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Elden Ring - Information Thread, update (02/21): "Shadow of the Erdtree" expansion to release on June 21 ($40 Standard/$50 Deluxe)


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Personally I wouldn't start over. The game is generally pretty easy to pick up and play again. Unless you're completely lost or in the first area then I'd say start over. But even then, you can just return to the first area and hack at some enemies to get your bearings again.

 

As for builds I think they are too restrictive for a game that gives you this much freedom. I know that Vinny said builds give him a goal but I think the goal should be build into whatever you want to be using. Early on I got that Vulgar Militia Saw and said well I want to use this I'll skill towards it, later I got the Cross-Naginata and said I'll build more towards that and eventually I got Eleonora's Poleblade and that was cool so I skilled towards that. At the same time there are cool spells / incantations you'll probably want to use, like Rotten Breath and that black fireball so I made sure that I could use the Seals. And of course you will want enough FP to summon spirit ashes. So that is my advice. Spread your skills out, prioritize weapons early on and then work towards secondary things like incantations and FP and such.

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2 hours ago, Keyser_Soze said:

Personally I wouldn't start over. The game is generally pretty easy to pick up and play again. Unless you're completely lost or in the first area then I'd say start over. But even then, you can just return to the first area and hack at some enemies to get your bearings again.

 

As for builds I think they are too restrictive for a game that gives you this much freedom. I know that Vinny said builds give him a goal but I think the goal should be build into whatever you want to be using. Early on I got that Vulgar Militia Saw and said well I want to use this I'll skill towards it, later I got the Cross-Naginata and said I'll build more towards that and eventually I got Eleonora's Poleblade and that was cool so I skilled towards that. At the same time there are cool spells / incantations you'll probably want to use, like Rotten Breath and that black fireball so I made sure that I could use the Seals. And of course you will want enough FP to summon spirit ashes. So that is my advice. Spread your skills out, prioritize weapons early on and then work towards secondary things like incantations and FP and such.

 

Not sure if this was directed to me or not but very good advice. I will do like you said and just start back up in the beginning areas, get my bearings, and my stats are pretty well balanced. I honestly forget what attributes I was really focusing on but I really want to get back to it. I just don't know if I'm skilled enough to beat a boss like Radahn with my current build. 

 

Is there a certain level to hit that makes you pretty unstoppable?

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On 6/10/2019 at 7:38 AM, atom631 said:

meh. I can see this being a frustrating convoluted mess of a game. 

 

You were kinda correct here. :p

 

I went back to this today and the very first thing I noticed was the visuals looking very stale. I don't know what it is, but all the games I play on PS5 sound and LOOK better than XSX. So this caught me off guard. Then I started roaming the world and got extremely overwhelmed to the point I might just give up on it. I checked and it says I put 77 hours in and I'm level 86. I just don't really see the point in finding a few more bosses to kill. 

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49 minutes ago, best3444 said:

 

You were kinda correct here. :p

 

I went back to this today and the very first thing I noticed was the visuals looking very stale. I don't know what it is, but all the games I play on PS5 sound and LOOK better than XSX. So this caught me off guard. Then I started roaming the world and got extremely overwhelmed to the point I might just give up on it. I checked and it says I put 77 hours in and I'm level 86. I just don't really see the point in finding a few more bosses to kill. 

Game sucks. It’s unbalanced and cheap. And by cheap I mean enemies kill you not because they are better or higher level but because the game decides to fuck you. 

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12 hours ago, Keyser_Soze said:

Personally I wouldn't start over. The game is generally pretty easy to pick up and play again. Unless you're completely lost or in the first area then I'd say start over. But even then, you can just return to the first area and hack at some enemies to get your bearings again.

 

As for builds I think they are too restrictive for a game that gives you this much freedom. I know that Vinny said builds give him a goal but I think the goal should be build into whatever you want to be using. Early on I got that Vulgar Militia Saw and said well I want to use this I'll skill towards it, later I got the Cross-Naginata and said I'll build more towards that and eventually I got Eleonora's Poleblade and that was cool so I skilled towards that. At the same time there are cool spells / incantations you'll probably want to use, like Rotten Breath and that black fireball so I made sure that I could use the Seals. And of course you will want enough FP to summon spirit ashes. So that is my advice. Spread your skills out, prioritize weapons early on and then work towards secondary things like incantations and FP and such.


I don’t really disagree with any of this, but to the game’s credit, it is very generous for respecs. I have so many items to do it I can pretty much try any build I want without worrying about getting back to the build I had before. 

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1 hour ago, Biggie said:

Game sucks. It’s unbalanced and cheap. And by cheap I mean enemies kill you not because they are better or higher level but because the game decides to fuck you. 

 

It never ever felt unbalanced or cheap to me. I actually succeeded and played well considering my gaming skills. It's an absolute classic. 

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1 hour ago, Paperclyp said:


I don’t really disagree with any of this, but to the game’s credit, it is very generous for respecs. I have so many items to do it I can pretty much try any build I want without worrying about getting back to the build I had before. 

 

True yeah I was going to mention respecs too but so far I'm happy with what I've go going on. I'm wagering once you get to @Mr.Vic20 status you can do whatever you want. :p

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5 hours ago, skillzdadirecta said:

Which game are you talking about? Not this one.

 

4 hours ago, best3444 said:

 

It never ever felt unbalanced or cheap to me. I actually succeeded and played well considering my gaming skills. It's an absolute classic. 

Not early on but once you get to more difficult bosses you hit that wall. Game sucks confirmed. 
 

christoph waltz nod GIF

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  • 3 weeks later...

Finally gave this a shot. I think this verifies that I really dislike From games for good. I absolutely hate these controls. I feel like I'm constantly fidgeting to get the the weapons I want, whether it's alternating between bow and sword, to two handed, or whatever. It's a clumsy mess. The attack direction is also puzzling. Multiple times I've swung my sword at a wolf or something I'm pressing up against, yet some how the game character swings just to their side and misses? Or I press the lock on button since that seems to be the only way to get reliable combat targeting and it decides to lock on to some enemy way in the distance that isn't even fighting you, fucking up your flow.

 

Then the encounter design is just annoying. Hiding enemies to attack you is boring game design. Even knowing where the enemy is hiding above I've struggled with the shitty controls to catch them before they attack.

 

I enjoy challenging games, but I just find the whole way From games are structured to be irritating.

 

EDIT: If this message comes across sour, but that's probably because I am :p I was really hoping this would be the one to win me over, and everything I saw looked like they nailed exploration in a game. But nope, still hate it! :( 

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1 hour ago, legend said:

Finally gave this a shot. I think this verifies that I really dislike From games for good. I absolutely hate these controls. I feel like I'm constantly fidgeting to get the the weapons I want, whether it's alternating between bow and sword, to two handed, or whatever. It's a clumsy mess. The attack direction is also puzzling. Multiple times I've swung my sword at a wolf or something I'm pressing up against, yet some how the game character swings just to their side and misses? Or I press the lock on button since that seems to be the only way to get reliable combat targeting and it decides to lock on to some enemy way in the distance that isn't even fighting you, fucking up your flow.

 

Then the encounter design is just annoying. Hiding enemies to attack you is boring game design. Even knowing where the enemy is hiding above I've struggled with the shitty controls to catch them before they attack.

 

I enjoy challenging games, but I just find the whole way From games are structured to be irritating.

 

EDIT: If this message comes across sour, but that's probably because I am :p I was really hoping this would be the one to win me over, and everything I saw looked like they nailed exploration in a game. But nope, still hate it! :( 

It's all good, everything isn't for everyone.

 

These games especially are more of an acquired taste.

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  • Commissar SFLUFAN changed the title to Elden Ring - Information Thread, update: soundtrack now available on streaming platforms (67 tracks, 3+ hours)
On 8/27/2022 at 3:41 PM, legend said:

Finally gave this a shot. I think this verifies that I really dislike From games for good. I absolutely hate these controls. I feel like I'm constantly fidgeting to get the the weapons I want, whether it's alternating between bow and sword, to two handed, or whatever. It's a clumsy mess. The attack direction is also puzzling. Multiple times I've swung my sword at a wolf or something I'm pressing up against, yet some how the game character swings just to their side and misses? Or I press the lock on button since that seems to be the only way to get reliable combat targeting and it decides to lock on to some enemy way in the distance that isn't even fighting you, fucking up your flow.

 

Then the encounter design is just annoying. Hiding enemies to attack you is boring game design. Even knowing where the enemy is hiding above I've struggled with the shitty controls to catch them before they attack.

 

I enjoy challenging games, but I just find the whole way From games are structured to be irritating.

 

EDIT: If this message comes across sour, but that's probably because I am :p I was really hoping this would be the one to win me over, and everything I saw looked like they nailed exploration in a game. But nope, still hate it! :( 


Ive got an elite controller and it took me a while to find a button mapping I liked. I can’t imagine playing this with a regular controller. I don’t know if that’s part of what failed you, but yeah, the controls don’t feel intuitively great. 

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16 minutes ago, Spawn_of_Apathy said:


Ive got an elite controller and it took me a while to find a button mapping I liked. I can’t imagine playing this with a regular controller. I don’t know if that’s part of what failed you, but yeah, the controls don’t feel intuitively great. 

 

I think I'm probably not going back at this point, but that's not a bad suggestion. I do have a steam controller that I could maybe have heavily remapped and used the extra buttons to work better. Would have helped at least.

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It took me hours to get used to the normal controller layout. I had never played a From game before and had no idea how to manage combat, particularly that I naturally wanted to use all four shoulder buttons and would awkwardly hit the wrong one almost every time. But I did get used to it and I like it now. However, I still don't play the game with a regular controller. I started out with the Steam controller and now I use the Elite controller. The extra buttons are soooooooooo helpful. Right now I use them to basically replace the D-Pad so I can move and manage my inventory seamlessly, but I can easily see how they would be helpful if you wanted to use the back buttons as some combo of jump, dodge, heal, target lock, or crouch.

 

On 9/10/2022 at 7:43 PM, Spawn_of_Apathy said:


Ive got an elite controller and it took me a while to find a button mapping I liked. I can’t imagine playing this with a regular controller. I don’t know if that’s part of what failed you, but yeah, the controls don’t feel intuitively great. 

 

Half the battle with the controls is knowing the movement limitations and timings of the enemies and yourself.  When I first started the game I wanted to have a shield, multiple melee weapons, and long range weapon equipped all the time, thinking I would just instantly switch them at a moments notice to do what I want. Well, it definitely doesn't work like that. You have to know exactly when to switch, otherwise the enemy will fuck you in your downtime when you should be fucking them in their recovery downtime.

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Well like I swapped the RT and RB, and then LT and LB. Because that felt so backwards. And yeah the button mapping with the back is better. I still remapped quite a bit and for the first time ever on my elite controller I mapped a shift button so some inputs would do double duty situationally.  
 

As long as it took me to map the control scheme I ended up liking, it would have take longer to get used to having to deal with a limited standard controller. 

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  • 4 weeks later...
ER-patchnotes-107.jpg
EN.BANDAINAMCOENT.EU

ELDEN RING Patch Note 1.07 - Discover the latest patch note of Elden Ring and the different updates.

 

 

Quote

Notice of Update Distribution – Version 1.07

 
This new update brings balance adjustments to improve the stability of gameplay.
Many changes were brought to spells, skills, incantations and weapons to encourage more versatility in terms of gameplay.

 

Additional features

  • Added separate damage scaling for PvP.

This feature allows separate damage scaling for Weapons, Skills, Spells, and Incantations when playing against other players.
In the future, this feature may be used to balance weapons, Art, Spell, and Incantation in invading/PvP mode.
Balance adjustments made within this feature will not impact single-player and cooperative play.

 

PvP Exclusive balance adjustments
The adjustments in this section do not affect single-player or cooperative play.

 

  • Increased stamina attack power in PvP for all attacks against guarded foes, except for long-ranged weapons.
  • Improved poise damage in PvP for every weapon’s normal attack, except for Skills and long-ranged weapons.
  • With a few exceptions, the power of Ashes of War in PvP has been lowered across the board.
  • The power of the following incantations in PvP has been decreased:
    • Dragonfire / Agheel's Flame / Glintstone Breath / Smarag's Glintstone Breath / Rotten Breath / Ekzykes's Decay / Dragonice / Borealis's Mist / Unendurable Frenzy

 

General balance adjustments
The adjustments in this section affect both PvE and PvP aspects of the game.

 

  • Increased poise damage when using two-handed normal attacks.
  • Increased the speed of some Colossal Sword attacks.
  • The speed and hit detection of Colossal Sword crouching and rolling attacks have been decreased.
  • Increased the speed of some Colossal Weapon attacks.
  • Decreased recovery time for Colossal Swords and Colossal Weapons, except for jump attacks, dual wielded attacks, and attacks while riding.
  • Increased poise damage of Hammers, Great Hammers and some Colossal Weapons.
  • Increased guard penetration for the following weapons:
    • Celebrant's Sickle / Nox Flowing Sword / Shotel / Eclipse Shotel / Vulgar Militia Shotel / Scythe / Grave Scythe / Halo Scythe / Winged Scythe
  • The poise rating of some attacks has been increased for the following weapons:
    • Greatswords / Colossal Swords / Curved Greatswords / Greataxes / Great Hammers / Great Spears / Halberds
  • With some exceptions, poise of all armor has been increased.
  • The effects of the Greatshield Talisman and Hammer Talisman have been increased.
  • Some effects of the spell Scholar's Shield, the Barricade Shield skill and the Shield Grease item have been adjusted as follows.
    • The effects on shields with low guard boost have been adjusted upward.
    • The effects on shields with high guard boost have been adjusted downward.
  • The guard strength of the Fingerprint Stone Shield has been decreased.
  • Decreased the status buildup done by dual wielded weapons.

 

Balance adjustments for Magic and Incantations
Upward adjustments

 

Glintstone Pebble / Shard Spiral

  • Increased attack power.

 

Lightning Spear / Flame Sling       

  • Increased attack power when charged.

 

Rejection / Wrath of Gold / Black Flame

  • Increased stamina attack power against guarded enemies.

 

Crystal Burst / Triple Rings of Light

  • Increased casting speed.

 

Assassin's Approach / Law of Causality

  • Extended effect time.

 

Glintstone Icecrag / Freezing Mist / Frozen Armament

  • Increased frostbite status buildup.

 

Poison Mist / Poison Armament

  • Increased poison status buildup.

 

Glintstone Arc / Glintblade Phalanx / Carian Phalanx / Greatblade Phalanx / Magic Downpour / Loretta's Greatbow / Loretta's Mastery / Rennala's Full Moon / Ranni's Dark Moon / Ambush Shard / Night Shard / Unseen Blade / Roiling Magma / Rykard's Rancor / Darkness / Elden Stars / Lightning Strike / Lansseax's Glaive / Death Lightning / Giantsflame Take Thee / Bloodflame Talons / Unendurable Frenzy / Greyoll's Roar

  • Decreased FP consumption.

 

Glintstone Stars / Magma Shot / Bloodboon

  • Decreased FP consumption and increased attack power.

 

Aspects of the Crucible: Tail / Aspects of the Crucible: Horn / Ancient Dragons' Lightning Spear / Fortissax's Lightning Spear / Flame, Fall Upon Them

  • Decreased FP consumption and increased stamina attack power against guarded enemies.

 

Glintstone Cometshard / Comet / Cannon of Haima / Carian Greatsword

  • Decreased FP consumption, increased attack power and stamina attack power against guarded enemies.

 

Rancorcall / Ancient Death Rancor

  • Decreased FP consumption and extended the lifespan of all vengeful spirits.

 

Briars of Sin / Briars of Punishment

  • Decreased the FP consumption and increased the blood loss status buildup on enemies.
  • Increased casting speed.

 

Gavel of Haima        

  • Reduced FP and stamina consumption, increased stamina attack power against guards and the power of the hammer portion of the attack.

 

Shatter Earth

  • Reduced FP consumption, increased poise damage and stamina attack power against guards.
  • Increased certain portions of the spell’s hitbox and shortened recovery time.

 

Rock Blaster

  • Reduced FP consumption, increased poise damage and stamina attack power against guards.
  • Increased certain portions of the spell’s hitbox.

 

Starlight

  • Reduced FP consumption and extended the duration of effect.

 

Stars of Ruin

  • Reduced FP and stamina consumption.
  • Increased power when charged.

 

Founding Rain of Stars

  • Reduced FP and stamina consumption.
  • Shortened time before damage is dealt.
  • Extended the range of the star rain.

 

Magic Glintblade

  • Increased poise damage, attack power, and stamina attack power against guarded enemies when charged.

 

Carian Piercer

  • Reduced FP consumption, increased attack power, and stamina attack power against guarded enemies.
  • Shortened the recovery time.

 

Adula's Moonblade

  • Reduced FP consumption, and increased stamina attack power, and frostbite status buildup against guarded enemies with the sword's slash portion.

 

Gelmir's Fury

  • Reduced FP consumption and increased attack power.
  • Increased casting speed and shortened recovery time.
  • Adjusted the direction of the lava projectiles to make it easier to hit enemies located in front of the spell.
  • Increased the damage dealt by the first part of the spell, and greatly increased the ability to stagger enemies.

 

Zamor Ice Storm

  • Increased attack power and frostbite status buildup.
  • Increased casting speed and shortened recovery time.

 

Shattering Crystal

  • Reduced FP and stamina consumption.
  • Increased poise damage and stamina attack power against guarding enemies.
  • Increased power when charged.
  • Increased casting speed.

 

Crystal Release

  • Reduced FP consumption, increased poise damage and stamina attack power against guarded enemies.
  • Increased casting speed and shortened the recovery time.
  • Increased attack range.
  • Adjusted the poise increase timing during activation.

 

Oracle Bubbles

  • Can now be used while in motion.
  • Streamlined attack range and increased attack power when charged.
  • Extended the time it takes for the bubble to burst when not charged.
  • Damage hitbox has been adjusted to be larger against players.
  • Reduced the number of projectiles that can appear at the same time.

 

Great Oracular Bubble

  • Can now be used while in motion.
  • Increased attack power.
  • Increased tracking performance.
  • Increased stamina attack power against guarded enemies.

 

Explosive Ghostflame

  • Increased attack power and stamina attack power against guarding enemies.
  • Increased frostbite status buildup of the explosion.
  • Range of the residual flame has been slightly increased, damage detection time has been reduced.

 

Tibia's Summons

  • Reduced FP consumption and increased attack power.
  • Increased casting speed, reduced recovery time.

 

Discus of Light

  • Reduced FP and stamina consumption.
  • Increased the range, speed, and duration of the halo.
  • Increased casting speed.

 

Radagon's Rings of Light

  • Reduced FP consumption and recovery time.

 

Frozen Lightning Spear

  • Reduced FP consumption and increased the frostbite status buildup.

 

Flame of the Fell God

  • Reduced FP consumption, increased stamina attack power against guarded enemies.


Increased attack power when charged.

  • Shortened damage detection time of residual fire.

 

Whirl, O Flame!

  • Reduced FP consumption.
  • Increased stamina attack power against guarding enemies.
  • Increased ability to stagger enemies.

 

Burn, O Flame!

  • Reduced FP consumption.
  • Shortened the time it takes for a flame pillar to be generated.

 

Scouring Black Flame

  • Increased stamina attack power against guarding enemies and increased poise damage when charged.

 

Noble Presence

  • Increased stamina consumption and increased stamina attack power against guarded enemies.
  • Shortened recovery time.

 

Beast Claw

  • Increased the range of the shockwave.


Gurranq's Beast Claw

  • Added a hitbox to the first part of the spell.
  • Increased attack power when charged.

 

Stone of Gurranq

  • Reduced stamina consumption.
  • Increased attack power and stamina attack power against guarding enemies.
  • Extended the impact area of projectiles.

 

Scarlet Aeonia

  • Reduced FP consumption.
  • Increased attack power, poise damage and stamina attack power against guarding enemies.
  • Landing attack range has been increased and its recovery time decreased.
  • Adjusted the poise increase timing during activation.

 

Frenzied Burst

  • Increased poise damage and attack power when charged.

 

Howl of Shabriri

  • Extended the duration of the effect that increases attack power and lowers defensive power.

 

Inescapable Frenzy

  • Reduced FP and stamina consumption.
  • Shortened recovery time.
  • Increased grapple range.

 

Dragonclaw

  • Reduced FP consumption.
  • Increased stamina attack power against guarding enemies.
  • Improved directional control.

 

Dragonmaw

  • Reduced FP consumption.
  • Increased stamina attack power against guarding enemies.
  • The hitbox around dragon's neck area has been enlarged to make it easier to hit enemies at close range.

 

Upward and downward adjustments

 

Black Blade

  • Reduced stamina consumption.
  • Improved turning performance and shortened recovery time.
  • The sword and the wave attack have been changed so that they hit at the same time.
  • Attack power, stamina attack power and poise damage of each part have been decreased.
  • Decreased the number of times the wave part hits large enemies.

 

Bestial Sling

  • Reduced the stone fragment scatter randomness.
  • Increased stamina attack power against guarding enemies.
  • Reduced between two hits and adjusted the detection so that two hits are always made at close range.
  • Decreased poise damage.

 

Downward adjustments


Rotten Breath / Ekzykes's Decay

  • Reduced Scarlet Rot status effect buildup.

 

Balance adjustment of Skills
Upward adjustments


Glintstone Pebble / Surge of Faith / Gold Breaker / Regal Beastclaw / Nebula (Bastard's Stars) / Sacred Phalanx

  • Increased attack power.

 

Sword Dance / Vow of the Indomitable / Eochaid's Dancing Blade

  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Sacred Order / Shared Order / Soul Stifler / Knowledge Above All / Barricade Shield

  • Extended effect time

 

Taker's Flames / Miquella's Ring of Light

  • Added damage detection to the weapon part.

 

Prayerful Strike / Great-Serpent Hunt

  • Increased power and poise damage

 

Wild Strikes / Spinning Strikes

  • Shortened the time between various actions and the activation of skills
  • Slightly increased attack power.

 

Ground Slam / Golden Slam / Erdtree Slam

  • Reduced the time between using the skill and being able to roll.
  • Increased attack power.

 

Stamp (Upward Cut) / Stamp (Sweep)

  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.
  • Increased attack power.
  • Reduced the timing between the end of the skill and performing actions other than the strong attack.

 

Impaling Thrust

  • Increased motion speed and attack power.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill
  • Reduced the timing between the end of the skill and being able to attack and to roll.

 

Piercing Fang

  • Increased motion speed, attack power and poise damage.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.
  • Reduced the timing between the end of the skill and being able to attack and to roll.

 

Spinning Slash

  • Increased poise damage against enemies when used with the following weapons: Greatsword, Curved Greatsword, Twinblade, Greataxe, Spear, Great Spear, Halberd, and Reaper.

 

Charge Forth

  • Increased directional control and motion speed.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Blood Tax

  • Increased motion speed and attack power.
  • Increased HP deprivation effect.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.
  • Repeating Thrust
  • Increased motion speed. Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Giant Hunt

  • Increased poise damage.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Loretta's Slash

  • Increased poise damage for the first attack.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Poison Moth Flight

  • Increased poison status buildup and its power against poisoned enemies.
  • Increased the duration and damage of poison.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Stormcaller

  • Increased motion speed, attack power and poise damage.
  • Increased skill size and poise damage.

 

Sacred Blade

  • Increased motion speed and range of the blade.
  • Added damage detection to the weapon part.
  • Increased effect duration and attack power that gives the weapon holy power.

 

Bloody Slash

  • Increased status buildup and attack power.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Lifesteal Fist

  • Increased motion speed and attack power.
  • Increased attack range against other players.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Eruption

  • Increased the range and duration of lava.
  • Added a hitbox to the part of the attack where the weapon is slammed.
  • Fixed the timing of the poise increase during activation.

 

Gravitas

  • Increased poise during casting.

 

Storm Blade

  • Increased motion speed and range of the blade.
  • Added damage detection to the weapon part.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Flaming Strike

  • Increased attack power.
  • Increased duration and attack power that grants the weapon a fire attribute.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Lightning Slash

  • Increased duration and attack power that grants the weapon a lightning attribute.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.
  • Reduced the delay between using the skill and being able to attack.

 

Vacuum Slice

  • Increased motion speed and range of the blade.
  • Reduced FP consumption
  • Added damage detection to the weapon part.

 

Sacred Ring of Light

  • Increased range and speed of the projectile halo have been increased.
  • Added damage detection to the weapon part.

 

Blood Blade

  • Increased power.
  • Added damage detection to the weapon part.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Phantom Slash

  • Improved directional control.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Spectral Lance

  • Increased attack power.
  • Reduced long range damage falloff.

 

Chilling Mist

  • Increased motion speed.
  • Increased the duration of the weapon's frostbite effect.

 

Poisonous Mist

  • Increased motion speed.
  • Increased the duration of the weapon's poison effect.

 

Shield Bash

  • Increased stamina attack power against guarded enemies.

 

Enchanted Shot

  • Increased arrow speed.

 

Kick

  • Increased poise damage and stamina attack power against guarding enemies.

 

Cragblade

  • Extended effect duration.
  • Increased attack power, poise damage and stamina attack power against guarding enemies.

 

War Cry

  • Extended effect duration.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.
  • The power of strong attacks during the duration of the effect has been increased when using the following weapons:

Straight Sword / Curved Sword / Katana / Axe / Hammer / Flail / Spear / Great Spear / Halberd / Reaper / Fist (one-handed) / Claw (one-handed)

 

Troll's Roar

  • Increased attack power.
  • Fixed the timing of the poise increase during activation.

 

Braggart's Roar

  • Extended the duration of the effect.
  • Increased attack power, defense, and stamina recovery speed.

 

Endure

  • Extended effect duration.
  • Added an effect that prevents staggers caused by blood loss and frostbite status effects.
  • Extended effect duration.
  • Reduced the time between skill activation and being able to perform actions other than attacking.

 

Holy Ground

  • Increased HP recovery amount.

 

Raptor of the Mists

  • Reduced FP consumption.

 

Flame Spit

  • Improved projectile range.

 

Tongues of Fire

  • Reduced stamina consumption.

 

Great Oracular Bubble

  • Extended the amount of time that the large bubble stays in place.
  • Tracking performance and range of the large bubble have been improved.

 

Viper Bite

  • Increased attack power and poison status buildup.
  • Extended poison effect duration and increased damage caused by poison.

 

Moonlight Greatsword

  • Reduced stamina consumption for strong and charged attacks.
  • Added damage detection to the weapon part.

 

Siluria's Woe

  • Increased motion speed, attack power and poise during activation.
  • Added damage detection to the weapon part.
  • The projectile now penetrates enemies and some objects when charged.

 

Reduvia Blood Blade

  • Increased attack power.
  • Added damage detection to the weapon part.

 

Glintstone Dart

  • Increased range, speed and attack power of magic attacks.
  • Magic attacks now penetrate enemies when not charged.

 

Night-and-Flame Stance

  • Increased attack power.
  • The attack direction may now be adjusted up and down when using a normal attack.
  • Added damage detection to the weapon part.

 

Ruinous Ghostflame

  • Increased the duration, attack power and poise damage of the effect that gives the weapon a magic attribute.
  • Shortened the time between various actions and the activation of the skill.
  • Reduced time between the skill activation and being able to perform actions.

 

Spearcall Ritual

  • Increased attack power.
  • Reduced damage detection time.

 

Wolf's Assault

  • Increased poise during casting.

 

Thundercloud Form

  • Increased directional control.

 

Regal Roar

  • Extended effect duration.
  • Reduced the time between strong attacks while under the effect.
  • Reduced time between the skill activation and being able to perform actions.

 

Blade of Death

  • Increased effect duration that reduces maximum HP.

 

Destined Death

  • Increased motion speed
  • Extended the duration of the effect that reduces maximum HP.

 

Alabaster Lords' Pull

  • Increased attack power.
  • Increased poise during casting.

 

Onyx Lords' Repulsion

  • Increased repelling effect power.
  • Increased poise during casting.

 

Oath of Vengeance

  • Extended effect
  • Added an effect that prevents staggers caused by blood loss and frostbite status effects.

 

Ice Lightning Sword

  • Increased weapon attack power.
  • Increased the duration and attack power of the effect that grants the weapon a lightning attribute.
  • Reduced time between the skill activation and being able to perform actions.

 

Claw Flick

  • Increased attack power.
  • Increased poise damage of the finger expansion.

 

Golden Tempering

  • Added a timing for interrupting the attack during a series of strong attacks while under the effect.
  • Increased strong attack motion speed, poise damage, and stamina attack power against guarding enemies during the effect.
  • Increased the duration and attack power of the effect that grants the weapon a holy attribute.
  • Reduced time between the skill activation and being able to perform actions.

 

Last Rites

  • Increased effect duration.
  • Increased attack power.
  • Effect against Those Who Live in Death has been revised upward.

 

Unblockable Blade

  • Reduced FP consumption.
  • Increased motion speed.

 

Loretta's Slash (Loretta's War Sickle Ash of War)

  • Increased attack power.
  • Increased damage of the first attack
  • Increased poise damage.

 

Corpse Wax Cutter

  • Reduced FP consumption.
  • Increased motion speed, range and speed of the blade.
  • Added damage detection to the weapon part.

 

Zamor Ice Storm

  • Increased attack power.
  • Increased attack power to the weapon part.

 

Dynast's Finesse

  • The directional control of the follow up strong attack has been improved.

 

Death Flare

  • Increased the duration and attack power of the effect that grants the weapon a holy attribute.

 

Magma Guillotine

  • Increased poise damage and stamina attack power against guarding enemies for the first attack.

 

Corpse Piler

  • Slightly increased attack power.

 

Bloodblade Dance

  • Added damage detection immediately after activating the skill.

 

Devourer of Worlds

  • Increased poise damage.

 

Familial Rancor

  • Increased range of the vengeful spirits that chase down foes.

 

Rosus's Summons

  • Increased motion speed.

 

Thunderstorm

  • Increased motion speed.
  • Increased the duration and attack power of the effect that grants the weapon a lightning attribute.

 

Unblockable Blade

  • Increased attack power.
  • Reduced time between the skill activation and being able to perform actions.

 

Ordovis's Vortex

  • Increased attack power, motion speed and poise damage.
  • Increased poise during casting.
  • Reduced the delay between the end of various actions (such as using items or attack animations) and being able to perform the skill.

 

Upward and downward adjustments

 

Barbaric Roar

  • Extended effect duration.
  • Reduced the time between using the skill and performing various actions.
  • Increased strong attack power when used with Claw or Fist weapons during the effect.
  • Reduced strong attack power when used with Twinblade weapons during the effect.


Downward adjustments

 

Shield Crash

  • Reduced the amount of status buildup when used with weapons that have status effects.

 

Seppuku

  • Increased damage taken upon activation.
  • Reduced the bleed status buildup effect granted to weapons.

 

Bloodboon Ritual

  • Reduced the range of the damage animation trigger on other players. Damage is unchanged.

 

Bug Fixes

  • Added a process to remove the Ash of War from weapons that cannot normally be combined with certain Ashes of War.
  • Fixed a bug that prevented users from obtaining items such as Great Runes, Crystal Tears, Cracked Pots, and Ritual Pots when the number of items in the inventory and the storage had reached the maximum limit.
  • Fixed a bug that prevented users from obtaining Crystal Tear. If you fail to obtain a Crystal Tear, the item will be added to your inventory when moving within the vicinity of the place where you should have obtained it.
  • Adjusted player character control when under certain damage animations.
  • Fixed a bug that prevented charging some Incantations while casting them with a left-handed Sacred Seal in mid-air.
  • Fixed a bug that prevented performing a normal attack from a dash immediately after landing from a jump when the weapon is two-handed.
  • Fixed a bug where various action inputs were ignored when changing weapons while moving.
  • Corrected the description of the Colossal Sword’s physical attack attribute.
  • Fixed a bug where the timing to change the attack direction was narrower than expected for some attacks with Greataxes.
  • Fixed a bug where the attack direction could not be changed when performing a charged attack with the Ruins Greatsword weapon.
  • Fixed a bug where the Highland Axe’s effect was not applied to the skill Shriek of Milos.
  • Fixed a bug where the effects of the Warrior Jar Shard and the Shard of Alexander were not applied to the skill Sorcery of the Crozier.
  • Fixed a bug where the effect of the Roar Medallion was not applied to the Regal Roar Ash of War.
  • Fixed a bug where the skill Viper Bite could inflict poison instead of deadly poison.
  • Fixed a bug where the range of one of the three rocks was longer than expected when casting the Spell Rock Sling with a left-hand staff.
  • Fixed a bug where recovery time after casting Beast Claw could not be shortened by magic or incantations.
  • Fixed a bug where when attacking an enemy who cannot be grabbed by the incantation Inescapable Frenzy, the attack will be repelled if the enemy is holding a shield.
  • Fixed a bug where HP or FP could be recovered when changing equipment to certain types of armor under certain circumstances.
  • Fixed a bug that could cause death and result in the player becoming stuck in some locations.
  • Fixed some terrain bugs that allowed users to reach unexpected locations with certain procedures.
  • Fixed a bug where the rendering and collision detection of some maps were different from expected.
  • Fixed a bug where bolts fired with the Hand Ballista weapon missed the lock-on target when the game was running at a frame rate below a certain level.
  • Fixed a bug that could prevent online multiplayer from working properly on the PlayStation 4 and PlayStation 5 versions.
  • Several other performance improvements and bug fixes.

 

 

RIP Rotten Breath :(

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  • 1 month later...

Without reading through this whole thread, can someone chime in as to if the PS5 is still the “best” way to play this? A quick google brought up a bunch of links from launch that suggested that the PC version was a bit rough and to go with the PS5 if it’s an option. Have things changed over time, or is there really not much difference?

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PC version has shader compilation stutters, I don’t think they are as bad as at launch anymore but they never fixed that. Pretty wild actually for a game with this many copies sold they can’t just hire someone for like a week to set it to pre compile on startup.

 

PS5 would not have that problem but also does not hold 60 so if you don’t have vrr you’ll have issues here and there as well. The settings on pc I don’t think are much higher. It’s kind of a wash.

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2 hours ago, stepee said:

PS5 would not have that problem but also does not hold 60 so if you don’t have vrr you’ll have issues here and there as well. The settings on pc I don’t think are much higher. It’s kind of a wash.


I’m stubbornly holding out for a patch (that will never come).  Wish I had the vanilla PS4 version, but I’m stuck with a PS5 physical copy.

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I actually had a weird glitch in a spot yesterday. It's like this door texture would warp out all over the screen.

I verified the game integrity on steam and it downloaded 1 file and when I played again the problem was fixed.

 

7 hours ago, skillzdadirecta said:

Anybody else get their guides yet? I got the first volume yesterday.

 

I didn't order one but saw a friend said his was shipping finally.

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10 minutes ago, best3444 said:

I'll never go back. I maxed out what I could do as a gamer in it. It's fuckin awesome I know. :angry-fap-small:

 

I also took a break and returned to it a couple days ago. I'm like 140 hours in and only at the Royal Capital so I still have a long way to go. But as I mentioned in the GOW thread I was just in awe of how expansive everything was. I would like to stick with it going forward.

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