Originally Posted by
SkulFuk
IIRC SL PvP & CO-OP was confirmed, so no more of that soul memory crap. Fingers crossed.
I'm more interested in the general combat, it was pretty grim in DS2.
Ripostes were so slow to use, blocking on reaction didn't work properly so you had to have your finger glued down before attacks happened, and those 360 spin auto tracking enemies... Yeah, I just love avoiding an attack just to see them do a spinning top impression and hit me regardless. -_-
The world design was piss poor sure, and fast travel from the start was a dumb fix, but it really was all the wonky combat that killed it for me.
Ohoho, I wonder how much beta you have watched? I'm thinking of a particular mini-boss type enemy that will happily track 180 degrees...
Wonky combat was because of poor PvP IMO, putting aside monastery scim etc, they had to make things balanced for pvp and pve and because pvp was laggy af there's not much choice. I think parry was OK, I prefered the parrying in DKS1 probably just because I played it a lot more and there were more obvious telegraphs (eg the hollows in burg are easy to parry because it's pretty much the same window every time, whereas in forest they are very unpredictable - there are some straight attacks, but also some with very long charge up times that telegraph similarly).
I'm a boss killer and pvp player, so parrying trash doesn't really matter to me and I didn't even learn to parry them properly in the end. I don't think parry fishing is very effective in dks2 after monastery was nerfed, it was all about the 1hits and wombo combos tbh.
As you said to Maoz, game wasn't bad, but a bad sequel. World design is the really obvious one when you go from DKS1's design to DKS2, who the heck thought that would be a good idea really... It wouldn't have been so bad if DKS2 was stand alone, but the contrast between the two is really big.