So, in Dark Souls and Demon's Souls there were areas where certain needs had to be met to progress. In Demon's Souls the Dragon God had to be killed to advance to 1-3 Boletaria. In Dark Souls you had to have placed the Lordvessel to access the areas of the four lords (excluding New Londo).
Specifically a goal had to be met to progress, But instead of having to backtrack to kill Sif to enter the Abyss, or having to kill the goddamn Flame Lurker to get to Dragon God, I think there should be ways to bypass certain bosses or areas by having different skills. Examples:
-Strength can move large objects
-Dexterity and low burden could clear large jumps
-Faith could have some sort of "divine intervention" to trigger something
-Intelligence could allow you to read some old script that tells of a secret passage
In other Souls games these stats would just be used to increase attack in means, but I would like to see them be more dependent. Thus raising the viability for standard weapons over elemental weapons even more. I'm not saying gamebreaking potential, but areas with small trinkets or consumables, an NPC summon, or a shortcut through a particularly challenging area.
It could allow for summons to do something other than deal and take more damage, as you could summon somebody with high dexterity whereas you have high strength. Also teamwork areas would be great, of course there would need to be NPC's to help or some other means to get to the specific area so offline players can cope.
Good idea? Bad idea? Let me know.
Specifically a goal had to be met to progress, But instead of having to backtrack to kill Sif to enter the Abyss, or having to kill the goddamn Flame Lurker to get to Dragon God, I think there should be ways to bypass certain bosses or areas by having different skills. Examples:
-Strength can move large objects
-Dexterity and low burden could clear large jumps
-Faith could have some sort of "divine intervention" to trigger something
-Intelligence could allow you to read some old script that tells of a secret passage
In other Souls games these stats would just be used to increase attack in means, but I would like to see them be more dependent. Thus raising the viability for standard weapons over elemental weapons even more. I'm not saying gamebreaking potential, but areas with small trinkets or consumables, an NPC summon, or a shortcut through a particularly challenging area.
It could allow for summons to do something other than deal and take more damage, as you could summon somebody with high dexterity whereas you have high strength. Also teamwork areas would be great, of course there would need to be NPC's to help or some other means to get to the specific area so offline players can cope.
Good idea? Bad idea? Let me know.