I just beat one of the bosses that I've heard the most complaints about, and I did it on the 5th try using a non-dlc weapon. I went in fully prepared to throw a controller, but it really wasn't that bad. So far I'm really enjoying the DLC, and it's because it has been difficult yet rewarding.
It's mostly fine if you go for the skibidi tree fragments. There's a couple of bosses feel like they were designed out of spite though, specially the final one.
Yeah, I'm already past the curve so the nerf didn't do much to boost my power. I had already run some numbers when I was working out a build, and the difference in pre- and post- nerf was around 3%. The real secret to the DLC is to run around and explore. Getting fragments to boost yourself makes all of the fights much more tolerable. I was at 10 when I beat the aforementioned boss, and now I'm at 15, and it's getting pretty even with the base game. I think people just weren't expecting the fragments to be as important as they are.
Was it >!Rellana!<? I've been avoiding spoilers so idk who's the most complained about, but I sat down and used a shield for the first time and parried her to death. It took 5 hours but it was fun lmao.
I don’t think the game’s too hard but I also don’t think the bosses are particularly fun to fight. With how complex and fast they’re making enemies now and not really changing how the player controls it’s making fights take much longer. Not because it’s any harder to press the B button but because you spend most of the fight now dodging bosses endless combo extenders waiting for the opportunity to get a single hit in and then dodge for another 30 seconds. I feel like this game would have really benefitted from bloodbornes quickstep and rally systems
I genuinely think these games would not have the rep for difficulty if dodge was on button-down instead of up. That slight lack of responsiveness kills your a lot until you train yourself to compensate for it by pre-empting attacks (which means you have to learn the full moveset of the boss).
Yeah I agree the control scheme contributes to the difficulty quite a bit. Between the dodging as you described and the lack of animation cancelling leading to "queueing" actions, you definitely need to be deliberate about what you're doing.
This is such a terrible take. You can have difficulty accessibility options in difficult games (eg. Celeste, Furi) and it doesnt make the game worse. This is just gatekeeping bs
Honestly how is this gatekeeping? That word gets slinged around a lot and it using it here seems like it diminishes the real situations where the word is useful. So they're limiting access to the game from people who what? It's hard for everyone, they're not being selective about the difficulty somehow.
Except some people have disabilities that prevent them from enjoying difficulty in a game. Some people just want the ambiance and story. Some people have reflexes that are not as sharp as they used to be. They should be able to also enjoy this art form as much as others
"Gatekeeping: the activity of controlling, and usually limiting, general access to something."
The lack of difficulty sliders make the game inaccessible to people who have no ability or desire for the unforgiving experience, nor any ability/desire to "Git Gud Scrubs". It's intentionally left out to exclude those people. That makes it "gatekeeping" by the definition for the word.
This is substantiated by the fact that a mode to make the game easier and a mode to make the game harder are in the top 10 downloaded mods for Elden Ring. If you leave out the loaders and modutils, those same mods are top-5. This is basically unheard of in most games.
You can argue that you approve of this gatekeeping, but it's silly to die on the "it's not really gatekeeping" hill.
they're gatekeeping the game story and experience, and ability to finish experiencing the game, from people who might be disabled or simply bad at games.
by making the game more accessible they would allow more people to enjoy the whole game
I feel like the main difference is that Elden Rings difficulty is innately linked to its game design. A similar game in a largely different genre is Underrail which is basically designed with CRPG fans who want to be kicked in the dick... repeatedly. Seriously Underrails combat is weirdly complex and frankly speaking even on easier difficulties is still a bitch.
I get that accessibility is a factor and all but theres only so much one can do thatll help without compromising the game design. I think the current situation is for the best, folks can mod the game to make it easier but there shouldnt be any official fuckery.
Also go play Underrail if you like Isometric CRPGs it hurts so good.
Accessibility is an extremely important topic and Elden Ring could absolutely be better in that aspect.
Difficulty, however, is unrelated to accessibility. Disabled people should be able to play difficult games -- that's what accessibility is about, letting people with disabilities experience the same content as everyone.
It has difficulty options. They're just not in a menu. If you want to play on hard mode, use fist weapons and never summon. If you want easy mode, be a mage carrying a great shield and summon every fight.
Thank you. People just ignore that difficulty settings literally means they can still have it fucking difficult as they want, or more so. Gamers are fucking ridiculous, I swear. Try to advocate for accessibility and they act like you're talking about murdering their mother.
I think some people are just frustrated that the majority of the new cool weapons/ashes are locked behind difficult content. If you are too rusty to clear the initial difficulty wall, you'd be restricted to very little stuff after buying the $50 dlc.
That being said, a castle skip already exists so you can go collect the Smithscript series and Anvil Hammer - without killing a thing - as long as you explore hard enough!
Point being they beat Mohg ages ago and now rusty to play DLC.
Mohg is insanely weak to bloodflame too, I had much more problem with Blackgaol and Rellana early bosses then I did with Mohg while speedrunning a new chara into DLC map.
Mogh is like, one of the hardest bosses. I had more trouble with him than the final few bosses of the story, Godfrey and Radagon and their subsequent phases.
The base game lures in newcomers by being the easiest one of the bunch; then the DLC kicks it up to Dark Souls 2+Ringed City difficulty and those newcomers are getting a taste of what the real game is and can't handle it lol
I got into these games because of their difficulty. When DS1 came out, the trend was that most games would hold you hand and just give you free victories so you get your dopamine fix. The base game got a little boring because most of the bosses are just regular mobs at the end of a cave with a boss health bar. I actually like getting to the end of a small side dungeon and having a challenging fight and not just a copy of the random little dudes I've been one shotting as I walk to the boss room.
I can see that, on the other hand you really don’t have to fight any mob in the mountaintops ir snowfield. Haligtree and Elohael are for sure harder than almost anything else From had done.
You're not alone. I recall getting sniped from every direction at some points, with very tough 1:1 battles and boss battles that just kinda "happen" out in the open.
The difference between FromSoft's and Arrowhead's difficulty is that
first one is fair to players,
second one is about cranking up rng and changing rules constantly with the nerfs. Bonus Boss figts are on Discord against community managers, when you try to report a bug in game
With this crap again. I hope they don't start crying when people leave their multiplayer game because it's not very enjoyable to most players, just sweaty nerds who kick you for not using the meta build
They have PvP, but it's a game that works perfectly well single player, and you absolutely don't have to engage with other players to get the meat of the game.
It's not hard to install Easy Mode either. From has never had a difficulty slider, and the games are always incredible. Either git gud or cheat. They maintain an organic, difficult experience that you either can overcome or can't. "Game too hard" has never been a valid complaint with these games.
Dark Souls was beaten with voice input alone. I saw someone working on doing that with Elden Ring just the other day. This isn't a disability issue. People just don't like difficult games, and that is very much a skill issue.