade material. (And if you defend that. Note this is completely arbitrary design. That there's no reason the player would keep it, and that the mechanics outright encourage you to scrap stuff you don't need. Since every upgrade requires a lot more materials.)
The second is that pointless elemental roadblock, where it stops you from going into several levels, until you have access to fire, lightning and dark damage. A genuine waste of time, that isn't even a challenge for the mage or other more skill-varied classes. Is something I only realized I had after I looked it up.
Since elements of weapons aren't stated anywhere. (And I fortunately hadn't gotten rid of every weapon I didn't need.)
And no game in this genre that I've played thus far has done something as pointless as this.
Other than that I'd love to hear your opinion on a game like Salt and Sanctuary. -@Dark Cloud
I saw the boss fights and art design. And I sort of chalked it up to an 'Ender Lillies' experience. And concluded that I probably wouldn't like it. (That, and it apparently having both fall damage and no map.) But I can't say anything for certain, since I haven't played it myself. (And don't know anyone firsthand who has.)
Also, pardon the heat. I wrote this while I was hangry.
But yeah. This one is easier to play. (Versus something like Haak or Ender Lillies.) Both in having less challenge and less frustrating exploration. But it's not had any particular highlights or stand outs either. So I'd probably rate this game average at best.
But I am getting to a few late bosses, with slightly more interesting gimmicks. And the ending tends to make/break games for me. So we'll see how it sticks the landing...