by dirkdeadeye Tue Apr 17, 2012 5:34 pm
It's the mechanics of the game. Strike, parry, backstab. And a few movesets. It doesn't really lend to a diverse PvP atmosphere. Who would swing a DKGS, and i'm talkin about the BIG GS, the one that'll give you a rotator cuff injury. Not many people. And it's not because it's a bad weapon, it scales pretty well. And it hurts like hell when it connects. But in order to get good with that weapon, you're gonna get your *** handed to you by elemental katana weapons. And more often than not, the guy using the BF-BKGS is gonna drop it, and be another cookie cutter lightning washpole, iato..w/e swinging, backflipping, backstabbing jerk. Because he's not having fun with the learning curve. Because there really is no reward for it, other than having to try a lot harder, for a morsel of validation every time you kill one of those people. Meanwhile that guy is wreaking havoc and griefing people who just wanna summon some help.
There needs to be more depth. More counters, longer movesets. I mean this is a japanese game, why can't I do a button smashing combo like a 5 throw king instant KO combo in Tekken? Parry is nice, but what if I could learn a kick, or strike that disarms someone. Why isn't there a moment, a tiny window maybe even just half a second during the backstab aninmation the guy can turn around, and judo flip the guy over, and stab him.
When people say "backstabbing is the essence of pvp in Demon Souls" that means it's been running rampant before and during the development of this game. That was their opportunity to add some depth to the combat system. Why is this game so punishing and hard, but lends itself to an extremely, narrow, nay.. linear sort of combat style when it comes to PvP in the outside, out in the wild?