Hunter of Shadows said
Well I'm hearing that poise is bugged, and that hitboxes are screwy as fuckTo the point that big names like OnlyAfro are commenting on it
Hitboxes, maybe a bit. but I've noticed the major thing is about adaptability. It's not just about the I-frames for the roll, but before and after I-frame damage reduction. Also, Soul memory for summoning is retarded. For invading, I can understand, but for co-op, it makes things absolutely stupid. I have over 1.5 mil SM but only at SL92 and I can not summon anyone(or be summoned) in a area I know is heavy in people near my own SL because of other forums. Most people near my SL only have half a mil SM compared to me, I just used a lot of souls to upgrade a wide swath of items due to my Jack of all Trades set up.
Also, people thinking it's a % for SM and summoning are very likely to be wrong. Bandai-Namco has stated it's a gap of "roughly" 50k SM between players for summoning. A firend and I tested that, with the name engraved ring(special summoning server for each 'god') and we could only summon each other once he had gotten his SM withing that 50k stated. That was a few days of trying, several hours waiting for signs to show up and whatnot. At low levels, no big deal. Higher levels, where you've likely farmed a bit to upgrade(as I have) and did a lot of side/back tracking, co-op...and dying, you get a VERY high SM but not so much in SL. Some others, on the other hand, may have been on one track, did little farming(or bare minimum) and not have collected near as many souls but be the same SL. Like, one million souls less.
In short, Soul memory should remain that, just a number and a memory, not a mechanic.(co-op wise. For invading, it's a solid concept.)