*fall in a trapdoor hole three feet from the boss*

*fall in a trapdoor hole three feet from the boss*
*joins covenant in beginner that makes game harder but they don't tell you*
*get hit with a projectile from an enemy from a mile away in seemingly every area you go to*
*chest breaks*
*the next chest is a mimic, but you didn't hit that one because it would break*
*weapon snaps in half on the third enemy*
*boss is a bunch of rats in a small area*

G E T

G O O D .

so what????

truly innovative, one of the greatest sequels of all time

>chest breaks
Never understood this argument, you have to hit more than once for a chest to break and you only have to hit it once to see if it's a mimic.

nobody forced you to go exploring a rat infested shitholes

i only play in beautiful zones

I can forgive all of that because it has good magic.

This ds1 and 3 are masterpieces truly the epitome of gaming. Then bb with their revolutionairy blood vial system.
Perfect lore between all these connected worlds except 2. Why? Because 2 wasnt made by /ouguy/ (the based jap)
Pathetic ds2 cuks lmao. I bet they play pvp in dark souls what the fuck lmao

If you'll excuse me i have a team fortress 2 game to get back to. You fine gentleman and sirs have a lovely evening

this game is so hardcore man

>but they don't tell you
They do tell you, you dipshit.
Try actually reading boxes instead of mashing through everything.
Also it's actually beneficial because the enemies don't disappear and you can actually grind

>*joins covenant in beginner that makes game harder but they don't tell you*

Pretty sure they constantly say "This makes the game hard you dumb asshole"

>You can grind

Look at this pleb

Acquire proficiency

>chest breaks

Why did they ever implement this in a game where chests can also be enemies? Why? Don't TRIAL AND ERROR me, either. This isn't what trial and error is about.

The whole game are the devs trying to fuck up every strategy you used in das1.

>waaaaah ds1 is not hard
>devs make ds2 harder
>waaaaah ds2 is too hard

You forgot,
>Mobs of enemies appear behind you after every 20 steps

You don't need to hit it to know if it's a mimic, just look at the fucking chest

Who are you quoting?

>Falls in trapdoor
Because you're blind.
>Joins covenant but doesn't realize it makes game harder
Because you didn't read.
>Get hit with projectile
Because you have shitty awareness and are taking it too quickly.
>Chest breaks
Because you chimp out on chests
>Mimic tho
Because you don't look at bloodstains/messages
>Weapon breaks
Because you don't try bonfire, but hole
>Boss is a bunch of rats
You mean the boss of the cellar of rats was a shitton of rats? Who knew! It was a fucking cool boss, too.

You could've levied some worth-a-shit criticisms, like about cracked orbs, gear sets being hard to farm off of NPC phantoms, covenant rewards taking eons to get, etc.

You could've even complained about shit that's not an issue but is common for people to complain about, like soul memory, lack of boss variety, Adaptability, lol4rings, enemies turning on a dime, bad hitboxes, and graphical downgrades.

You instead chose to be literally wrong. Way to prove you're a cuck and need a game to hold your hand a la Dark Souls 3.

What a shitty business model

>We're going to take everything you love about the first game, throw it out the window, and force feed you things that resemble what you love!

GET

A

GOOD

GAME

Every mimic in the game breathes. Throw a lloyd's talisman at them and you'll expose them.

If you're checking mimics by chimping out on every chest you come across, you deserve to be punished for being a literal ape.

You

>hitting the chest instead of reading the visual cues
oh no, it's retarded.

better gameplay, worse in evething else, shame.

that cyclical history was terrible for the series too, limited the story too much.

I wish covenant rewards took longer to get, honestly. DS1 and DS2, it's an hour tops to get every reward in a covenant.

What's so bad about four ring slots? BB had four 'ring' slots, they didn't take away anything or make shit overpowered. The problem in DS2 is the gear itself

You need to hit chests more than once to break them so it doesn't matter at all.

t. miyazaki

DS1 retards try to beat DS2 the same way they beat the garbage they obsess over, with R1R1R1R1R1R1R1R1R1R1R1R1

But thats false.

I like dark souls 2

The glyphs in bloodborne are fairly different than the rings in Dark Souls and represent the change that 'rings' underwent.

In the first Dark Souls, you had rings like RoFaP, Havel's, DWGR, Hornet, Cloranthy, Wolf, etc. Each ring had a pretty huge effect on your gameplay. You could only equip two at any given time, so there was a lot of variety in the ways you could combine rings to achieve certain builds.

Dark Souls 2 introduced 4 ring slots, which trivialized a lot of that choice. Furthermore, it brought in 'tiered' rings, which was a part of the entire game's problematic inventory bloat. So instead of 2 slots that give significant differences, you know have 4 slots for a handful of less potent changes (until post-game, and even tier 3 rings were never as good as Dark Soul's Rings). You also had less rings that made a marked change in the way you approached your build/the game.

Bloodborne's runes follow that same boring dynamic, where they're, for the most part, purely statistical. Where you could've had a more important decision with two slots and a lot of powerful, game-changing runes, you have 4 and 3 of them are all just stat changers with one or two notable outliers (like getting QS bullets back on visceral). Imagine if every rune had as significant an impact as Milkweed.

Now, this isn't that big an issue, just a shift in design philosophy, but when the game came out, lots of anons were critical of 4 ring slots. They figured rings WOULD be as powerful as they were in the first game and having 4 slots would trivialize any choice in builds.

The real problem with chests breaking is them is not you breaking them, it's when enemies do.

You want them to repeat themselves?

>Waaah an enemy broke my chest

Just use a bonfire ascetic, you fucking pleb.

>acknowledging my point
thank you

The only time I've ever had that happen was in doors of Pharros.

>*fall in a trapdoor hole three feet from the boss*
Tell me which boss door this is and I'll tell you why you're blind
>*joins covenant in beginner that makes game harder but they don't tell you*
They tell you like three times
>*get hit with a projectile from an enemy from a mile away in seemingly every area you go to*
Open your eyes my dude
>chest breaks
why are you fighting enemies near loot
fuck you and your greed, go die
>*the next chest is a mimic, but you didn't hit that one because it would break*
why would you hit a chest more than once if it doesn't take damage anyway you retard
>*weapon snaps in half on the third enemy*
even a broken straightsword is high enough durability to last you to the boss, but yeah, they wanted durability to matter, so it does
>*boss is a bunch of rats in a small area*
Finally, a use for Firestorm in a game where it doesn't hit a single enemy more than once!

Praise the sun and git gud, fellow hardcore gaymers!

I was fighting Aava and my both halberd and katana broke, and the cat was nowhere near being dead.

Okay user what is your point? As you established, rings were not as powerful in 2 as they were in 1. So, having 4 rings slots does not make you overpowered, it gives you more options. Which, in turn, allowed for more viable builds.

>this guy shows up and slaps your weaponfu's ass
What are you gonna do about it?

Black Gulch was the most bullshit annoying level ever. Especially in SotFS where you get invaded by 3 faggots with too much HP and the most bullshit overtuned AI.

das2 is just one big fuck up

gee user, there are a lot of bad game design flaws you could use to shitpost on Sup Forums yet you use things that are literally depending on your ability of not being a noob

If you'll look back to my original post, , I say that it's not an issue but is a common thing people complain about.

It's a shift in design. I do think it's less interesting design, but it's fine as-is.

Dark Souls II is bad, we get it.
>chest is a mimic
You can see the teeth, and the mimic chests shake occasionally in DS2. LLoyd's talisman actually has use outside PVP.
>Weapon snaps in half on the third enemy
Why are you not resting at bonfires or using repair powders? That's the only way to break it is by not doing that unless you're purposefully getting hit by stuff that destroys your equipment.
>Bunch of rats
Are we going to really complain that in a game with mainly humanoid enemies we get a few inhuman ones? That one was pretty fun besides Sif 2.0. Darks Souls 3 had the Deacons for a mob boss too.

You're just baiting for (you)s but I'm fairly certain anyone who has actually played the game understands its an inferior product to the other Souls/Borne games. I'm not trying to defend it, but you're just nitpicking at stuff that some shitty youtuber would say because you doesn't at least understand the game first to understand why it's bad. A lot of design choices are questionable: some level transitions completely nonsensical (We're in a windmill, now we're in a lava keep), the actual boss design was fairly uninspired and mostly humanoid, the inventory bloat was huge, and there were questionable mechanics with enemies and actual hit boxes that existed.

oh god, you just gave me flashbacks
>watching some guy play Dark Souls 2
>uses a claymore
>fighting in tight spot
>never does the stab, always the swing
>weapon constantly hits wall as well as enemy
>breaks after two minutes
>"man, why did they make the weapon break so fast in this game"

>force feed you things that resemble what you love!
We're talking about DaS2, not DaS3, that's the other thread.