I used to think like this, before the genre “clicked” for me. But I now understand that “git gud” is kind of what the experience is about.
Sekiro was what did it for me, and that game forces you to learn the enemies attack patterns. Seems insurmountable at first, but after dying a bunch, it clicks, and the enemies become much easier. Some to the point of triviality. And it’s like riding a bike, you can come back a year later and after five minutes you’re right back in it. That process itself has become enjoyable to me.
Elden ring was the one that clicked because it had more abundant save points. I just don’t have time to do the same 45 minute trek to a boss only to get stomped in 20 seconds.
Lmao this is such a strawman. Most of the fans I know would say the games are actually pretty easy; that’s why we like to do things like Level 1 playthroughs or randomizers to actually add a challenge.
I should also add that I generally find souls like games to be boring boss fights and block/dodging. The difficulty is meh but I just don’t find them fun.
That’s usually just it. Even though the series has had them in every entry, the games aren’t about gimmicks. Souls games did a great job at giving players a ‘what you see is what you get’ experience. The game is about ‘git gud’ because the boss generally doesn’t get easier because you did some dialogue, flipped a switch, or otherwise. The earlier entries really tempered power scaling too so the absolute answer to difficulty in RPG type games: grinding levels to get stronger, wasn’t as effective either.
So it boiled down to just dodge the damage and deal it back. Revolutionary in its simplicity.
Souls fans seem to believe that their game is so hard and only dedicated gamers should play it. All complaints are answered with git gud.
I used to think like this, before the genre “clicked” for me. But I now understand that “git gud” is kind of what the experience is about.
Sekiro was what did it for me, and that game forces you to learn the enemies attack patterns. Seems insurmountable at first, but after dying a bunch, it clicks, and the enemies become much easier. Some to the point of triviality. And it’s like riding a bike, you can come back a year later and after five minutes you’re right back in it. That process itself has become enjoyable to me.
Elden ring was the one that clicked because it had more abundant save points. I just don’t have time to do the same 45 minute trek to a boss only to get stomped in 20 seconds.
True… Sekiro doesn’t have many (if any) long run-backs.
Also, the general movement and grapple hook make going anywhere fun
Lmao this is such a strawman. Most of the fans I know would say the games are actually pretty easy; that’s why we like to do things like Level 1 playthroughs or randomizers to actually add a challenge.
I should also add that I generally find souls like games to be boring boss fights and block/dodging. The difficulty is meh but I just don’t find them fun.
That’s usually just it. Even though the series has had them in every entry, the games aren’t about gimmicks. Souls games did a great job at giving players a ‘what you see is what you get’ experience. The game is about ‘git gud’ because the boss generally doesn’t get easier because you did some dialogue, flipped a switch, or otherwise. The earlier entries really tempered power scaling too so the absolute answer to difficulty in RPG type games: grinding levels to get stronger, wasn’t as effective either.
So it boiled down to just dodge the damage and deal it back. Revolutionary in its simplicity.
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Pure punishment. There are no benefits to using them other than make the game harder.
Technically the covenant of champions gives the best ring in the game so if you pain through 30 invasions, you do gain benefit.
Also, by invasions I meant forced offline NPC imvasions in known spots where they easily respawn.
Well, yes. I was just talking aboit the calamity ring. The covenant does technically have a reasonable reward
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Elden ring has Daedicar’s Woe talisman that doubles damage taken
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