Dark Souls 2 Got summoned by someone in No Man's Wharf. Hours later (and several SM brackets higher), we found each other again in harvest valley and coop'd until the old iron king! |
- Got summoned by someone in No Man's Wharf. Hours later (and several SM brackets higher), we found each other again in harvest valley and coop'd until the old iron king!
- I’m doing a new dark souls 2 playthrough with a friend of mine :) hope someone enjoys!
- this game is insanely hard what am i doing wrong
- So happy that this game is still active
- Pursuers Ultra Greatsword PvP
- ps4 controller
- All it took for me was a new build
- Bit of a rant from someone who wants to love the game but can't because its so frustrating.
- Online playing
- What does Covenant of Champions do?
- Why is there such high delay when attacking with mouse ?
- How do save files work?
- Dark paladin build?
- Ruin Sentinels Leap/Spin attacks are kind of ridiculous when there's two. That's unfortunate :[
- New to ds2 need help on swordsman
- In Defense of the Frigid Outskirts
- PC community still active?
- Is there a mod that shows equipped items when not in hand
- Another question for mages, faith one's is particular
- Assistance against Smelter Demon
- How many of you guys use the Agape ring?
- Santier’s Spear infusion?
- what is the best sword that barely uses stamina for a strength build?
Posted: 19 Jan 2021 08:37 AM PST I'm aware this isn't the craziest thing to have happened in a souls game, but it was pretty wholesome and reminded me why I love this game so much. After a long hiatus from dark souls 2, I started a new character (faith build) and got busy farming sunlight medals at the early game bosses. While in no man's wharf, I got summoned into a player's world. They seemed a bit new, or at least rusty, so I took the time and showed them all of the secrets and items. Killed the boss, and put my sign down again. Many hours later, after progressing through a decent chunk of the game, I warp to harvest valley to do some more sunbro summons. First person who summons me just happens to be the same one from the wharf! So pleasantly surprised, we go through the level (with a copious use of caressing prayer) and kill covetous demon. Trying to catch them in earthen peak, I run to the first bonfire there, and there they summon me again. Long story short, I add them on steam, and we proceed to engage in jolly cooperation all the way to the old iron king, and have plans to kill more bosses today :) [link] [comments] |
I’m doing a new dark souls 2 playthrough with a friend of mine :) hope someone enjoys! Posted: 19 Jan 2021 05:46 AM PST |
this game is insanely hard what am i doing wrong Posted: 19 Jan 2021 08:10 AM PST what the fuck man the pursuer? the run to that puts me in the way of like 6 enemies, should be fine and easy? no. i've died 3 times so i have half my hp and they can just gank me and stunlock me to death or i fight them 2 at a time, results being the same because they 2 shot me maybe i go to the Heide Tower of Flame, where i get 2 shot by a knight with a mace (who never stops?? and always hits me??) how do i git gud lmao [link] [comments] |
So happy that this game is still active Posted: 19 Jan 2021 09:37 AM PST I first played DS2 on release, after slaving through Demon Souls (which was my first Souls game). I was still really bad at souls games and so I would summon people to help when I was having a lot of trouble with certain bosses. [link] [comments] |
Posted: 19 Jan 2021 12:46 PM PST https://www.youtube.com/watch?v=Kh0oOmw0MIU Loved this weapon for ages so decided to make a video for it [link] [comments] |
Posted: 19 Jan 2021 02:12 PM PST hey lads i'm trying to play ds2 with my ps4 controller and it doesn't work i tryed input mapper but the buttons are not the same help me [link] [comments] |
All it took for me was a new build Posted: 19 Jan 2021 01:47 PM PST I used to completely hate dark souls 2. I didn't understand why people defended it, and I sure as hell thought I never would. But when I made a faith build today, I realized that the game is actually good. I still don't think it's the best, but it doesn't warrant how much I used to hate it. To everyone in this sub that told me not to do a miracle build because they're bad until endgame, I'm so glad I didn't listen to you. [link] [comments] |
Bit of a rant from someone who wants to love the game but can't because its so frustrating. Posted: 19 Jan 2021 01:40 PM PST Honestly it feels like the devs have tried their hardest to make it unfun in some places. For example: Adaptability like literally what is the point in the stat? all it does is make the game so much more annoying to play because you roll through an attack and it still hits you anyway. Just another stat to level up and all it ends up doing is making you stretch your soul level thin to try and get all the stats you need to upgrade. Then theres the controls of the game, like did they even playtest the game to see how clunky it felt to play? did they not think messing up the deadzones on controllers would feel horrible? The level design is awful as well it feels like their solution to not being able to create natural difficulty is just spamming enemies at you, a good example being the Iron Keep where you go into the main area and just get spammed with arrows from 3 different great arrow archers, the same goes for boss design as well. The Ruin Sentinels and the Belfrey Gargoyles and the Throne Defender/ Watcher are some of the worst fights in the whole series because literally no thought went into their design, they just stuck multiple bosses in the same arena rather than actually designing the bosses to work in a ganking situation and not feel unfun to fight. Theres just so many minor annoying things as well like how long it takes to heal and even after you're finished you're still stuck in the animation for almost a full second or how theres so much end lag on weapons or how long it takes to regen stamina even with the Rose shield or how you get no i frames during anything so you get hit while stunned from another enemy or hit while trying to open a door or go in a fog gate. Honestly I just had to make this rant because I'm trying to do a 2nd playthrough of this game and I love so many aspects about it like the weapon variety and the amount of armour and stuff but like its literally just been nothing but frustration from level to level because of all these things I've mentioned. [link] [comments] |
Posted: 19 Jan 2021 01:33 PM PST Looking to coop , I want to clear the game without dying, soul memory 45+ [link] [comments] |
What does Covenant of Champions do? Posted: 19 Jan 2021 01:00 PM PST It's my first time playing dark souls 2 and I am currently in shrine of Amanda but my friends keep telling me to leave the covenant of champions. I asked them why and they said it makes the game harder but how does it make the game harder? [link] [comments] |
Why is there such high delay when attacking with mouse ? Posted: 19 Jan 2021 11:22 AM PST I just hopped on DS2 to adjust the controls and get a little accustomed to it but I dont think I'll ever be able to play normally if I have to use my kb to attack. Is there a solution or smth ? [link] [comments] |
Posted: 19 Jan 2021 07:06 AM PST I know the save location, but are all my characters saved under a single sl2 file or seperately? [link] [comments] |
Posted: 19 Jan 2021 10:22 AM PST any ideas? i tried some changes with 2nd character and i focused on str faith and int ( 50 each ) [link] [comments] |
Ruin Sentinels Leap/Spin attacks are kind of ridiculous when there's two. That's unfortunate :[ Posted: 19 Jan 2021 06:25 AM PST So this time they're actually just annoying when I fight the last two. Every time I wanna keep my distance and then one of them attacks because I didn't dodge at the right time, that's on me I guess. But when I get back up and one of them turns into a fucking beyblade and I can't get out of that, that's f***ing stupid. So yea, has anyone else ever had this silly issue? Cause' I know I am :D [link] [comments] |
New to ds2 need help on swordsman Posted: 19 Jan 2021 10:06 AM PST Hello, I am totally clueless on what to do, I chose swordsman on starting screen. Could I please get advice on what to upgrade and what items to get, I just defeated dragonrider at flame tower. [link] [comments] |
In Defense of the Frigid Outskirts Posted: 18 Jan 2021 07:49 PM PST In my most recent playthrough (third time through overall, years following the last run), a thought popped into my head: the Frigid Outskirts could have been my favorite area in Ds2. Which is crazy, right? I mean, who the hell actually likes the frigid outskirts? Horsefuck valley? It's barren, boring, hacky, and... indefensible? Hmm. Hmm. Maybe. It's been on my mind for a while now, so I'd like to give that defense a try. To do that, we need to talk level design. Across the soulsborne series, in their most abstract state there exists two fundamental level designs. The most obvious, common, and generally successful of these designs is that, "the inhabitants of the world antagonize your progress." In DS1 the stretch from Firelink Shrine to the Undead Burg bonfire is the clearest example of this design: a crooked path exhibiting a variety of landscapes, frequently frustrated with hostile enemies. The topography, despite its superficially labyrinthine progression of turns, is straightforward and largely harmless to the player. The opponents, in contrast, showcase great variety in their tools, tactics, and positioning and require constant adaptation. Successful progress is a matter of outmaneuvering and outplaying your foes. The other design extends the first to allow the level itself to participate as an opponent, "the world and its inhabitants antagonize your progress". Enemies in this design are usually reduced in frequency and complexity- appearing with a smaller range of variety in equipment and composition- though not necessarily with any reduced difficulty. Ds1 also contains the poster child and fan favorite of these levels: Sen's Fortress. One of the fortes of Ds2 (which regretfully I rarely see mentioned) is the extent to which it pushed level design towards the latter conceit, and did so with such variety. Fog occluding shady figures, rickety bridges in the darkness, treasures strewn about noxious gasses, blockades of graves in the silent dark, towns built into sheer cliffs, and more beyond. I immediately followed this Ds2 run with Ds3 and it became starkly evident how many of the areas in that game are so much window dressing to gussy up plain hallways. The creativity of the levels, even when frustrating, is truly the gem in Ds2's crown. Which brings me to the DLCs. Often hailed as the pinnacle of Ds2's experience. Sometimes used to deride the base game as being "that thing you should suffer through just to experience the dlcs". Yet at the same time, home to three of the most conflicted levels of the whole game: Iron Passage, Memory of the Old Iron King, and the Frigid Outskirts. Like the core game before, the DLCs (especially the Shulva and Brume Tower) are often just as bitter and dangerous an opponent as the creatures inside, boasting traps and shifting space and murderous drops aplenty. Until, that is, you hit Iron Passage or the Memory. The common complaint for these areas tends to revolve around their difficulty: the swarms of mobs and the way they plunder healing reserves thanks to so many fights before the boss. And to double down on that misinterpretation the defense is always about the intent for coop. I think neither accusation is the real problem (or, at least, neither more so than for any other difficult area in the game). Instead, I accuse these places of being bad iterations of the first type of level design. They're not likable because they share more in common with Undead Burg than Sen's Fortress, and all in the worst ways. After the Brume tower descent from crowning throne room to slag heap basement, surrounded by churning platforms and billowing forges and ash-drowned balconies, the Iron Passage as a place is barely worth mentioning. A couple hallways burrowing through plain, brown rock. No scenery, no sights, no adventure. Just stacks of enemies, waiting patiently in line while you taunt them, one by one, to your safe corner out of sight of the archers (or, if you've the cojones, taking them on headfirst). It's not bad because it's difficult. It's bad because it's tedious and uninteresting. The Memory looks better, with its lizard-trapped foyer and gated subfloor, but only slightly. We long ago learned to blunder our way through a castle full of angry, armored samurai, and the Memory doesn't introduce any new design as improvement over the Iron Keep. It's just mobs in a hallway. Both areas are clear examples of how much the level matters, even for that first style of design which pins so much of its conceit on a controlled, linear hike through a sequence of intended fights. Firelink to Undead Burg inspires because you travel, from green mountain where hollows rain bombs down the hillside, to filthy aqueduct with rats hiding in the muck, to cloistered city where soldiers have set up shoddy barricades against your advance. Transport those same mobs to Iron Passage or the Memory and you lose all of that. Sure you would still have the hollow tossing a firebomb, a rat in the corner, a couple hollow soldiers waiting in ambush while you strafe shots from another with a crossbow. Are those encounters still as interesting? Likely not. The fights are not what break these levels. It's the level design itself. Enter Eleum Loyce. It is, in all due regard, an excellent iteration of, "the inhabitants of the world antagonize your progress." In some places I could complain that we begin to see Ds3's design philosophy about fancy, yet plain hallways, but that would be a shallow complaint. Like the other DLCs it's a widely well received area and with good reason. And then there's the Frigid Outskirts. While Loyce shows a return to form for the first style of design, the Outskirts are a return to the second: the world itself appears with roaring vengeance. This, here, is where I stake my defense: the Outskirts is a fantastically designed place. It chases two conceits that are very unique to the series, and with surprising success: an enormous open space, and the sense of being lost. The souls series occurs in tight spaces. Even when the geography is open there's usually something which forces the player to a tiny subset of it. Small cliffside paths and thin bridges are overly common, while hazards and damage like poison or lava frequently leave specific safe paths for travel. This restriction is almost necessary for the series, given how it balances player progress with healing attrition. A narrow path will always have direction. A solid direction ensures linearity. Linearity produces a controlled experience. Therefore, souls games avoid open spaces. And with that design pillar in place it also guarantees that getting lost (within a single area) is basically impossible. The Outskirts are massive and open and nearly unrestricted. The topography is unlike anything else in the series. A jog from edge to edge, even on the shorter axis, takes time. It's different from everywhere else the games have taken us, and that alone is revelatory. Different is not always good, though. The design has to succeed despite its differences. In order to determine success, we have to ask what the design intended to succeed at. I think that the intent was to make players, for the first time in the games, feel lost. Consider the elements in play. First, the geography: a massive area; nearly uniform in color; almost entirely absent of landmarks, even simple tiny objects like rocks or plants. With those building blocks in place, players could look out over the horizon and not know if they're looking ahead or behind where they were a moment ago. Second, the storm: take what little indication of direction the players already have and obscure it as they travel. Third, the reindeer: a monster in the storm that knocks people over, runs circles around them, flies overhead, forces the player to spin circles around and around until they can't tell front from back. Imagine yourself as the character: bitter and cold in the middle of nowhere, hot estus in one hand, shielding your eyes against the piercing flakes of wind-whipped snow with the other as you fight through a blizzard so thick it dims the sun overhead. Something springs forward from the bleak to your side, knocks you to the ground. You get up and level your spear, it charges and you tumble sideways. Again and again, until finally you pierce it through the neck and the beast collapses. Panting, you look around. Where are you, how did you get here? The storm already blew over your old footsteps, all that's left is what was trampled in the fight. The sun is dim, ambient behind the clouds. You squint against the wind and see nothing. You can't just stand here. Choose a direction and start walking, young hollow. Hope for the best. This clicked for me on that last playthrough, and I felt like I finally understood what the Outskirts was about. Back at the beginning I said the Outskirts "could have been" my favorite zone. In the end, sadly, it doesn't make the list. Unlike the Iron Passage or the Memory, where the level is at fault, the problem here is the monsters. The Reindeer are just terrible. The hitboxes are wonky, the attack animations are clunky (compare them to the chariot horse), their damage and health is irrational and, as a personal rancor, they're the type of mob that plays "ha-ha, you can't catch me!" games. Still, it's difficult for me to not appreciate the area just a little bit now, for what it is able to do right. So much of the rest of the series is about getting to the boss fight. It almost feels like the zone itself could have been the boss fight. "All you have to do is find the end, let's see if you can." What a trip that would have been. TL;DR: Iron Passage and Memory of the Old Iron King are bad level design. Frigid Outskirts has good level design that is ruined by a terrible monster. [link] [comments] |
Posted: 19 Jan 2021 09:39 AM PST I loved the pvp in DS2 and put 200 or so hours into just the pvp. Been playing through all the games again and have so far skipped this one as the pve was forgettable and the number of gank bosses was.. disappointing.. and having watched some videos of boss fights like fune and alonne it somehow looks like an older game than DS1 or even DeS somehow, so i've held off on playing the game again since my saves are fucked for some reason and i'm guessing i'll have to solo a bunch of content that ill likely dislike now even more than back closer to its release. So, how is the pvp community? Everyone still burning their eyes on the bridge? Is the blood bro arenas still active? Can i get summons fairly easy or is it just for certain bosses? Thanks! (and yes i did google this, most the responses were a couple years old) [link] [comments] |
Is there a mod that shows equipped items when not in hand Posted: 19 Jan 2021 09:36 AM PST I really like how swords look on your back and really want a mod for it [link] [comments] |
Another question for mages, faith one's is particular Posted: 19 Jan 2021 09:30 AM PST Ok so I'm playing as warrior character, like always but I wanted to spice it up a lil by using miracles, I leveled my faith, I leveled my attunement, and I currently have 7 spell slots, I use 2 for great lightning spear I know it only needs 1 slot but 11 lightning spears isn't enough for me but 22 is, and I also use 4 slots for sacred oath, I have one left and I rly don't know what to put in it, I don't need any more lightning spears, no need for sunlight blade either this gold pine resin exist, my magic resistances are good so no need for great magic barrier, and I also play offline these days so healing spells are useless, Any suggestions ? [link] [comments] |
Assistance against Smelter Demon Posted: 19 Jan 2021 03:24 AM PST Does anybody have any tips that I can use against Smelter demon, this boss is wrecking my ass right now and I can't even get it down to half of it's health. (currently playing as a sorcerer and SL124). [link] [comments] |
How many of you guys use the Agape ring? Posted: 19 Jan 2021 01:25 AM PST Lately I've been wondering if it's worth capping my build at around 150. I've been using the Agape ring lately, but Dark Souls without souls feels like its missing something. I don't get nervous when I die, because no souls are on the line. Also, I HATE that I have to use a ring slot. Ring of Blades/Flynn's/Third Dragon is my setup, and I would love to use Chloranthy. Anyways, what are your thoughts? When you go past the meta, do you end up regretting it? At what level do you see a drop-off in online interaction? [link] [comments] |
Posted: 19 Jan 2021 07:38 AM PST What's the best infusion for Santier's Spear if any? I'm playing on vanilla 1.10, and I'll respec or level as necessary just to use this weapon. [link] [comments] |
what is the best sword that barely uses stamina for a strength build? Posted: 18 Jan 2021 11:03 PM PST i have a lot of trouble with swords since i like using swords that have a lot of damage(can be mediocre) and cost not much stamina, can someone please suggest what sword i should use for a strength build? im currently using the red rust sword because of the s scaling you get for +5. [link] [comments] |
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