Dark Souls 2 Subreddit Update - New Rules & More [2/20/2021] |
- Subreddit Update - New Rules & More [2/20/2021]
- Return to Drangleic to start on February 27th, ending on March 13th!
- This is my first time playing Dark Souls 2 and damn... the scenery of Aldia's Keep is BEAUTIFUL!
- The run to the blue smelter demon is probably the most cancerous, worst designed area in the whole soulsborne series... (venting, sorry)
- Unnecessarily Long Analysis of Dark Souls 2 SOTFS Part 1: Things Betwixt
- Honor is everything in PvP, it's true
- Fume swods art
- OP Strength/Pyro Build for RTD
- 30 Sunlight Medals Completed
- Where am o supposed to go after beating the ruin sentinels?
- Ivory King is the toughest boss to kill while you're at SL1.
- Playing DS2 again
- Is it normal, that I watch letsplays to find out where to go?
- No death run - Complete!
- Question about power stancing
- Dark Souls 2 on ps5
- HOW DO I DODGE IN THIS GAME WTF
- I really need help
- Aldia: The forgotten scholar
- Earliest Bolt Stone?
- Does Estoc (1 handed poke) + Stone Ring ===== Ultra Greatsword (1 hand) for poise damage?
- Infusions
- Is a poison based build worth it?
- Is 40 the soft cap for adp?
- Is it possible for summons to drop items for the summoner?
Subreddit Update - New Rules & More [2/20/2021] Posted: 20 Feb 2021 07:02 AM PST At the time of posting this announcement we are making several changes around the subreddit for both new Reddit and old Reddit, so if you don't see any of the changes below, please wait a few minutes and try refreshing the page. Hi all, we are changing several of the Community Rules, below you can read what rules have been added, rewritten, or taken away! Rules that have been removed.
Rules that have been rewritten.
Rules that have been added.
We are excited to be bringing these new rules to /r/DarkSouls2, we hope that they will be enjoyed here as much as they have been in /r/bloodborne and /r/demonssouls! Return to Drangleic will be starting very soon (announcement post coming within the next few hours!), and these new rules will help us all to enjoy the annual exodus back to the once-great kingdom that much more! \`[T] / Related ResourcesMay you find peace on your journey.[link] [comments] | ||
Return to Drangleic to start on February 27th, ending on March 13th! Posted: 20 Feb 2021 01:35 PM PST
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This is my first time playing Dark Souls 2 and damn... the scenery of Aldia's Keep is BEAUTIFUL! Posted: 20 Feb 2021 07:18 AM PST
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Posted: 19 Feb 2021 05:10 PM PST Ok I'm gonna apologize from the get go for the ranting. First play through, finished the crown of the iron king today, all bosses and ash idols, just want to say that the only thing that doesn't make this dlc a complete waste of time is Sir Alonne who has an interesting lore and a fun boss fight, but GWYN DO I HATE THIS DLC... [link] [comments] | ||
Unnecessarily Long Analysis of Dark Souls 2 SOTFS Part 1: Things Betwixt Posted: 20 Feb 2021 12:07 PM PST Welcome this series of Reddit posts I'm making to look in depth at the game design of Dark Souls 2: Scholar of the First Sin. This analysis will be relatively in depth and in an area by area, room by room format, in hopes to not only better understand what the game does well and what it does poorly, but also give me some practice with talking about game design, which I find intriguing. The few reasons I chose this game are simple. For one, I absolutely love this game. What's the point of talking about a game I don't find enjoyable? I also believe that Dark Souls 2, and the From Software games in general are great games to analyze because each game has great examples of things done well, and things done not so well. There are a few things to go through before I start. I will try to be unbiased and stick to facts, but when it comes to game design, it is really hard to be completely objective about everything. Second, this series of posts will only be about level and enemy design. There are simply too many weapons and armor sets to go through them all and the majority of Dark Souls 2 complaints have nothing to do with them. Player movement and mechanics have also been talked about to death by many others and I would be beating a dead horse by bringing them up here. I may not bring up every single part of the game. I will try my best to, but after all, DS2 is a huge game and I wouldn't be surprised if there's multiple places I've never been to. I will also probably get some item placements and things like that wrong or mix them up between versions. I have the game pulled up beside me, but it is a completed save file and all the items have been looted. Lastly, I am by no means qualified to analyze games at all. While I have played a lot of games, I have never made any and I am by no means a professional critic. This is purely for fun because I like to explore game design, and anything I say that you disagree with is probably a fault on my part. With all that out of the way, let's get into the game design of Dark Souls 2. This first post will be about Things Betwixt, which is the tutorial area of Dark Souls 2. I think that the main focus when making this area was to improve on where the first game failed and make the area an overall more convenient experience for players who know the mechanics of these games and don't need a tutorial. I think that Fromsoft succeeded in doing so, but also forgot to add in the aspects of the Undead Asylum that made it so great. Where Dark Souls 1 fails, Dark Souls 2 succeeds, and vice-versa. For this reason, I believe that Dark Souls 1's Asylum is a better tutorial area, but not by much. Dark Souls 2 had an example in the first game that the developers really didn't capitalize on, and this means that Things Betwixt is a waste of potential. After a short, yet vague cinematic that shows your character falling into some sort of whirlpool, your character spawns in a small white structure that looks like it was made for the very purpose that you use it. It is a gateway between whatever world you were in before and the world of Drangleic that you are in now. The inclusion of this structure really sells the fact that you have been reborn into this new world, and that you were meant to come here. Looking around you, you will notice that you are in a small field in a dark cave surrounded by large stone pillars. The lighting here is already miles better than anything from the first game and it is easy to tell that Fromsoft really focused on making this area look good. This large field might be useful to newcomers who rarely play games to get a feel for how movement works, but the majority of players will search it for secrets before moving on to a small pathway the game spawns you facing towards. Through this path you enter a small field that looks similar to the first one. The first thing you will notice is a few small enemies that run away from you when you get close. These enemies are passive until you hit one, in which case all of them will become aggressive. This isn't too challenging once you get a weapon and doesn't reward the player with anything, but perhaps it could be seen as a preview to all of the fighting against multiple enemies that will be present later in the game. Littered along the ground here are piles of human bones that should be an immediate red flag to anyone who's played the first game. Unlike the first game though, these bones never move or create a skeleton, and are there purely for the atmosphere. To your right, there is a semi-secret path that will be relatively easy to find for players who are thorough with exploration. The only thing that comes out of it is a Rusted Coin, a borderline useless item that very slightly increases the item drop rate. Heading back to the field, there is another small opening that is impossible to miss because of the torchlight from the shack ahead. In this small area, there is a bridge ahead that will be the obvious path to procede, but vigilant players will realize a small opening under a rock covered by bushes to the left. Once again, this isn't hard to find, but is a great way of telling the player to be on the lookout for hidden paths in the future. Taking a detour through this hidden path, the player will see footprints from a seemingly large beast that might be enough to frighten some players into going the other way. You still don't have a real weapon at this point, so fighting anything will be very challenging. Following the prints and rounding a corner will reveal the creator of them, an ogre enemy that acts as a mini boss throughout the game. Without a weapon, this enemy will almost surely kill anyone who fights it, seeing as it is the first real enemy in the game. I'd imagine the most common outcome of this encounter is either death, or getting hit once and running away. Killing this ogre is difficult even after you obtain your starting gear, but if you manage it, it will drop an item. It's the Stone Ring, and it makes you do more damage to enemies' poise. This effect will either seem very minor or very useful to the player. Either way, if they can figure out how to, any player would be encouraged to equip this because there aren't any downsides at the moment. Continuing past the ogre, there is a small bridge over a stream that leads down into the area across the bridge from earlier. There is another small area hidden much like the path to the ogre that will most likely be found by crossing the bridge and seeing an item glow. This item is a Smooth and Silky Stone, which is useless at the moment. Finally, the player will head into this shack to be greeted with another cutscene. After this cutscene, the player will finally be allowed to create their character. I don't have much to say about the character creator. It is an improvement over Dark Souls 1 and all of the classes are relatively balanced. Many people have a problem with the fact that you play as your character before you create them. Taking your armor off before character creation will show a very distinct character model that might ruin immersion for some people. I don't think it's that big of a deal, but it's one of the many things people nitpick out of this game to make it sound worse than it really is. This section lasts for at most five minutes after all. You can talk to the old firekeepers here, but their dialogue is not useful and is just some exposition about the firekeepers. Heading up some stairs will lead to a chest with a human effigy inside. Using this item at the moment is useless, but as hinted by the firekeepers, it's a symbol of the player's humanity and will restore your maximum health to full. Many people bash Dark Souls 2 for its health system, where you lose 5% of your max HP every time you die. I don't think this is fair because Dark Souls 3 has the same system but it's even more punishing. Dark Souls 2 is balanced for the player to have about 75% of their max HP. Anything more than that is a significant advantage and will make the game much easier. This means that the game is similarly balanced to an unembered character in the third game. Using an effigy at this point will effectively be the same as using an Ember. I truly think that if the embered form in Dark Souls 3 was the default form, and that instead of embers being a buff, they would just be your normal form and dying would be a nerf just like DS2, then people would hate DS3's system even more than DS2's. Dying would be similar in both games, except that in the third game, 25% of your max HP is instantly lost instead of just 5%. I didn't change any mechanics in this scenario, just the player's perception of the game. If the extra part of the health bar you gain from an Ember was still present without one, it would be no different than having 25% of your health cut off in Dark Souls 2. The second game is literally more forgiving than the third. As for whether this system is beneficial toward the game, it's tough to say. With DS2 being my first souls game, dying in DS1 didn't seem punishing enough. No health loss, just getting sent back to the bonfire. It made the game feel much more forgiving than its sequel almost to the point where it seemed too easy. I find that late in the game when you have more effigies, this system doesn't matter as much, especially with a ring that caps your max health loss to 75%. With this ring, the system and effigies can be mostly ignored. Heading through the back door of the shack, the player will be greeted with the first of many bonfires. To anyone who knows even the slightest bit about the Souls series, this should be a welcoming sight. Resting here creates a checkpoint and a healing point in case you're damaged from the ogre earlier. Behind a nearby breakable wheelbarrow, the player can find a torch. I will get into the torch mechanic later when it is more relevant. It might seem like a good idea to give the player the torch right when they find the first bonfire to light it, but the torch is useless right now except for an optional challenge that is very hard to even find due to the low time limit of the torch. In the center of this room is a gravestone that gives the basic mechanics of the bonfire. The gravestone makes it seem like the torch is important and should be used right now, but I still think that it's unnecessary. The only way forward is a small cave in front of the bonfire. On the other side is a much larger and more complex room than anything before. This is when the comparisons to the first game are easy to draw. First, it is awesome how this tutorial section is completely skippable. Dark Souls 1's tutorial wasn't long, but it would have been nice to skip through it for playthroughs after the first. However, this area is much less interconnected than even the Undead Asylum, and it's design is considerably worse. It's disappointing that in terms of interconnectivity, Things Betwixt is one of the more complex levels in the game. This is disappointing because I would put Things Betwixt on the same level as Lost Izalith in these terms, and Lost Izalith is one of the worst areas of Dark Souls 1. One piece of design I do like is the literal light at the end of the tunnel. It gives a clear goal that is impossible to miss, and gives a directional marker to make sure that the player is never lost. Although it is possible to go straight to Majula at this point, let's walk through the tutorial section. Heading through a nearby fog gate, the player will be met with another gravestone that tells the player how to attack. Immediately after, it gives the player a weak enemy to practice this on. It is best killed by rushing in and spamming until it's dead, which is good because these are the only things you should know how to do as a new player. Heading onward you are met with another gravestone showing the lock-on mechanics. In this room it has the same setup: a weak enemy all by itself. The difference is that this room is bigger and allows for strafing, which helps to show what the lock-on really does. I think this is a good way of teaching this, but it could have been much better. This gravestone should be shown within sight of two enemies so the player could test switching between targets as well, and it would hint at the fact that groups of enemies are best fought without the lock-on; but maybe this would just confuse the player. Next is a gravestone telling the player how to run and giving a long corridor to run through. This is great. Running to carelessly though will result in a hollow attacking you from behind as a reminder to never blindly rush ahead. The next room is a little opening where another ogre can be seen in the distance. At this point there is no way to fight it. Another gravestone will show the player how to critical hit, or backstab. Afterwards there is an enemy facing away from you and you have a chance to use this new move. There are no flaws here. Ahead will be a Dagger drop. This weapon is okay, but many players will stick to their starter weapon because it fits their playstyle more. Maybe they will use the dagger in their offhand. The next gravestone finally tells the player how to roll. This is followed by another hollow which lets you use this new trick. This one has a bow though, and is best killed by rolling through its arrows. I think a better way of teaching the roll would be to give a different enemy with more health, but roughly the same mechanics as the hollows so far, so that it can't be killed by spamming. It would teach the player to never let their stamina meter go all the way down, and it would force a dodge or some form of defense from the player. Killing this enemy with melee will aggro another enemy toward you that is easily killed. Another gravestone is here telling you how to switch weapons. If you put your recently acquired dagger in the second right hand slot, you now know how to switch to it. The next room teaches the backstep, which is relatively useless. The situation the game puts you in also is not the greatest. It's a melee enemy nearby which you can use the backstep on, but there is an archer in the back that will hit you if you try. A Lifegem loot drop is here, along with a gravestone telling you how to use items, which is, again, good design because this was the hardest encounter so far and you most likely took some damage. The next gravestone tells you how to move your camera, which is one of the stupidest things I've ever seen considering the player is almost required to do this up to this point. This should be taught within the first minute of the game, not 5-10 minutes in when it has already been used. Navigating the cliffside brings us to a nest with voices coming from it. If you got the stone from earlier, their dialogue should be enough of a hint to drop it here, though the player may not know how to do this. After going down a ladder, the player should hopefully realize that they are back in the main tunnel. This is a good time to go back and rest at the bonfire because there is no penalty for doing so. There is another pathway similar to the first nearby, through another fog gate. This leads to a more advanced tutorial section first telling the player how to wield their weapon with two hands. The game follows this with a two on one fight where the mechanic doesn't help much, but is still a valid option. I don't think there is a better way to do this part though. Next is a jump which many players may be too afraid to try and will head back. In doing so, the player will spot a ladder heading upwards. Up here is another gravestone showing how to parry, plunge attack, and guard break. These are all advanced combat techniques that are never required but are beneficial to master. The game gives you an opportunity to use the plunging attack right away. Successfully landing this will reward the player with only having to fight one enemy right after as opposed to two. There is yet another gravestone here with information on the jump attack. There is a door here that leads to a loot drop and nothing else. Crossing a bridge out of here leads to an overlook for some Basilisks, which are currently inaccessible to kill, and it will be much later before you will have a chance to. For now the only option is to drop back down onto the main path. Going back to do the jump rewards the player with another item drop. Returning later with a Fragrant Branch of Yore grants you access to these basilisks and killing them rewards the player with an Estus Flask Shard and going onward results in a fight with two ogres and a Pursuer. This is a fun fight after the game is over and your character is a little more suited for these situations. Your reward for this encounter is a coffin that switches your character's gender. I'm not sure why this was included but it's neat. Knocking down a tree branch and crossing it will return you to the main path. Finally, it is time to go down the end of the long tunnel and enter another small cave. Through this long cave full of bloodstains, the player will finally arrive at Majula. If I continue to make these posts, I will make a section after every one just giving a rating and an overall opinion for people who don't want to read all of this. So: Design Rating: 7/10 The game does a good job of teaching the player new mechanics, and giving opportunities to use them, but the level itself is relatively boring with not much visual variety and interconnectivity is sparse. It is mostly just a straight path to the end, and is a disappointment if the player is expecting another Undead Asylum. Overall, as a tutorial, it's great, but as an area it comes short of many others in the series. Thanks so much for reading this very long post and please let me know if you want me to continue this, or how I can improve for the next parts. [link] [comments] | ||
Honor is everything in PvP, it's true Posted: 20 Feb 2021 12:39 PM PST But dont you think for a second im not laughing my ass off as im hidden in the corner disguised as a box and watching you approach for the perfect ambush... I've never had so much fun in my life (with my clothes on) [link] [comments] | ||
Posted: 20 Feb 2021 01:45 PM PST | ||
OP Strength/Pyro Build for RTD Posted: 20 Feb 2021 01:34 PM PST So I don't know if this has been written here before but I think I've found my perfect build in Ds2 , I wanted to share cause it basically makes you an unstoppable god for PvE and it's even decent for PvP. Also thought it would be handy if people wanted some ideas for return to Drangliec It's a Strength Build but with light investment in attunement to use Pyromancies. I even ended up pumping my int and faith to 10 each to get that bonus once your pyro flame reaches +10 and by lvl 145 you will have everything you need (hopefully if you don't lose too many souls) My Current Stat setup is ; VGR 31 END 25 VIT 26 ATN 16 STR 40 DEX 18 ADP 23 INT 10 FTH 10 Staring class was Knight. So the VGR may be a bit Lower than most people may like but that's a compromise I was fine with , you can shuffle around some stuff if you like , overall tho the 18 Dex is to use the Dragonrider Bow which is so nice to have , it's one of the best for strength builds and hits like a truck , not as good as a greatbow but still very solid , the 40 strength will allow you use most stuff but I personally prefer the good old ultra Greatsword , if you can get it to 10+ lightning it's amazing . My Spell setup is a mix of everything , with 18 attunement you can get 3 spell slots and with the Southern Ritual Band +1 you can 2 extra slots. My Spells are Flame Weapon , Warmth , Great FB , Fire Orb and one extra slot for either Great Combustion or Firestorm or any extra Pyromancy of your choice. The great thing is that my pyro spells basically give me access to healing , weapon buffs and decent mid range spells without heavy investment in any magic stats . The Endurance and Vitality is pretty self explanatory as the main focus is a strength build. For rings you can run anything you like but Royal Soldier ring is great to have if you want heavier Armor and Southern Ritual Band +1 for extra slots. If you play decent enough and regularly go into PvE by being summoned , you can definitely get this build ready by Shrine of Amara or even early if you make every soul count , by NG+ you can start pumping into VGR if you decide to follow my spread of points. The Lightning +10 Ultra Greatsword with Flame weapon is basically a portable Canon , it's gonna shred bosses ....just watch your stamina as it eats it pretty quick ... Any improvements are welcome in the comments. Have fun !! P.S : I forgot to mention , but the Bow is invaluable for Shrine of Amara and just many places in general. it's extremely handy to have and you won't regret it, you can get fairly quickly as well after you get the dragon rider soul :) [link] [comments] | ||
Posted: 20 Feb 2021 12:52 PM PST Yo little sunbros and big throbbing darknesses, I, your intrepid ruler, just finished killing these fucking bird assholes for 30 sunlight medals on my journey to getting to sotfs platinum. Each bird cunt gives 700 souls, and i had 550k souls when I was finished, having never lost a bloodstain over the course of... a few hours. I wore the shield thing, the fuggly jester hat, and the rags that made me look at the ugly form of my hollowed corpse and the ring+1 because I forgot I could kill Gargoyles a second time. Could I have simply played coop like the good hunter I am? Yes. But I spent 10 hours murdering people in the Bell Towers and the only people cooping last night needed to be carried through the regular enemies and hadn't opened the shortcuts to the bosses yet. So instead, after playing through NG and gathering all the spells from the dlc and all that I hatched a plan. Any idiot can kill bird men at Brightstone Cove. And I refuse to be just an average idiot. Instead of made the decision to kill the bird fuckos in Things Betwixt in ng+ like a man. As long as you dont touch a bonfire, and have covenant of champions, you will respawn and homeward bone/feather to the pagoda you begin the game under, surrounded by the bird fucks. Sure, when i got bored i couldn't move on to playing the game because it would change my spawn location, and sure, every time my Blue Flame almost broke I had to commit seppuku. But i was murdered by birds so much it wasn't really a problem. Those fuckers. Oh, and the bird fuck without a bird and just a shield that looks like a bird parried me 5 times, and 3 of them were when he was in his death animation. Oh. And once I got every piece of the bird asshole armor set, the drop rate of the armor pieces fell off a cliff. To the point where instead of 1 or 2 pieces a run I got 1 piece every 5 runs or so, and more sunlight medals instead. So now I am off to new game plus 2 in order to buy my final 2 spells to finish Miracles and Pyromancies. And also light all the spots on the map again because I forgot Cale had to survive and I kinda murderlated him for Navlaan. Whoops. [link] [comments] | ||
Where am o supposed to go after beating the ruin sentinels? Posted: 20 Feb 2021 12:42 PM PST I just beat the ruin sentinels and i'm aimlessly wandering around not knowing where it what to do next. some help? [link] [comments] | ||
Ivory King is the toughest boss to kill while you're at SL1. Posted: 20 Feb 2021 05:26 AM PST So I decided to do an All Bosses SL1 run of this game(because masochism) and struggled with Ivory King for days. He has one of the fastest and toughest to dodge attacks with low AGL. No other boss was as much of an issue as this dude. Because of him I went and farmed all of the peasant's set and got the simpleton's ring and he was still just as tough. So after a few days I finally managed to beat him. I started panicking less and started to get a feel for his attacks but man was this a journey and a half to beat this incredibly difficult foe even Lud and Zallen didn't cause this much issue. Anyways I just wanted to share this and get some feedback maybe. Here's a video of the successful attempt : [link] [comments] | ||
Posted: 20 Feb 2021 08:34 AM PST Keep replaying ds2 and 3 and sekiro cause Elden Ring playing with my emotions 😒😒😒 anyone else still playing [link] [comments] | ||
Is it normal, that I watch letsplays to find out where to go? Posted: 20 Feb 2021 06:16 AM PST You know, since the game doesn't tell you where to go, it would be really time consuming, to try all the different locations until you find one, that you are ready for, so I just watch letsplays or google in which direction should I go next (for example I wasted like two hours trying to beat Bastille where the bird took me until I realized I probably wasn't ready for it and found out (in one letsplay), I had to go to the No man's Wharf First. I always watch the letsplays until they show me to which location to go and the proceed with exploration on my own because I don't want it to be that easy and to know where every enemy or item is, but i still feel like it's a bit cheating. Does it make me a bad player too weak to try to find the right way on my own or is it common that people do this? [link] [comments] | ||
Posted: 20 Feb 2021 02:24 AM PST Over the couple years, I've attempted a no death run probably 15-20 times (twice that including failures at the early forest branch jump). Playstyle includes no summons, no brightbugs, no blocking and melee only. Had a few near-misses at Freja (easy boss, but I didn't know her head could pop off?? totally threw me off), Amana (melee only - use your imagination) and Throne Watcher & Defender (at that point having low health is exceptionally stressful). I'd hoped conquering the world of Drangleic would be satisfying, but it only leaves me craving more! [link] [comments] | ||
Posted: 20 Feb 2021 01:15 PM PST I am new to Dark souls 2 and I am trying to power stance a majestic greatsword and a thorned sword, but I can't figure out how. [link] [comments] | ||
Posted: 20 Feb 2021 09:16 AM PST Guys Does dark souls 2 play well on the ps5? I heard that there are some bugs, glitches and errors when playing it. Thanks [link] [comments] | ||
HOW DO I DODGE IN THIS GAME WTF Posted: 20 Feb 2021 12:09 PM PST smelter demon fuck this shit i keep dodging every single attack and somehow this piece of shit hits me every time wtf is wrong with this game [link] [comments] | ||
Posted: 20 Feb 2021 07:26 AM PST I'm trying to beat the fume night, And I can't and I need someone super strong to help me with this please, I'm on ps4 [link] [comments] | ||
Posted: 20 Feb 2021 04:56 AM PST Aldia, the seeker of truth, the rectifier of falsehoods, the scholar of gwyn's sin, the master and inventor of many sorceries, the man of science and history, the king's older brother, the only being who has successfully made himself immortal and thus escaped the shackles of gwyn's curse, he made an artificial ancient dragon using a giant's soul, a man who should still be alive in DS3 and should have been of way more importance in that game, but for some reason Fromsoftware never included anything related to Aldia. I will never understand their complete disregard of the many fantastic lore that DS2 brought forth. Aldia could have been so much more, but they did nothing... Such an absolute shame! [link] [comments] | ||
Posted: 20 Feb 2021 09:27 AM PST I've beaten Last Giant, Pursuer, Dragonrider, Old Dragonslayer, Flexile and Ruin Sentinels I have an extra branch handy I've got my Heide Knight sword at +6 and I'm doing a paladin run and I need to get the lightning up since I don't have a lot of str and dex [link] [comments] | ||
Does Estoc (1 handed poke) + Stone Ring ===== Ultra Greatsword (1 hand) for poise damage? Posted: 20 Feb 2021 09:16 AM PST Sorry if this is a silly question but wanted to confirm as sometimes what's written on item descriptions are different ingame. But since an Estoc has poise damage of 20 And Stone Ring adds 30 poise damage And the Greatsword Ultra does 50 poise damage Doesn't this mean that a single poke from an Estoc with stone ring does the same amount of poise damage as an Ultra Greatsword? I've noticed that pretty much all hits with an Estoc + Stone ring will outright stunlock most light armor builds. And it's very easy to combo attacks with the Estoc [link] [comments] | ||
Posted: 20 Feb 2021 03:01 AM PST What's the best infusions for ng+ and beyond, is lightning worth it for pve for multiple new game +s? [link] [comments] | ||
Is a poison based build worth it? Posted: 20 Feb 2021 07:27 AM PST I'm starting a new play through today, and I wanted to do something a little bit different. I have decided on an elemental build, more specifically poison, since not a lot of people seem to use it. Would anyone here recommend it, or should I go with something else? Thanks in advance. [link] [comments] | ||
Posted: 20 Feb 2021 06:53 AM PST I'm at level 53 adp and I keep on just upgrading my ADP stat but keep on not being able to level up the agility. Should I stop leveling up and invest in other stats? [link] [comments] | ||
Is it possible for summons to drop items for the summoner? Posted: 20 Feb 2021 05:37 AM PST In DS3 there is a sub reddit called; pumparum. Its a place where people give items to others, sometimes even for free. My question can summons do that in DS2 and also is there a limit to what the player can see? In DS3 you need to have a plus 10 weapon in order to see other plus 10's, so thats what I mean by that. It's probably really obvious but I haven't tried it yet. [link] [comments] |
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