Anonymous 03/15/2018 (Thu) 06:38:31 No.11424 del
>>11423
3's problems are multiple so this is going to be a rather lengthy (maybe series of them?) post.

Poise is fucked up, you only get poise bonuses while attacking or preforming moves. Long gone are the days of tanking an attack and running through it. Another thing that pisses me off is that the magic system has gone balls deep into the whole MP/AP bar bullshit. Long gone are the times of carefully deciding what to fill up your attunement slots with and knowing EXACTLY how many spells you can carry. Now needless complexity was introduced via a shitty bar on the HUD. Honestly it's been so long since I've played DS2 so I don't remember if this cancer started there. Additionally the ring number from 2 has not gone down, making ring management a joke again.

One positive note is that Humanity was done away with, and healing consumables from 2's cancerous bullshit too. So while the stats minmaxing has gone to shit, health item minmaxing has not. Meaning you don't have to worry about some faggot with 99 humanities/Healing Crystals invading you. Additionally you can't go into a boss fight with some bullshit like 99 humanities and pretty much make it a cake walk if you turtle hard enough. This time it's something called Embers and there's a limited number of them, it's not low AT ALL, but it's not a renewable resource either unless you play lots of COOP sine you're rewarded one every time you COOP a boss successfully. IIRC it's something like 50 or 70 embers you can get , so if you approach DaS3 as a singleplayer game, these are really valuable, additionally when you use one you can be invaded, however as a positive you get 30% more health. Finally the flask has been nerfed to only allowing you 15 heals instead of 20.

Now on to the core of gameplay, movement sets and hitboxes. Hitboxes are back to DaS1's old glory days for the most part albeit they're a little bit lenient when it comes to a player's own hitbox. What do I mean? The player's hitboxes for weaponry are anywhere from a foot, to half a foot bigger than what they seem. Don't know why they did this though, but IMHO it's possibly due to PVP. Which I will touch VERY LIGHTLY later. So is player hitboxes being larger than it seems for weapons the only issue? Not at all, in PVE the hitboxes for enemy weaponry while consistent does have a bullshit factor to them. The bullshit factor is that if an enemy's weapon clips through a wall, object or other entity, if it looks like it will hit you, it will hit you.

To be fair this problem happened from time to time in Dark Souls 1, and players could even exploit it to kill Silver Knights through walls in Anor Lando for example, if you had a Spear with a swiping move set or a Halberd. However DaS came out YEARS AGO additionally this is not From's first RPG, nor second, they've been making RPGs and games with Melee Fighting mechanics since Otogi 1 and 2. Bullshit like this at this point in the souls series is just not acceptable anymore and some players have made a fuss about it righteously so.