Whichever idiot came up with this boss needs firing. And now, seriously first off you need to spend a effigy for every attempt, then you need to fight 3 really annoying phantoms in a area full of hard to see holes then finally you get to the boss and you find a boss designed entirely around ranged combat. If you get to close he uses his mega sword to slaughter you and all his other attacks. Attunement is a stat in Dark Souls. General information edit edit source This stat governs how many Attunement slots the player has, which in turn allows players to equip and use more types of magic at once. It is also possible to increase Attunement slots through equipping certain rings. If the player is comfortable with using only a few. At the same Insufficient Attunement Slot Dark Souls 2 time, each Online Slots game will have its own unique set of individual rules and characteristics. Before playing any new Online Slots game, you Insufficient Attunement Slot Dark Souls 2 should become familiar with how the game works by trying the free demo version and having a close look at. What the list is not, is a wishlist for Dark Souls 2. The next Souls game could very well be dramatically different from what we know, with a whole host of different game mechanics both welcome and not. Any changes I list here could be completely irrelevant to Dark Souls 2 – or even catastrophic if applied to solve a problem that has been.
The subject of Dark Souls‘ balance comes up fairly often – in viewing discussions from other players and in being outright asked. I tend come across the topic most often through the Jarvis build; players want to either make significant changes to how backstabs work or remove them altogether. Even parries tend to get shunned, despite the significant skill investment to reliably succeed with parry attempts. Not that critical attacks are the only part of the game to come under player scrutiny. Every facet of the game will get attention from time to time; some players feel that they’ve been betrayed by broken or unbalanced mechanics, whereas others want improvements that cater to their play style.
What I often see when players discuss balance changes is simple, snap decisions on what to change based on recent unfavorable experiences with a very narrow subset of the game’s mechanics. These changes tend to be very direct and ignore the full range of possible outcomes of the decision. For example, simply removing backstabs might very well make many weapons inherently nonviable. For backstabs in particular, a significant amount of damage from unbuffed (particularly elemental) rapiers and daggers might simply disappear – not every player is reliably susceptible to parries on a consistent basis — certainly not enough to make up for the lack of rapier and dagger damage with a non-critical hit.
Overall, I believe that a more comprehensive set of changes would need to be made if Dark Souls were to be dramatically improved from a balance perspective. Careful thought would specifically have to put put forth toward minimizing the fallout of any particular change and maximizing the benefit across the board. It would ideally be preferable to make as few changes as possible to achieve this goal, as many players are averse to change regardless of the intent or outcome. The status quo is a very comfortable place for a lot of players to operate, and upsetting that sufficiently-acceptable balance would put in many players a fear of disastrous results.
However, in writing this change-wishlist, I’m operating under the assumption that this my imaginary world which caters most toward my opinions. In that world I could make any number of changes, sweeping or not, in order to bring forth my vision of what would be an improved version of Dark Souls. What the list is not, is a wishlist for Dark Souls 2. The next Souls game could very well be dramatically different from what we know, with a whole host of different game mechanics both welcome and not. Any changes I list here could be completely irrelevant to Dark Souls 2 – or even catastrophic if applied to solve a problem that has been sufficiently mitigated or simply doesn’t exist.
In keeping this list at least somewhat realistic, I want to state flat-out that core engine behavior and how the game mechanics are affected by net lag are simply not ever going to change. From has likely exhausted all of the technical prowess and infrastructure investment that they care to offer for Dark Souls, likely having moved that effort to its sequel. Dead angles, the position-snapping behavior of scripted events, poorly synchronized player positions/angles/actions, and other quirks, bugs, and emergent gameplay mechanics and metagame elements are here to stay. If you expect to experience all of what players will bring to the table under normal gameplay and player input conditions, you’ll have to accept the less-favorable gameplay behaviors and any mechanics that, while being legitimate, may be difficult to grasp or counter.
So, on with the list. Bear in mind that what I’m proposing will likely never happen, and that these are only my opinion on what could be changed. Also, I consider this to be a testing-required first-pass of balance changes, and there’s some situations that I’d want to more sufficiently improve (for example mid and fat rolling with heavier weapons – most of the slower-swinging weapons with a weight of 10 or more and strength requirements being 28+). This list is in no particular order.
Dark Bead’s damage should probably be lowered by at least 25%, and its intelligence requirement should be moved to at least 26 if not more. It could stand to cast slightly slower (5-15%) as well.