+23
DanielCdable
AeroSigma
Tolvo
SlakeMoth
White Mamba
Scudman_Slayer
krimsonknight
Artorias
ViralEnsign_
Carphil
Serious_Much
User
sparkly-twinkly-lizard
zRegulas9z
Reaperfan
Whknight
RANT
WarriorOfSunlight
Maneater_Mildred
barecanvas
Dj-B-Man-Jr
aceluby
Wade_Wilson
27 posters
Things you want changed in the next patch (if there is one)
Wade_Wilson- Hollowed
- Posts : 2021
Reputation : 56
Join date : 2012-01-17
Age : 27
Location : Northern Ireland
To start off, I would like the buff from the channelers trident to be removed from other enemies upon the channeler's death. I just lost 32 humaniy in the dukes archives because the buff from the trident applied to zombies even after the dudes death, and so I got one hit killed trying to retrieve my previous bloodstain.
aceluby- Insomniac
- Posts : 1208
Reputation : 46
Join date : 2012-01-17
Age : 41
Location : Minneapolis, MN
I don't think that change should be made. It would be like saying once you kill the person who poison/toxin'd you that the poison should go away. Once a spell is cast the spell is independent of its caster.
Some things I'd like changed:
BS window smaller, or inversely proportional to the size of the weapon
Buff to crystal ring shield
Buff to some of the lighter/med armors
Better scaling for magic/enchanted/divine/occult/str/dex
Get rid of the flip for DWGR for 25-50% equip burden
Some things I'd like changed:
BS window smaller, or inversely proportional to the size of the weapon
Buff to crystal ring shield
Buff to some of the lighter/med armors
Better scaling for magic/enchanted/divine/occult/str/dex
Get rid of the flip for DWGR for 25-50% equip burden
Dj-B-Man-Jr- Obsessed
- Posts : 306
Reputation : 7
Join date : 2012-01-18
I think it'd be awesome if from made the giant black smith ***** slap anyone who tries to make a lightning zweihander or great axe
barecanvas- Addicted
- Posts : 124
Reputation : 0
Join date : 2012-02-21
i dOnt think the crystal rimg sheild will be getting a buff since it was nerfed for being too OPaceluby wrote:I don't think that change should be made. It would be like saying once you kill the person who poison/toxin'd you that the poison should go away. Once a spell is cast the spell is independent of its caster.
Some things I'd like changed:
BS window smaller, or inversely proportional to the size of the weapon
Buff to crystal ring shield
Buff to some of the lighter/med armors
Better scaling for magic/enchanted/divine/occult/str/dex
Get rid of the flip for DWGR for 25-50% equip burden
Maneater_Mildred- Chat Moderator
- Posts : 2525
Reputation : 182
Join date : 2012-01-19
Age : 50
Location : The 3rd place.
Nothing thanks.
WarriorOfSunlight- Addicted
- Posts : 260
Reputation : 18
Join date : 2012-02-14
Location : In Nostalgia Land.
Fix any remaining glitches.
RANT- Tyler Durden
- Posts : 7779
Reputation : 268
Join date : 2012-01-17
Location : Winterfell
Wade_Wilson wrote:To start off, I would like the buff from the channelers trident to be removed from other enemies upon the channeler's death. I just lost 32 humaniy in the dukes archives because the buff from the trident applied to zombies even after the dudes death, and so I got one hit killed trying to retrieve my previous bloodstain.
lol is this a joke? that would be kinda lame, the trident is awesome for co op.
Wade_Wilson- Hollowed
- Posts : 2021
Reputation : 56
Join date : 2012-01-17
Age : 27
Location : Northern Ireland
RantFromRant wrote:Wade_Wilson wrote:To start off, I would like the buff from the channelers trident to be removed from other enemies upon the channeler's death. I just lost 32 humaniy in the dukes archives because the buff from the trident applied to zombies even after the dudes death, and so I got one hit killed trying to retrieve my previous bloodstain.
lol is this a joke? that would be kinda lame, the trident is awesome for co op.
I meant just as an enemy channeler using the trident. Also, still in TDA, a guy invaded me and got the buff from the channeler's trident even when I had killed them a few seconds before he invaded.
aceluby- Insomniac
- Posts : 1208
Reputation : 46
Join date : 2012-01-17
Age : 41
Location : Minneapolis, MN
barecanvas wrote:i dOnt think the crystal rimg sheild will be getting a buff since it was nerfed for being too OPaceluby wrote:I don't think that change should be made. It would be like saying once you kill the person who poison/toxin'd you that the poison should go away. Once a spell is cast the spell is independent of its caster.
Some things I'd like changed:
BS window smaller, or inversely proportional to the size of the weapon
Buff to crystal ring shield
Buff to some of the lighter/med armors
Better scaling for magic/enchanted/divine/occult/str/dex
Get rid of the flip for DWGR for 25-50% equip burden
Right... IMO it was nerfed to oblivion, hence one of the things I'd like to see changed. Same w/ the gold hemmed robes. Both I'd like to see get a buff somewhere between where it was and where it is now.
Oh, I also forgot to add that I'd like them to fix the BB glitch.
Whknight- Upgrade Master
- Posts : 1722
Reputation : 52
Join date : 2012-01-17
Location : IL
I'd like to see the remaining glitches taken care of, maybe a few item tweaks here or there, and I wouldn't mind seeing some new stuff pop up.
Reaperfan- Compulsory Poster
- Posts : 3008
Reputation : 135
Join date : 2012-01-17
Age : 33
Location : Canterlot
DWGR loses running speed increase from 25%-50% burden.
WoG having a slightly longer startup animation (something like 0.25-0.5 seconds more)
Gwyn to become unparriable, maybe making the fight actually challenging
More guaranteed regular titanite Slabs added (maybe make Seigmeyer drop one on death instead of going through his whole ridiculous questline successfully), or at least the drop rate from Darkwraiths slightly increased.
Adjust armor that is currently non-upgradable to upgrade with Demon titanite (lower the stats and at +5 they'd have the values they currently have)
An updated pendant description telling us WHAT THE DARN THING DOES
All weapons that deal purely physical damage are now buffable (Smough's Hammer, GLGS, Dragon Greatsword, etc)
That'll be it from me for now
WoG having a slightly longer startup animation (something like 0.25-0.5 seconds more)
Gwyn to become unparriable, maybe making the fight actually challenging
More guaranteed regular titanite Slabs added (maybe make Seigmeyer drop one on death instead of going through his whole ridiculous questline successfully), or at least the drop rate from Darkwraiths slightly increased.
Adjust armor that is currently non-upgradable to upgrade with Demon titanite (lower the stats and at +5 they'd have the values they currently have)
An updated pendant description telling us WHAT THE DARN THING DOES
All weapons that deal purely physical damage are now buffable (Smough's Hammer, GLGS, Dragon Greatsword, etc)
That'll be it from me for now
Whknight- Upgrade Master
- Posts : 1722
Reputation : 52
Join date : 2012-01-17
Location : IL
I don't really think there is a need for increasing the slab rate from Darkwraiths, I understand the frustration because I myself have farmed like 15 slabs from them over many hours, it may take time but I feel that since people seem to perfer the physical path it's pretty good where it is. What I think could really use a slight item drop increase are the red/blue/whites, there are fewer mobs that drop them, 4/3/4 compared to the 10 Darkwraith.
Reaperfan- Compulsory Poster
- Posts : 3008
Reputation : 135
Join date : 2012-01-17
Age : 33
Location : Canterlot
Whknight wrote:I don't really think there is a need for increasing the slab rate from Darkwraiths, I understand the frustration because I myself have farmed like 15 slabs from them over many hours, it may take time but I feel that since people seem to perfer the physical path it's pretty good where it is. What I think could really use a slight item drop increase are the red/blue/whites, there are fewer mobs that drop them, 4/3/4 compared to the 10 Darkwraith.
My problem with the regular slabs as opposed to the colored slabs is that certain builds need more regular slabs than colored ones due to armor. Most players won't need more than 1 +5/+10 Magic/Enchanted/Divine/Occult/Chaos/Fire weapon per playthrough, and so the one guaranteed one you can find on a corpse is sufficient enough, while using the one regular slab they are guranteed to find from the Stray Demon on a piece of armor or a backup +15 weapon. If your build uses at least 1 piece of non-unique armor though, to max out all your gear and have the same weapon setup you'd need at least 2 slabs, and any more non-unique armor will require farming for hours. It just feels to me that because of this, using anything but unique armor/weapons becomes a chore, and maybe I'd like to try out a +15 Blacksmith Hammer in full Cleric's Armor for the lulz instead of investing an entire 3 playthroughs for it :|
EDIT: Changed some wording I didn't like for clarity.
Last edited by Reaperfan on Tue Mar 06, 2012 6:51 pm; edited 1 time in total
RANT- Tyler Durden
- Posts : 7779
Reputation : 268
Join date : 2012-01-17
Location : Winterfell
reg slabs are ok to farm, the only slab ive spent on armor was for the dingy set, i think its the only part worth a slab.
zRegulas9z- Newbie
- Posts : 30
Reputation : 1
Join date : 2012-02-17
Age : 30
Definately patch the glitches, even if it was just the bb glitch; make heavy armor heavier so not as easy to mix and match and create flippin tanks either that or as guy above mention lower dwgr burden requirement to below 25% either way people then have to choose between quick low to no poise or slower medium to heavy with high poise. Other than that i love game just the way it is
ps although i could easily see from just nerfing everything that is overused like giants armor and so on, which is not what the proplem is :silent:
ps although i could easily see from just nerfing everything that is overused like giants armor and so on, which is not what the proplem is :silent:
zRegulas9z- Newbie
- Posts : 30
Reputation : 1
Join date : 2012-02-17
Age : 30
Whknight wrote:I'd like to see the remaining glitches taken care of, maybe a few item tweaks here or there, and I wouldn't mind seeing some new stuff pop up.
Was thinking of that few minutes ago i was toying with the idea of a sorcery or miracle that allows a temporary rusted iron ring buff, so not hampered wakling deep water and such, such a pain in the ar*e equiping that ring always feel like its taking up something thats needed
sparkly-twinkly-lizard- Compulsory Poster
- Posts : 3627
Reputation : 144
Join date : 2012-01-19
Age : 30
Location : World 4-2 Demon Souls
give whips a backstab/ parry animation.
fix the weird divine shield scaling with int thing
buff the servers hp bonus? (1% instead of 7 hp?)
restrict bb glitch to ng+ or ++ (still has its uses but this would cut down on griefers)
change the bleed effect back to ye olde demons souls bleed (not gonna happen but maybe next game)
make lightning weapons harder to obtain...! make them be built off of the raw upgrade path! with a special ember for reinforcement!
or make the raw upgrade path increase a weapons defensive percentages by a max of 10% at +5 raw.
fix the weird divine shield scaling with int thing
buff the servers hp bonus? (1% instead of 7 hp?)
restrict bb glitch to ng+ or ++ (still has its uses but this would cut down on griefers)
change the bleed effect back to ye olde demons souls bleed (not gonna happen but maybe next game)
make lightning weapons harder to obtain...! make them be built off of the raw upgrade path! with a special ember for reinforcement!
or make the raw upgrade path increase a weapons defensive percentages by a max of 10% at +5 raw.
User- Chosen Undead
- Posts : 5753
Reputation : 193
Join date : 2012-01-18
A Better Chest Plate. The only good looking one for my armor is the balder... it is not the greatest compared to many. If only it had a cape, and it was not torn off.
Serious_Much- Moderator Trainee
- Posts : 14641
Reputation : 287
Join date : 2012-01-17
Age : 31
Location : The Dark Side of the Moon
no ninja flipping in Heavy armour from DWGR, running speed not increases by DWGR.
Smaller BS hitbox, and nerfing of bonus to damage by large weapons.
patch the remaining glitches.
buff all boss weapons that need it (you know the ones.)
An explanation of the pendant would be nice too
know none of these is gonna happen but oh well, worth a try
Smaller BS hitbox, and nerfing of bonus to damage by large weapons.
patch the remaining glitches.
buff all boss weapons that need it (you know the ones.)
An explanation of the pendant would be nice too
know none of these is gonna happen but oh well, worth a try
Carphil- Chat Moderator
- Posts : 4921
Reputation : 90
Join date : 2012-01-17
Age : 28
Location : Brazil
sparkly-twinkly-lizard wrote:give whips a backstab/ parry animation.
fix the weird divine shield scaling with int thing
buff the servers hp bonus? (1% instead of 7 hp?)
restrict bb glitch to ng+ or ++ (still has its uses but this would cut down on griefers)
change the bleed effect back to ye olde demons souls bleed (not gonna happen but maybe next game)
make lightning weapons harder to obtain...! make them be built off of the raw upgrade path! with a special ember for reinforcement!
or make the raw upgrade path increase a weapons defensive percentages by a max of 10% at +5 raw.
https://soulswiki.forumotion.com/t2120-lightning-ember-idea-spoilers
ViralEnsign_- Lordvessel
- Posts : 7873
Reputation : 136
Join date : 2012-02-18
Age : 31
Location : The Executive Members Boardroom
Glitches fixed.
Perhaps if possible better connectivity or summat like that.
And jus because I love them. Having a Gravlord servant look eviler when he uses a EoD. Maybe some crazy bone aura or something that flares when a curse is dropped (instead of having to rely on the white soap stone) in some ones world.
Also less benefits for chosing a lighting/element build, more for chaos or crystal.
Perhaps if possible better connectivity or summat like that.
And jus because I love them. Having a Gravlord servant look eviler when he uses a EoD. Maybe some crazy bone aura or something that flares when a curse is dropped (instead of having to rely on the white soap stone) in some ones world.
Also less benefits for chosing a lighting/element build, more for chaos or crystal.
Artorias- Obsessed
- Posts : 480
Reputation : 5
Join date : 2012-02-12
The bow bs glitch.
Smaller critical for larger weapons.
Everything else is fine as it is.
Smaller critical for larger weapons.
Everything else is fine as it is.
krimsonknight- Posts : 2
Reputation : 0
Join date : 2012-03-06
had to re-register so if anyone on here has been using krknight as their handle, it isn't me. anyway, since i'm sure that from software is starting to brainstorm, here is my list of things i think would be better for the souls series' experience. most of these are from playing other games such as fps and fighters. if any of these ideas have already been initiated in any way, shape, or form here or elsewhere, i did not know prior to posting this. i could go into detail as to how things are currently and how these changes would positively affect dark souls or the next incarnation of the souls series but i just bought mass effect 3.
changelist
1. you are able to change the online connectivity in the options menu to greatly reduce lag.
2. L3 strafes when held down.
3. you can shut on/off lock on in options menu. L3 strafes by default.
4. holding up shield also strafes.
5. R1 attacks from the right. R2 attacks from the left. Both R1 and R2 together does the special or more damaging attack.
6. L1 blocks. L2 attacks.
7. R1 and L1 together parries. R2 and L2 together kicks/push back/guard breaks. kicks/push back/guard break moves also do damage.
8. projectile spells can be aimed before casting. holding down the R1 or L1 button calls up the targeting system, releasing the button casts the spell.
9. bows and crossbows are used similarly. (note that this is implemented in kingdoms of amalur. i did think of this prior to playing the demo btw). head shots do tremendous damage and/or knock helmets and pieces of armor off. arrows can be hit out of the air. arrows that stick also slow down the victim.
10. homing soul mass releases one at a time and successively somewhat like someone swinging a heavy weapon repeatedly. fast enough that a spell caster can pressure or control spacing against an opponent, but slow enough that a stun-locker or a quick melee player can still get in and out if need be.
11. god's wrath is limited to 5 casts or there are more recovery frames between casts. god's wrath and force can be cast from player if laying on the ground.
12. players on the ground can be hit. so a weapon like the scythe has more uses.
13. allow more ways of getting up like in tekken. there are quick rises, rolls, high and low attacks, spell casting... various weapons have different attack animations coming up from the ground.
14. allow for players to be hit out of backstab animations by third parties. have a grab whiff animation for those who try to backstab and miss so that they are vulnerable on attempts that didn't work.
15. have an online arena or coliseum for battles between teams of 1 to at least 3 players. add a wager system such as slabs, weapons, spells... also, have an option where winner gets to choose one item from loser for those that really want to put something on the line.
16. allow players to drop spells in their attunement slots if they are invaded for quicker access to spells that are useful against invaders.
17. red soapstones work anywhere anytime hollowed or not.
18. i forgot about animation cancelling (ie spells, heavy weapons, bows). you are able to interrupt your attack, cast, what not as baiting...
changelist
1. you are able to change the online connectivity in the options menu to greatly reduce lag.
2. L3 strafes when held down.
3. you can shut on/off lock on in options menu. L3 strafes by default.
4. holding up shield also strafes.
5. R1 attacks from the right. R2 attacks from the left. Both R1 and R2 together does the special or more damaging attack.
6. L1 blocks. L2 attacks.
7. R1 and L1 together parries. R2 and L2 together kicks/push back/guard breaks. kicks/push back/guard break moves also do damage.
8. projectile spells can be aimed before casting. holding down the R1 or L1 button calls up the targeting system, releasing the button casts the spell.
9. bows and crossbows are used similarly. (note that this is implemented in kingdoms of amalur. i did think of this prior to playing the demo btw). head shots do tremendous damage and/or knock helmets and pieces of armor off. arrows can be hit out of the air. arrows that stick also slow down the victim.
10. homing soul mass releases one at a time and successively somewhat like someone swinging a heavy weapon repeatedly. fast enough that a spell caster can pressure or control spacing against an opponent, but slow enough that a stun-locker or a quick melee player can still get in and out if need be.
11. god's wrath is limited to 5 casts or there are more recovery frames between casts. god's wrath and force can be cast from player if laying on the ground.
12. players on the ground can be hit. so a weapon like the scythe has more uses.
13. allow more ways of getting up like in tekken. there are quick rises, rolls, high and low attacks, spell casting... various weapons have different attack animations coming up from the ground.
14. allow for players to be hit out of backstab animations by third parties. have a grab whiff animation for those who try to backstab and miss so that they are vulnerable on attempts that didn't work.
15. have an online arena or coliseum for battles between teams of 1 to at least 3 players. add a wager system such as slabs, weapons, spells... also, have an option where winner gets to choose one item from loser for those that really want to put something on the line.
16. allow players to drop spells in their attunement slots if they are invaded for quicker access to spells that are useful against invaders.
17. red soapstones work anywhere anytime hollowed or not.
18. i forgot about animation cancelling (ie spells, heavy weapons, bows). you are able to interrupt your attack, cast, what not as baiting...
Last edited by krimsonknight on Tue Mar 13, 2012 9:53 pm; edited 2 times in total (Reason for editing : forgot something)
Artorias- Obsessed
- Posts : 480
Reputation : 5
Join date : 2012-02-12
Half the things you mentioned wont be changed bro, strafing makes it too easy
Scudman_Slayer- Obsessed
- Posts : 595
Reputation : 4
Join date : 2012-01-17
Age : 32
Location : you'd like to know that wouldn't you?
i don't want a nerf on the DWGR its good the way it is for me its not broken neither retared its just a way of someone being able to evade with heavy armor meaning you wont stagger the guy in one hit whereas a normal dex with light armor would automatically lose the fight if he got staggered once by a normal attack or even by a "lag hit"
just ask to EVERY single one of the people that uses heavy armor + DWGR
they're just tired of getting insta-killed by a hit that didn't connect but still hit him anyways due to lag
did any of you "DWGR should be nerfed blah blah blah" guys gave some though about the fact i mentioned? (im not wanting to insult or start a flame war with anyone)
now what i really want fixed is the hig detection with weapons and walls
i've killed and i've been killed by attack that went through the wall more than i can count specially with ultra-greatswords where you will be knocked back but the weapon will actually pass the wall for an instant meaning you will hit anything behind it
tested it on anor londo and its true
also i want better scaling and more polished animations
just ask to EVERY single one of the people that uses heavy armor + DWGR
they're just tired of getting insta-killed by a hit that didn't connect but still hit him anyways due to lag
did any of you "DWGR should be nerfed blah blah blah" guys gave some though about the fact i mentioned? (im not wanting to insult or start a flame war with anyone)
now what i really want fixed is the hig detection with weapons and walls
i've killed and i've been killed by attack that went through the wall more than i can count specially with ultra-greatswords where you will be knocked back but the weapon will actually pass the wall for an instant meaning you will hit anything behind it
tested it on anor londo and its true
also i want better scaling and more polished animations
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