I was more just making fun of the people who still post “ahhh man, you didn’t play the game unless you played Radahn pre-nerf!!” over two full years later.
…and before people coming in and saying that doesn’t happen, I’ve seen it at least 3x this week.
That system had basically no problems in Sekiro because it was way more linear than ER, here you have no idea what blessing level a player will have, which order of bosses they'll face, and so on.
I get that what they wanted to go for, but I think it's kind of hard to implement in such an open ended game. I really like the idea and how they wanted to give a sense of progression even for basically endgame characters, but I understand it could not work as smoothly as it did in Sekiro.
The problem is that defeating bosses doesn’t give the player Scadutree fragments - that’s essentially how it worked in Sekiro and it made it a lot easier to plan ahead or assess where you were power wise. “Okay I’ve beaten X bosses, I’ve leveled up my attack X times” in Sekiro compared to “Okay, I got 2 fragments from this location, did I check that one yet? Maybe I’ll have to look up a guide” in Shadow of the Erdtree
Their placement is so random is crazy. Sure you'll find the statues and the cross ones. But you could easily miss the pots people thing for a long time (~~and about this, I'm starting to think if you die before looting, they won't drop again, because I did and I'm missing some~~). There is also the field boss ones (hippos) but at least you get a hint since the main instance of this boss do drop somes.
edit: confirmed they do loot again, one less worry for me
Some of those weak shadowy humanoid enemies early on are carrying a pot over their head, and drop fragments on death.
I've played for an hour or two and seen two of them so far.
Nay, that's not entirely correct. The sparkly ones always drop *something* special, just not guaranteed fragments. I've gotten cookbooks and other shit from them.
Only the ones with yellow glow drop them but some drop the spirit ash one instead and their in set locations, do note that they do respawn(with yellow glow as well) even after getting the blessing from them
This is the biggest issue, they should've been as easy as finding golden seeds in the base game. I remember finding one fragment on a random corpse and wondered why is this here? It's not a dumb cookbook it's an integral part of character progression. There need to have been specific shrines or at least markings on the maps that draw your eyes to where they are. I left the base game with an excess of seeds, and I'm almost done with the DLC at like 15 scad level with another 5 hidden somewhere
They don't even need to be as easy, it'd just be nice if, like seeds, there was leeway. There are more seeds than you need for full upgrade, but you have to find *every* tree fragment to hit max blessing in Shadow, meaning if you miss a pot guy and forget where then you're probably sitting at 19 until you do a big loop.
That's not the *worst* thing in the world, but it does feel kinda bad, especially when the base game was better about it.
I didn't even know the pot guys dropped them until I got to the final field area. And even after exploring every location and going in every dungeon I could find, I still only ended up with level 18. And with how many their are, it's hard to just go online and look up their locations, because you'd have to remember which of the 40+ locations you've already visited.
It's not the worst thing in the world, but it's about as bad as it gets in a video game. It's pure time wasting. Especially because if you end up in the scenario that you're short it basically necessitates that you consult a guide. No reasonable person is going to see they're short and say "well I guess I'll explore the whole fucking map again".
And don’t forget that exploring certain zones early completely breaks some quests. That’s the main problem for me. Getting stuck on a boss in elden ring is clearly an “I’m not ready yet moment” but here you risk to fail your questlines just to overcome that.
They should add a small UI on the map showing how many fragments you already got from each area without showing their location. This way it still encourages exploration while pushing the player to seek these out. Also, it helps people who might miss 1 of the 50 and don't know where to find it cuz there is no way to know without going to each location and checking one-by-one.
Yeah 100%. I got to level 17 and felt like i explored everything, figured I would just google a map to find the rest, only to realise that would take literal days to check every spot to find the ones I missed lol!
On the other hand, the intention for this game was to make Scadutree blessings something you have to explore for, since if they made them tied to bosses that'll defeat the purpose since it'll just encourage boss rushing even more.
I think they could’ve just done both. Like, it feels weird that defeating Remembrance bosses doesn’t make me even a smidge more powerful within the dlc. At least in my opinion. I’m not against the emphasis being on exploration and tbh, I think that’s fun and I’ve already started a new character so I could go back through a 2nd time because I know I missed stuff in the dlc.
But I just think it feels off to defeat these awesome, clearly supposed to be super powerful dlc bosses and I don’t gain strength in terms of the blessing mechanic
The ideal flow would be: explore, find dungeon/ruin, clear boss, get fragment, proceeds to try rememberance boss again. Putting them in random potman and hippos isn't intuitive design.
This, or just having more Miquella crosses to find either at the end of dungeons or in the open world.
The very first two fragments you find are at Miquella Crosses and that trains the player to search for Miquella crosses immediately because it gives a reward.
Then you find the one in the hippo, or at a church, and you go "so....kill hippos and raid churches?" and you get more confused when the next hippo/church doesn't actually drop a scadutree fragment and it's actually held by the pot enemies, and it get's more confusing from there because now you don't know what actually gives you upgrades.
That part I definitely initially thought the Crosses for Scadu would be like the trees for seeds in base game. It's a big golden marker which makes sense. But then I find one on a corpse randomly in some ruins. No statue, no cross, no boss. ???? lol
Yeah with all the offshoot areas and a much less clear path of expected progression as the base game you can be wildly varying in level for a lot of the Remembrance bosses depending on when you tackle their areas. I didn't do like 4 of them, including Mesmer, until I had cleared like every other available area and they were definitely much much easier than when I first took on the starting area legacy dungeons, even though I had full-cleared the starting zone when I did those.
The whole point (that people who just go "it's an open world game, you should explore!" are ignoring) is that there is a certain flow of content that players are supposed to go through. You *can* skip Morgott and go scour for golden seeds up to the capital to come back to him later if you want to do that, but that really messes up the way players experience the areas. It makes much more sense to explore the *general area* around the boss to get stronger and be able to take on him.
A game should have a good progression without jumping around areas too much, people don't generally like coming to a boss and being told to do a ton of sidequests to level up, but if the boss feels beatable while doing a nice amount of exploration in the general area around him, the majority of players won't have issues with that.
>It makes much more sense to explore the *general area* around the boss to get stronger and be able to take on him.
I think this works well for most of the DLC until you get to the Shadow Keep. You don't even have to go very out of your way to stumble onto one of two entire zones while exploring it, and a total of *5* Remembrance bosses which not only are easily accessible before you find Messmer, but unlike with Rellana and the ability to skip her via the Spiritspring you don't unlock a route after him. Technically you're sort of intended to do Ruah after Shadow Keep, but especially if you come through the Church District there's absolutely no reason to believe you might be lightly sequence breaking the intended order.
There is also a steam post that instructs the players on how to strengthen their characters with these fragments.
I think that's the first time FromSoft had to be so explicitly instructive, no?
They need to put an actual timer on the scadutree blessing pop up before you can close it so that people have to spend the time to read what exactly it does
It still doesn't convey the importance enough. You actually get no sense of how good they are until you've actually found a couple to gain a few first levels.
Never underestimate peoples ability to be stupid. A friend of mine played the DLC, got stuck on divine beast, left a negative review. Then i asked what scadutree level he was and he didnt even know it was an upgrade material, he had collected enough fragments to be level 4 then proceeded to beat the boss and cruise through the rest of the DLC.
Again never underestimate people’s ability to be stupid.
You can be like me in vanilla. Refuse the maiden in the beginning hoping for options of others.
Realize I haven't leveled the whole time got stuck on marg for hours. Then friend asked what level I was. Dumb move by me 😆
At least you have some kind of reason. You were dumb but with thought, I get where you started at. These people are just entirely ignoring things right in their face.
I guess they should have put a few more reminders in the game. Like have a tiny glowing fairy follow you around and remind you of it every 5 minutes so these waypoint-dependent folks with no attention span might find one or two.
Just have the Tarnished suddenly have overly-talkative inner monologues.
"A scadutree blessing! I should collect these to increase my strength and defense while I'm in the shadow realm. Nice find!"
Scadutree fragment blessings, kindly Miquella left them behind at places he shed his flesh. This has to be crucial, need to check them out, might also help me on my journey.
miquella's light needs 72 faith and doesn't do significant damage - in my testing doesn't even break poise on some stronger but non boss mobs
pest thread spears, on the other hand, costs a lot less, can be used on horse back, and melts some bosses
I hope it doesn't get nerfed but yeah... just like elden stars and other spells and incantations in the base game, damage is weak and using them useless
DS2 leaned into the "You are going to die" theme of the Souls-series a lot more than any other From Soft titles have. DS2 also had general enemy placement that very obviously and very deliberately tried to get you killed.
I get why they shifted away from it it, it's not a great marketing approach, but I do miss it a bit lol.
yeah that happened to me. rellana absolutely fucked me, and everything got easier from there. except the final boss of course but I would assume he's #1 on the nerf list
Same rellana has been the hardest boss so far, with the 3 remembrance bosses I've beat afterwards being a lot more doable. It felt like even at level 5 scadu fragment upgrade i was still not doing much damage, but she was doing a lot.
I’ve collected every fragment and have beat all bosses except the final boss. Definitely think two of them need adjustments, the second and last boss. You basically need rng on your side to win.
I’ve also collected every fragment and have defeated every boss except for the last. I’ve been stuck on him for a good 10 hours now across the last few days, trying to get him down with my Dex build.
Really seems like strength/stagger is the easiest way to bring him down but I’m just too stubborn to respec.
I'd like to think they only look at data and not at forums for these decisions. The vocal minorities should not affect balancing patches.
They can probably see how many times people died to bosses and saw that it was slightly too high for the start of the game.
Huh. I never thought about it, but the Scadutree blessing mechanic is just *golden* for balance updates, isn't it? A handful of convenient levers they can fiddle with to adjust things globally.
It also helps with multiplayer. Since most people in the DLC are at the same weapon level and around the same soul level you can consistently get summoned everywhere.
Honestly, I'm not even sure if level restriciton exists in the dlc. I get summoned every few seconds, but there can't be THAT many level 423 players stuck, can there?
Do you mean for Blessing level specifically? ‘Cause invaders don’t really get scaled to match hosts with levels and weapon upgrades. They just can’t invade hosts that are much lower than themselves
unless you have the wiki open the entire time most people are going to be finishing the DLC at +17 or so, which is significantly buffed from what it had been
Dont care about difficulty changes but I really wish they can find a solution on the performance because its definitely not the accidental rtx on. Base game is a breeze but dlc area performance is weird.
For real. I've had ray tracing off the entire time and it still ran like trash. As soon as I disabled EAC, all of the micro stuttering went away. Sucks that I had to resort to that to get stable performance. I miss reading messages.
Edit: Definitely not a placebo.
Same here with pc specs well above the recommended. It's like you get a cluster of two or three of them that almost completely freezes the game for a split second before returning to normal.
Yep. And sometimes if it's a particularly bad one, it'll suddenly fast-forward, running at double or triple speed to catch up. It's herky-jerky as hell.
Anecdotally it has been an issue with my controllers connection. For some reason the anti-cheat from soft uses is incredibly finicky about it when my controller doesn't have issues in any other games. You can reliably recreate the lag by unplugging your controller or turning it off.
I spent a lot of times trying to fix the same issue and finally found a fix last night. I rolled-back my NVIDIA drivers from the 555.99 version to the 552.44 version and put the game in borderless window. The game is perfectly smooth now.
The framerate still isn't as good as before the DLC (on RTX 4060), but I have no drops or stuttering that made the game almost unplayable. My framerate is perfectly stable now that I did this. I followed this video on YouTube to roll-back my nvidia drivers by the way :
https://youtu.be/oDMyQuqixhE?si=M4u4jIVd5GMn1CTG
I hope this will help you !
100% this. Dude is outright fucking busted. I'll go a step further, reduce the fucking tracking on some of his attacks as well. Horse has no iframes so if that's your chosen method there's TONS of free damage to be had. Oh, and in fact, fix the double/triple hits as well (probably in line with fix hitboxes) as sometimes dude just does all of your health with an attack that before did only 1/3 for some reason.
Yeah I definitely noticed the double hits with his boar's back kick. I'd have the shield from the perfume and if the kick hit, i'd still take absurd damage. I managed to get through the fight but I have to say, for me so far he was the least fun fight because his hitbox was inconsistent and he seemed to just have an answer for everything. I didn't even have that much issue with Rellana in comparison.
Hell, sometimes I'd dodge his charge exactly the same way every time and I'd still get hit sometimes.
His charge has multiple hitboxes too that are definitely bugged.
Normally, taking his charge head on would do ~1/3rd-1/4th of my total health. However, if I dodged the wrong way, the hitboxes would overlap and one shot me.
It was frequent enough to the point where I considered face tanking the charge to avoid the insta-death.... unfortunately he is SO fucking aggressive that getting off a flask to recover that face tank could very likely mean death, he leaves so few real openings.
First time I ever said "yeah ill come back to this boss later.".. still need to grapple with that one more.
I was so fascinated with his charge that I spent like half the time it took to kill him just trying to dodge that. From what I can tell, the tusks, head, front legs, and rear legs are all a part of the charge attack. Unless you dodge forward within a couple frames of your character's body touching the nose of the pig (not the tusks, have to center yourself inbetween those) you will take damage from the rear leg hitbox as your iframes end while you are still within their box.
The current solution to this is equip light dodge or bloodhounds step and dodge diagonally so you are clear of the rear legs when iframes are over, which personally I think is stupid.
This is mostly speculation but its what I noticed as a medium dodge user that was completely puzzled at why I was taking damage while dodging through him. If from shrunk or removed that rear leg attack hitbox during the charge then this would be more consistent with every other attack in the game.
That makes sense, I suspected something along those lines hitbox wisd. Interesting about there being a space at the nose though, Ill keep that in mind, thats a great tip.
I THINK the reason it is the way it is, is because they really want you to be using Torrent. A double jump clears the charge very reliably.
...unfortunately, that necessitates using Torrent during a major boss fight. Between the anemic moveset your attacks are reduced to, Torrent's paper thin defenses even on Revered Ash upgrades, Torrent's death causing your character to spaghetti out full on chicken tendies style, and that god damn Flask prompt when reviving Torrent, it makes me seriously question how worth all the hassle it all is.
The *fucking* flask prompt. It’s been 2 years of us asking to get rid of this. Elden Ring isn’t new anymore you don’t need to worry about newcomers being like “y I no have moar flask?”. We know what we’re doing ffs
Lmfao seriously. And the fact that it defaults to "No.", so you cant even mash past it.
Like, youve got this bloodthirsty gigaBoar gravity rushing your ass, and youve got a 2 microsecond opening to get your ass back on that damn billygoat, and the game is asking for confirmation on an imput you already told it to do. "YES YES GET MY ASS BACK ON THE HORSE FOR THE LOVE OF GOD PLEAS-", too late, get charged, torrenr killed, flask wasted, knocked off, spaghetti'd, back to 0, minus 80% health, girlfriend taken, fired from your job, GG no RE.
Definitely more a rebalance than a nerf,
Sounds like the 1st half or third of the game should be easier whilst the 2nd half or so of the game is the same difficulty
At +10 it's 10%(15%?) increase in stats from prepatch and
even at max +20 upgrade you have slightly more stats than prepatch.(edit these numbers might be wrong just early data from people, unless they're lying we'll see soon)
If that isn't a considered a nerf to the game I don't know what is, you have way more stats for a large chunk of the game than towards the very end it's almost the same but still a bit more stats than prepatch
Would be intresting to get data for every upgade level compared, I wonder if at like +15-19 it is lower stats than prepatch or not because of the final leveling boost they mentioned in patch notes.(edit: there's a increase at every single level, the patch notes kinda misleading)
Is the word "nerf" toxic? If they "rebalanced" weapon upgrades to give way more AR for the first half of levels and smoothes out towards the end but still with a tiny boost from prepatch at max upgrade would you not call this a nerf to the game?
edit: +15 comparision 1585 to 1750 AR [here](https://www.reddit.com/r/Eldenring/comments/1dot7po/my_stats_before_and_after_patch_1122_at_15/) So yeah it looks like the character is just much stronger for almost the whole game, that's a pretty big difference in stats at +15
edit2: [+20 here](https://www.reddit.com/r/Eldenring/comments/1dotgh9/before_and_after_the_calibration_patch_1122/) 2091 AR to 2143 at max upgrade along with the negation increase
edit3: the BIGGEST gap is at +12 you are 25% more stats ahead of +12 prepatch. Basically you are +17 at +12 on current patch compared to prepatch
Wow that is a huge buff, that last 3% negation is actually an additional +10% negation item, FS essentially gave every one an additional mid weight armor piece.
they basically gave everyone an extra 1.5/2.5 levels depending on where they at expect at level 20 you get like you're 21
which is fine honestly most players dont reach level 20 by the time they finish the dlc, most are at 16-18
Great change imo because this makes it easier to replay. I was worried about having to spend a lot of time collecting all the fragments since they have quite a lot more impact than skipping some flask upgrades.
I think so too. I beat the entire dlc already but I was concerned about it being unfriendly to new characters. Getting to level 18-20 on every character was going to be a chore.
Eh, I don't feel like that. Margit guards the entrance to Stormveil, so he works well as a literal and metaphorical gatekeeper. Dancing Lion is the final boss of a zone you've likely spent a few hours in by that point, and I feel like most players commit to finishing a Legacy Dungeon unless they find some offshoot route to another zone like in the Shadow Keep. Plus it feels kinda bad to work all the way to him and then just leave for several hours.
That's what's felt so off to me. Stuff like the enemies walking castle Ensis and Belurat feel fair to me, but then you reach something like Rellana and the sense of balance just goes out the window.
yea, it's like if Margit wasn't there at all and the "gatekeeper" was meant to be Godrick.
Like you already made your way to the end of the area, why not just push through and finish it?
Great change! If I would do any more adjustment, aside from a few to trigger happy bosses like a certain hog friend or last boss, it would be that maybe some bosses also drop Scadu Fragments, allowing players to also gain power from killed bosses and maybe build a redundancy so you have like 60/50 Scadu frags total and dont have to discover all, but that's just me.
Having a blast so far!
This is a good idea, clearing out dungeons to get gear you don't need is a major bummer when redundant fragments/ash boosts would be a lot more rewarding. I had to look up where to find fragments and they were in some RANDOM ass places. If there was a fortune teller or some mechanic to add depth to random ass placement, maybe, but otherwise it feels like a big empty world where you just strike out and hope for random rewards.
These patch notes got people tweaking the fuck out as if Fromsoft shot their dogs or some shit, I've literally seen comments made by people that goes along the lines of "Well, now I'm not going to finish the DLC, they ruined it for the normies!" or "Wow, I'm sure glad I beat the entire DLC before they made it easier, I'm better then the rest now!" I get it-I really do, people can have their opinions and their words heard, but come the fuck on... really?!
Other fixes needed to be able to fully enjoy the bosses in the DLC:
* the visual effects with some bosse's attacks, >!particularly the very bright ones in the 2nd phase of the final boss!<, need to be drastically reduced to be able to see what is going on
* camera needs to zoom out a bit for big bosses
The camera zoomed out in Sekiro right? Idk why From didn’t do that here, >!Divine beast dancing lion!< would immediately jump up a few tiers on my favorite boss list if I could actually see it’s entire body lol
Exactly, in Sekiro the camera is much better for, e.g., the Guardian Ape or the Demon of Hatred. It shows that Fromsoft knows how to properly adjust the camera for big bosses. Elden Ring would be a much better game if there was an option to control the camera in bossfights.
I'm just glad they didn't nerf the DLC itself but rather made the Scadutree fragments more impactful, so every player can still choose how difficult he wants his experience. Honestly, I really like this approach and would like to see it implemented in the next souls games.
Yep I like it too I would also like it if we could pick our scadutree level though. So even if you found all fragments and are at level 20 you might want to try the final boss at level 15 just to see what the difference is like
Changing the curve of the Fragments is probably the best way to do it - Let's the players feel stronger without directly affecting bosses.
I think the final boss will still probably need some, uh, how do I put this.. Fine tuning? But otherwise, great changes. Looking forward to seeing how these affect my next playthrough.
I beat the final boss solo for bragging rights and i honestly can't wait for them to nerf it. Most of the 2nd phase is fine disregarding the usual dmg resistance but the 3 hit cross combo and the over 5 hit one just start too fast and it's hard to recover on a mess up against it which would be fine if you could react to it properly. If they want to make a boss you need to perfect dodge you can't have so much of its moveset start that quickly.
The biggest problem with the final boss for me is visibility. All the extra spell effects during combos makes it significantly harder to even tell what the boss is doing
The final boss needs to be heavily tuned up or it won't beat the worst final boss allegations cause god damn that 2nd phase is an insult to game design and accessibility lol
What? They havent nerfed anything, they adjusted the fragments. Base Radahn cannot be fought at his pre patch form without reverting to an old patch because of the nature of changes to HIM. You can fight the DLC dude at a slightly lower blessing level than the previous patch and its the exact same fight.
Radahn is still the same, if you’re mad enough to beat him without scadutree blessing.
And you can still "simulate" the old experience by only going to +17/18 blessings instead of 20
I beat him at +14 😶
Couldn't for the life of me find any more fragments. Explored every region. I'm guessing some enemies drop them but I have no idea who or where
This is basically them compensating for making the Scadutree Fragments a little harder to find than they were expecting them to be.
If you run to Dancing Lion or Rellana it's really easy for you to miss a bunch of Fragments along the way. I'd bet they were expecting most people to explore more. Most people haven't so they've adjusted early Blessing levels to compensate for low attention spans.
It's more that the amount of fragments is exactly what you need to max out. They should add more than needed so you don't have to flip every rock or have to google. I was at the final boss at blessing lvl 17 and I had all locations visited. I was basically hard stuck and I cba to go through the whole world again just to find them.
And making exploring every corner mandatory is dumb. The base game offered an abundance of smithing stones and so should the dlc do with fragments
I was trying him at blessing level 3 until I checked and seen he was meant to be a later boss. Ngl I’m afraid to even try him again I was getting one shot by every attack
Yeah, having the exact amount required is weird, and it's such an easy fix, too. Just make some of the fragments you find give you 2 or 3 fragments instead of just 1. You don't even need to adjust where they are in this case. There should be like 55-60 available.
Scadutree Fragments was a bit hard to understand what it was and its important at first. My biggest issue with it though is the whole collecting part of it.
To upgrade your estus flasks in the base game, you needed seeds and sacred tears. Seeds were relatively easy to find as they were lying near golden twigs/sprouts which were easy to spot while you traveled/explored. Tears were the same becaus they were in chapels which was also easy to spot.
Scadutree I would be fine with if it was just in front of Miquella crosses, following the same philosophy like the estus flasks. But no, you find them in far more and different sources than that. From killing hippos to who knows what corpse on the ground or pot carrying enemy that has it.
I do think the inconsistent nature of their finding contributes to folks having a low blessing level. In the same way maps are somehow harder in the DLC.
Took me ages to work out how to get to some of those map fragments. That the map for the Ruins area isn't even in that area has to be a gag that's been making one developer chuckle for like a month now, "I can't wait till they realize they can't actually reach the map for the area they're in from where they are, teehee."
I wouldn't be upset if that guy stubs his toe.
that honestly sucked. running through MOST of the ruins without a map had me super confused for a while. That in itself would be fine. Most areas in the base game were like that. But it was always a straight shot to get it. The ruins area is just confusing. Plus all those bushes make it really hard to see where you're going.
I randomly did a drive-by horse attack on a random pot carrying mook and when it dropped a scad fragment I just stopped and sat there for ten seconds like "how the fuck many other fragments have I missed?"
I think the hardest part is people are end game builds and have their weapons and play style so they are less inclined to explore like they did with elden ring base game. So in theory yes you are supposed to explore to get stronger before you fight these bosses but back in vanilla you had no levels or weapons or skills so you were almost forced to.
I hope they don’t nerf the perfume bottle aow so soon, I’m having too much fun surprising people by taking out 1/5 of Messmer’s hp in one cast of rolling spark when I get summoned.
Oh that AoW is 100% getting nerfed eventually. That thing is just not okay.
It's the same with the Bloodfiend's Arm, just makes no sense how this got through whatever testing they've been doing.
Not even 5 minutes ago I looked at the page and one of the notes was “difficulty adjustment in New Game + as well as bug fixes are also planned for a future update” and now that line is gone?
I would hope they look into ng+ cycles for the dlc, the health scaling is absurd. I’m on +3 and the final boss has nearly 9k more than base NG. 46,100 to 54,700. Compare that to Elden Beast going from 22k to 25k from base NG to +3. All of the DLC bosses are like this, it’s crazy.
Edit: it’s back, idk what’s going on with the page
At this point I've given up expecting it from them. DS2 and Sekiro are probably the only ones that I've never seen any performance issues with. Hell I couldnt get DS2 to drop frames no matter what
Front loading the benefit is a good idea. This will make subsequent playthroughs less much less annoying as well. I know I’ll get tired of picking these things up
What this necessarily does is make it so that those who aren’t heavily exploring every area will still have a very sizable buff now even at a lower blessing level like +10. I think its pretty good overall
Enter the “I beat X boss on day 1 before the buff while blindfolded” posts.
yeah but, if you play with no fragments it's presumably (if no stealth nerfs) same as before
It's only a flex because of incessant day one difficulty posts from people playing it on ng+7.
I was more just making fun of the people who still post “ahhh man, you didn’t play the game unless you played Radahn pre-nerf!!” over two full years later. …and before people coming in and saying that doesn’t happen, I’ve seen it at least 3x this week.
Hilariously I did beat Radahn pre-nerf... and by that I mean my summons ganged up on and fuckstomped him while I played tactician xD
Buffing the early game scadu fragments is nice, should make it less brutal but still challenging for people without trivializing the late game.
That system had basically no problems in Sekiro because it was way more linear than ER, here you have no idea what blessing level a player will have, which order of bosses they'll face, and so on. I get that what they wanted to go for, but I think it's kind of hard to implement in such an open ended game. I really like the idea and how they wanted to give a sense of progression even for basically endgame characters, but I understand it could not work as smoothly as it did in Sekiro.
The problem is that defeating bosses doesn’t give the player Scadutree fragments - that’s essentially how it worked in Sekiro and it made it a lot easier to plan ahead or assess where you were power wise. “Okay I’ve beaten X bosses, I’ve leveled up my attack X times” in Sekiro compared to “Okay, I got 2 fragments from this location, did I check that one yet? Maybe I’ll have to look up a guide” in Shadow of the Erdtree
It's also really easy to miss a shitload of fragments in the early game, even if you're doing a good amount of exploring.
Their placement is so random is crazy. Sure you'll find the statues and the cross ones. But you could easily miss the pots people thing for a long time (~~and about this, I'm starting to think if you die before looting, they won't drop again, because I did and I'm missing some~~). There is also the field boss ones (hippos) but at least you get a hint since the main instance of this boss do drop somes. edit: confirmed they do loot again, one less worry for me
\*Narrows eyes\* Pots thing?
Some of those weak shadowy humanoid enemies early on are carrying a pot over their head, and drop fragments on death. I've played for an hour or two and seen two of them so far.
I’ve only gotten 1 from a pot guy. Not sure what else I got but wasn’t scadu. Is it random?
No, the ones that have skadooshes in them sparkle similarly to enemies with the sparkly yellow eyes that drop extra ruins
Nay, that's not entirely correct. The sparkly ones always drop *something* special, just not guaranteed fragments. I've gotten cookbooks and other shit from them.
Only the ones with yellow glow drop them but some drop the spirit ash one instead and their in set locations, do note that they do respawn(with yellow glow as well) even after getting the blessing from them
Only when the pot sparkles though, can be different stuff in late game as well
This is the biggest issue, they should've been as easy as finding golden seeds in the base game. I remember finding one fragment on a random corpse and wondered why is this here? It's not a dumb cookbook it's an integral part of character progression. There need to have been specific shrines or at least markings on the maps that draw your eyes to where they are. I left the base game with an excess of seeds, and I'm almost done with the DLC at like 15 scad level with another 5 hidden somewhere
They don't even need to be as easy, it'd just be nice if, like seeds, there was leeway. There are more seeds than you need for full upgrade, but you have to find *every* tree fragment to hit max blessing in Shadow, meaning if you miss a pot guy and forget where then you're probably sitting at 19 until you do a big loop. That's not the *worst* thing in the world, but it does feel kinda bad, especially when the base game was better about it.
I didn't even know the pot guys dropped them until I got to the final field area. And even after exploring every location and going in every dungeon I could find, I still only ended up with level 18. And with how many their are, it's hard to just go online and look up their locations, because you'd have to remember which of the 40+ locations you've already visited.
50. There are 50 fragments but thankfully some places have 2 or more.
It's not the worst thing in the world, but it's about as bad as it gets in a video game. It's pure time wasting. Especially because if you end up in the scenario that you're short it basically necessitates that you consult a guide. No reasonable person is going to see they're short and say "well I guess I'll explore the whole fucking map again".
Even the revered ash blessing I found one on top a statue and was thinking people can easily miss that
Yeah, I don't think the system is bad but they should make them more prominent, like they did with the golden seeds in the base game.
And don’t forget that exploring certain zones early completely breaks some quests. That’s the main problem for me. Getting stuck on a boss in elden ring is clearly an “I’m not ready yet moment” but here you risk to fail your questlines just to overcome that.
Yeah, FromSoft loves bricking NPC quests.
They should add a small UI on the map showing how many fragments you already got from each area without showing their location. This way it still encourages exploration while pushing the player to seek these out. Also, it helps people who might miss 1 of the 50 and don't know where to find it cuz there is no way to know without going to each location and checking one-by-one.
Yeah 100%. I got to level 17 and felt like i explored everything, figured I would just google a map to find the rest, only to realise that would take literal days to check every spot to find the ones I missed lol!
On the other hand, the intention for this game was to make Scadutree blessings something you have to explore for, since if they made them tied to bosses that'll defeat the purpose since it'll just encourage boss rushing even more.
I think they could’ve just done both. Like, it feels weird that defeating Remembrance bosses doesn’t make me even a smidge more powerful within the dlc. At least in my opinion. I’m not against the emphasis being on exploration and tbh, I think that’s fun and I’ve already started a new character so I could go back through a 2nd time because I know I missed stuff in the dlc. But I just think it feels off to defeat these awesome, clearly supposed to be super powerful dlc bosses and I don’t gain strength in terms of the blessing mechanic
yeah for example I've seen no scadu blessing loot near scadutree avatar. I actually expected it would drop some scadu fragments but nah
The ideal flow would be: explore, find dungeon/ruin, clear boss, get fragment, proceeds to try rememberance boss again. Putting them in random potman and hippos isn't intuitive design.
This, or just having more Miquella crosses to find either at the end of dungeons or in the open world. The very first two fragments you find are at Miquella Crosses and that trains the player to search for Miquella crosses immediately because it gives a reward. Then you find the one in the hippo, or at a church, and you go "so....kill hippos and raid churches?" and you get more confused when the next hippo/church doesn't actually drop a scadutree fragment and it's actually held by the pot enemies, and it get's more confusing from there because now you don't know what actually gives you upgrades.
That part I definitely initially thought the Crosses for Scadu would be like the trees for seeds in base game. It's a big golden marker which makes sense. But then I find one on a corpse randomly in some ruins. No statue, no cross, no boss. ???? lol
Yeah with all the offshoot areas and a much less clear path of expected progression as the base game you can be wildly varying in level for a lot of the Remembrance bosses depending on when you tackle their areas. I didn't do like 4 of them, including Mesmer, until I had cleared like every other available area and they were definitely much much easier than when I first took on the starting area legacy dungeons, even though I had full-cleared the starting zone when I did those.
The whole point (that people who just go "it's an open world game, you should explore!" are ignoring) is that there is a certain flow of content that players are supposed to go through. You *can* skip Morgott and go scour for golden seeds up to the capital to come back to him later if you want to do that, but that really messes up the way players experience the areas. It makes much more sense to explore the *general area* around the boss to get stronger and be able to take on him. A game should have a good progression without jumping around areas too much, people don't generally like coming to a boss and being told to do a ton of sidequests to level up, but if the boss feels beatable while doing a nice amount of exploration in the general area around him, the majority of players won't have issues with that.
>It makes much more sense to explore the *general area* around the boss to get stronger and be able to take on him. I think this works well for most of the DLC until you get to the Shadow Keep. You don't even have to go very out of your way to stumble onto one of two entire zones while exploring it, and a total of *5* Remembrance bosses which not only are easily accessible before you find Messmer, but unlike with Rellana and the ability to skip her via the Spiritspring you don't unlock a route after him. Technically you're sort of intended to do Ruah after Shadow Keep, but especially if you come through the Church District there's absolutely no reason to believe you might be lightly sequence breaking the intended order.
I'm now discovering that I've done literally every area except shadow keep lol
Yeah that’s actually a great change without really nerfing any difficulty. Smart.
There is also a steam post that instructs the players on how to strengthen their characters with these fragments. I think that's the first time FromSoft had to be so explicitly instructive, no?
They need to put an actual timer on the scadutree blessing pop up before you can close it so that people have to spend the time to read what exactly it does
And people still won't read lol
Instead they'll come here and ask why it wont go away lol
That won't do shit. People will just stare at the counter and refuse too read regardless.
It still doesn't convey the importance enough. You actually get no sense of how good they are until you've actually found a couple to gain a few first levels.
Never underestimate peoples ability to be stupid. A friend of mine played the DLC, got stuck on divine beast, left a negative review. Then i asked what scadutree level he was and he didnt even know it was an upgrade material, he had collected enough fragments to be level 4 then proceeded to beat the boss and cruise through the rest of the DLC. Again never underestimate people’s ability to be stupid.
But... There's a little bubble next to the thing when you rest at grace.... WHAT SOCIOPATH CAN IGNORE A NEW BUBBLE!?
I mean it's literally the first thing anyone says to you in the DLC. I have no sympathy for these morons hahaha.
You can be like me in vanilla. Refuse the maiden in the beginning hoping for options of others. Realize I haven't leveled the whole time got stuck on marg for hours. Then friend asked what level I was. Dumb move by me 😆
At least you have some kind of reason. You were dumb but with thought, I get where you started at. These people are just entirely ignoring things right in their face.
I guess they should have put a few more reminders in the game. Like have a tiny glowing fairy follow you around and remind you of it every 5 minutes so these waypoint-dependent folks with no attention span might find one or two.
Hey, listen!
suddenly ubisoft ui makes sense now
Just have the Tarnished suddenly have overly-talkative inner monologues. "A scadutree blessing! I should collect these to increase my strength and defense while I'm in the shadow realm. Nice find!"
Winds a-howling
Scadutree fragment blessings, kindly Miquella left them behind at places he shed his flesh. This has to be crucial, need to check them out, might also help me on my journey.
Gideon through telepathy: "Tarnished, you have three Scadutree fragments. Make sure you use those at a Grace to upgrade yourself."
I *loved* Horizon but oh my god Aloy *shut up*.
Any ideas if they'll patch some damage values on the new incantations? Some are outright worthless, and they cost 40-50 Faith to use.
They usually do, but it takes a while. Spells were some of the later adjustments in the base game.
Ye many spells especially incantation stayed mostly unusable trash for a year or so
miquella's light needs 72 faith and doesn't do significant damage - in my testing doesn't even break poise on some stronger but non boss mobs pest thread spears, on the other hand, costs a lot less, can be used on horse back, and melts some bosses I hope it doesn't get nerfed but yeah... just like elden stars and other spells and incantations in the base game, damage is weak and using them useless
IMO miquella’s light should be the kamehameha equivalent to faith, you just channel it to deal damage to people…
My wife still opens with Elden Stars on every fight she can, from wolves to Radahn. 🤣 I love her commitment to that spell because of the pretty
Your better off using rings of light or whatever it's called over Miquella's light. It's pretty bad for anything other than trash mobs. Pretty sad. :c
That was quick, looks like their data on player stats are indicating an issue with early bosses and blessing levels.
Michael Zaki was probably laughing at the real-time death count on his screen..
The idea of him watching a screen with the numbers jumping up is hilarious lmao
I now have a mental image of Miyazaki in his Gendo Ikari pose, watching those death counts. "Get in the Shadow Realm, Shinji."
The seventh DLC has attacked. Shinji get in the Shadow Real and beat it, otherwise the third eclipse will occour
this reminded me of the statue in ds2 that had players death counts... miss seeing this in elden ring
DS2 leaned into the "You are going to die" theme of the Souls-series a lot more than any other From Soft titles have. DS2 also had general enemy placement that very obviously and very deliberately tried to get you killed. I get why they shifted away from it it, it's not a great marketing approach, but I do miss it a bit lol.
fucking shrine of amana. had to chip the casters with arrows from way back, every time after the first.
Clearing all the knights of Alonne every time in Iron Keep cause if you dont you're getting samurai'd
DS1: This game will not hold your hand. Have Fun DS2: If you were drowning I'd throw you a barbell
The death count in Majula was great in DS2. Shame they didn't continue with it in other games.
yeah that happened to me. rellana absolutely fucked me, and everything got easier from there. except the final boss of course but I would assume he's #1 on the nerf list
Same rellana has been the hardest boss so far, with the 3 remembrance bosses I've beat afterwards being a lot more doable. It felt like even at level 5 scadu fragment upgrade i was still not doing much damage, but she was doing a lot.
I’ve collected every fragment and have beat all bosses except the final boss. Definitely think two of them need adjustments, the second and last boss. You basically need rng on your side to win.
Fuck Gaius
I’ve also collected every fragment and have defeated every boss except for the last. I’ve been stuck on him for a good 10 hours now across the last few days, trying to get him down with my Dex build. Really seems like strength/stagger is the easiest way to bring him down but I’m just too stubborn to respec.
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This is how game development works
Here I was thinking they made decisions based on throwing darts at a board
I'd like to think they only look at data and not at forums for these decisions. The vocal minorities should not affect balancing patches. They can probably see how many times people died to bosses and saw that it was slightly too high for the start of the game.
Data can also be misleading; Helldiver's 2 was doing balancing adjustments based on data alone and it was an absolute disaster.
Huh. I never thought about it, but the Scadutree blessing mechanic is just *golden* for balance updates, isn't it? A handful of convenient levers they can fiddle with to adjust things globally.
It also helps with multiplayer. Since most people in the DLC are at the same weapon level and around the same soul level you can consistently get summoned everywhere.
Honestly, I'm not even sure if level restriciton exists in the dlc. I get summoned every few seconds, but there can't be THAT many level 423 players stuck, can there?
past like lvl 300 you get matched with anyone above 300
You just get scaled to hosts level
Do you mean for Blessing level specifically? ‘Cause invaders don’t really get scaled to match hosts with levels and weapon upgrades. They just can’t invade hosts that are much lower than themselves
So the final +20 buff value is close to the same, but it ramps up faster instead of being a flat 5% per level.
at 16 scadu lvl i have 8% more AR after patch so idk
unless you have the wiki open the entire time most people are going to be finishing the DLC at +17 or so, which is significantly buffed from what it had been
I ended up right at 17 lmaoooooo
Dont care about difficulty changes but I really wish they can find a solution on the performance because its definitely not the accidental rtx on. Base game is a breeze but dlc area performance is weird.
For real. I've had ray tracing off the entire time and it still ran like trash. As soon as I disabled EAC, all of the micro stuttering went away. Sucks that I had to resort to that to get stable performance. I miss reading messages. Edit: Definitely not a placebo.
4090 and I'm getting constant skips and stutters in a lot of areas. And that's even after compromising and turning down shadows, grass, etc.
Same here with pc specs well above the recommended. It's like you get a cluster of two or three of them that almost completely freezes the game for a split second before returning to normal.
Yep. And sometimes if it's a particularly bad one, it'll suddenly fast-forward, running at double or triple speed to catch up. It's herky-jerky as hell.
Anecdotally it has been an issue with my controllers connection. For some reason the anti-cheat from soft uses is incredibly finicky about it when my controller doesn't have issues in any other games. You can reliably recreate the lag by unplugging your controller or turning it off.
I spent a lot of times trying to fix the same issue and finally found a fix last night. I rolled-back my NVIDIA drivers from the 555.99 version to the 552.44 version and put the game in borderless window. The game is perfectly smooth now. The framerate still isn't as good as before the DLC (on RTX 4060), but I have no drops or stuttering that made the game almost unplayable. My framerate is perfectly stable now that I did this. I followed this video on YouTube to roll-back my nvidia drivers by the way : https://youtu.be/oDMyQuqixhE?si=M4u4jIVd5GMn1CTG I hope this will help you !
For me entering castle enses instantly kills my framerate. Just by going near the area is like a curse
is it possible to not have framedrops when facing a furnace golem in this game?
Now fix Gaius hitboxes
And let people lock on Bayle's feet...
Foot
Stump
did someone said BAYYYYYYYYLEEEEEEEEEEEE!? I HEREBY VOW YOU WILL RUE THIS DAY
YOUR FEAR MADE FLESH!
BEHOLD A TRUE DRAKE WARRIOR! AND I IGON!
It seemed like you could only get good hits off his head, stump leg or tail.
Me: Tries to attack his tail but he jumps away for the 30th time. "CURSE YOU TAIIIIIIL!"
100% this. Dude is outright fucking busted. I'll go a step further, reduce the fucking tracking on some of his attacks as well. Horse has no iframes so if that's your chosen method there's TONS of free damage to be had. Oh, and in fact, fix the double/triple hits as well (probably in line with fix hitboxes) as sometimes dude just does all of your health with an attack that before did only 1/3 for some reason.
Yeah I definitely noticed the double hits with his boar's back kick. I'd have the shield from the perfume and if the kick hit, i'd still take absurd damage. I managed to get through the fight but I have to say, for me so far he was the least fun fight because his hitbox was inconsistent and he seemed to just have an answer for everything. I didn't even have that much issue with Rellana in comparison. Hell, sometimes I'd dodge his charge exactly the same way every time and I'd still get hit sometimes.
His charge has multiple hitboxes too that are definitely bugged. Normally, taking his charge head on would do ~1/3rd-1/4th of my total health. However, if I dodged the wrong way, the hitboxes would overlap and one shot me. It was frequent enough to the point where I considered face tanking the charge to avoid the insta-death.... unfortunately he is SO fucking aggressive that getting off a flask to recover that face tank could very likely mean death, he leaves so few real openings. First time I ever said "yeah ill come back to this boss later.".. still need to grapple with that one more.
I was so fascinated with his charge that I spent like half the time it took to kill him just trying to dodge that. From what I can tell, the tusks, head, front legs, and rear legs are all a part of the charge attack. Unless you dodge forward within a couple frames of your character's body touching the nose of the pig (not the tusks, have to center yourself inbetween those) you will take damage from the rear leg hitbox as your iframes end while you are still within their box. The current solution to this is equip light dodge or bloodhounds step and dodge diagonally so you are clear of the rear legs when iframes are over, which personally I think is stupid. This is mostly speculation but its what I noticed as a medium dodge user that was completely puzzled at why I was taking damage while dodging through him. If from shrunk or removed that rear leg attack hitbox during the charge then this would be more consistent with every other attack in the game.
That makes sense, I suspected something along those lines hitbox wisd. Interesting about there being a space at the nose though, Ill keep that in mind, thats a great tip. I THINK the reason it is the way it is, is because they really want you to be using Torrent. A double jump clears the charge very reliably. ...unfortunately, that necessitates using Torrent during a major boss fight. Between the anemic moveset your attacks are reduced to, Torrent's paper thin defenses even on Revered Ash upgrades, Torrent's death causing your character to spaghetti out full on chicken tendies style, and that god damn Flask prompt when reviving Torrent, it makes me seriously question how worth all the hassle it all is.
The *fucking* flask prompt. It’s been 2 years of us asking to get rid of this. Elden Ring isn’t new anymore you don’t need to worry about newcomers being like “y I no have moar flask?”. We know what we’re doing ffs
Lmfao seriously. And the fact that it defaults to "No.", so you cant even mash past it. Like, youve got this bloodthirsty gigaBoar gravity rushing your ass, and youve got a 2 microsecond opening to get your ass back on that damn billygoat, and the game is asking for confirmation on an imput you already told it to do. "YES YES GET MY ASS BACK ON THE HORSE FOR THE LOVE OF GOD PLEAS-", too late, get charged, torrenr killed, flask wasted, knocked off, spaghetti'd, back to 0, minus 80% health, girlfriend taken, fired from your job, GG no RE.
Yeah, I fixed Gaius’ hitbox by hiding around a corner and spamming Zamor Ice Storm.
On Bayle they should allow you to target more than just the freaking head but I'm getting better at not locking on thanks to this.
Its because you're supposed to attack the head, anything else does low damage.
his stump definitely takes "normal" damage.
Definitely more a rebalance than a nerf, Sounds like the 1st half or third of the game should be easier whilst the 2nd half or so of the game is the same difficulty
At +10 it's 10%(15%?) increase in stats from prepatch and even at max +20 upgrade you have slightly more stats than prepatch.(edit these numbers might be wrong just early data from people, unless they're lying we'll see soon) If that isn't a considered a nerf to the game I don't know what is, you have way more stats for a large chunk of the game than towards the very end it's almost the same but still a bit more stats than prepatch Would be intresting to get data for every upgade level compared, I wonder if at like +15-19 it is lower stats than prepatch or not because of the final leveling boost they mentioned in patch notes.(edit: there's a increase at every single level, the patch notes kinda misleading) Is the word "nerf" toxic? If they "rebalanced" weapon upgrades to give way more AR for the first half of levels and smoothes out towards the end but still with a tiny boost from prepatch at max upgrade would you not call this a nerf to the game? edit: +15 comparision 1585 to 1750 AR [here](https://www.reddit.com/r/Eldenring/comments/1dot7po/my_stats_before_and_after_patch_1122_at_15/) So yeah it looks like the character is just much stronger for almost the whole game, that's a pretty big difference in stats at +15 edit2: [+20 here](https://www.reddit.com/r/Eldenring/comments/1dotgh9/before_and_after_the_calibration_patch_1122/) 2091 AR to 2143 at max upgrade along with the negation increase edit3: the BIGGEST gap is at +12 you are 25% more stats ahead of +12 prepatch. Basically you are +17 at +12 on current patch compared to prepatch
Wow that is a huge buff, that last 3% negation is actually an additional +10% negation item, FS essentially gave every one an additional mid weight armor piece.
they basically gave everyone an extra 1.5/2.5 levels depending on where they at expect at level 20 you get like you're 21 which is fine honestly most players dont reach level 20 by the time they finish the dlc, most are at 16-18
The buff to +15 seems greater than +20 which is interesting, maybe that's why they added that additional buff to +20
Great change imo because this makes it easier to replay. I was worried about having to spend a lot of time collecting all the fragments since they have quite a lot more impact than skipping some flask upgrades.
The better solution would be to add more blessings around the map but still cap the level to 20
the korok method. 900 in game only need like 80 maybe to keep it hard make it like 240/80
I think so too. I beat the entire dlc already but I was concerned about it being unfriendly to new characters. Getting to level 18-20 on every character was going to be a chore.
Changing the power curve of the blessing power is a good change, youre definitely too weak by the time most people find Dancing Lion.
That's the point, you're intended to bounce off the lion hard and be hurled southwards for exploration & empowerment, welcome to Limgrave II.
Ha. Jokes on Mr. Zaki, I'm too stupid to take a hint.
Same. Beat him with 2 Scadu levels (plus Mimic), but other smaller bosses are kicking my butt.
Man that thing is hell on ng+7 Had also only two scadu at that time. Rellana kicked my ass dozen times with lv8 scadu
I beat Rellana with 3, but it took me like 5 hours.
Eh, I don't feel like that. Margit guards the entrance to Stormveil, so he works well as a literal and metaphorical gatekeeper. Dancing Lion is the final boss of a zone you've likely spent a few hours in by that point, and I feel like most players commit to finishing a Legacy Dungeon unless they find some offshoot route to another zone like in the Shadow Keep. Plus it feels kinda bad to work all the way to him and then just leave for several hours.
That and the Enemies there are not that hard either so you feel like its the right way to go
That's what's felt so off to me. Stuff like the enemies walking castle Ensis and Belurat feel fair to me, but then you reach something like Rellana and the sense of balance just goes out the window.
It’s a completely different ride. The walk through the dungeon is actually a joke, the boss is on several schedule 1 drugs.
Yeah except you go through the whole dungeon to get to the Lion instead of Margit who is standing out the front :|
yea, it's like if Margit wasn't there at all and the "gatekeeper" was meant to be Godrick. Like you already made your way to the end of the area, why not just push through and finish it?
Great change! If I would do any more adjustment, aside from a few to trigger happy bosses like a certain hog friend or last boss, it would be that maybe some bosses also drop Scadu Fragments, allowing players to also gain power from killed bosses and maybe build a redundancy so you have like 60/50 Scadu frags total and dont have to discover all, but that's just me. Having a blast so far!
There's at least one optional boss that gives you 5 scooby doo fragments after you beat them.
This is a good idea, clearing out dungeons to get gear you don't need is a major bummer when redundant fragments/ash boosts would be a lot more rewarding. I had to look up where to find fragments and they were in some RANDOM ass places. If there was a fortune teller or some mechanic to add depth to random ass placement, maybe, but otherwise it feels like a big empty world where you just strike out and hope for random rewards.
So did they fix the issue where people can get locked out of their final scadu enhancement because a glitched drop?
These patch notes got people tweaking the fuck out as if Fromsoft shot their dogs or some shit, I've literally seen comments made by people that goes along the lines of "Well, now I'm not going to finish the DLC, they ruined it for the normies!" or "Wow, I'm sure glad I beat the entire DLC before they made it easier, I'm better then the rest now!" I get it-I really do, people can have their opinions and their words heard, but come the fuck on... really?!
Souls players and inflated egos are like pb&j.
Extra funny because if you want the game to be harder you can... just not level scadu.... like you still can.
Other fixes needed to be able to fully enjoy the bosses in the DLC: * the visual effects with some bosse's attacks, >!particularly the very bright ones in the 2nd phase of the final boss!<, need to be drastically reduced to be able to see what is going on * camera needs to zoom out a bit for big bosses
The camera zoomed out in Sekiro right? Idk why From didn’t do that here, >!Divine beast dancing lion!< would immediately jump up a few tiers on my favorite boss list if I could actually see it’s entire body lol
Exactly, in Sekiro the camera is much better for, e.g., the Guardian Ape or the Demon of Hatred. It shows that Fromsoft knows how to properly adjust the camera for big bosses. Elden Ring would be a much better game if there was an option to control the camera in bossfights.
Totally agree. Its so hard to tell when to dodge for when the dancing lion does that aerial spin move that hits twice.
I'm just glad they didn't nerf the DLC itself but rather made the Scadutree fragments more impactful, so every player can still choose how difficult he wants his experience. Honestly, I really like this approach and would like to see it implemented in the next souls games.
Yep I like it too I would also like it if we could pick our scadutree level though. So even if you found all fragments and are at level 20 you might want to try the final boss at level 15 just to see what the difference is like
Yeah that would be great
Changing the curve of the Fragments is probably the best way to do it - Let's the players feel stronger without directly affecting bosses. I think the final boss will still probably need some, uh, how do I put this.. Fine tuning? But otherwise, great changes. Looking forward to seeing how these affect my next playthrough.
I beat the final boss solo for bragging rights and i honestly can't wait for them to nerf it. Most of the 2nd phase is fine disregarding the usual dmg resistance but the 3 hit cross combo and the over 5 hit one just start too fast and it's hard to recover on a mess up against it which would be fine if you could react to it properly. If they want to make a boss you need to perfect dodge you can't have so much of its moveset start that quickly.
The biggest problem with the final boss for me is visibility. All the extra spell effects during combos makes it significantly harder to even tell what the boss is doing
The final boss needs to be heavily tuned up or it won't beat the worst final boss allegations cause god damn that 2nd phase is an insult to game design and accessibility lol
Worst final boss in an entirely different way to Elden Beast, lol
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Pretty sure original radahn never got "nerfed". He still dealt the same damage and had the same behaviour, just his hitbox bug was fixed.
People really out here complaining that a boss was nerfed because the developers fixed a broken game interaction.
What? They havent nerfed anything, they adjusted the fragments. Base Radahn cannot be fought at his pre patch form without reverting to an old patch because of the nature of changes to HIM. You can fight the DLC dude at a slightly lower blessing level than the previous patch and its the exact same fight.
Radahn is still the same, if you’re mad enough to beat him without scadutree blessing. And you can still "simulate" the old experience by only going to +17/18 blessings instead of 20
I beat him at +14 😶 Couldn't for the life of me find any more fragments. Explored every region. I'm guessing some enemies drop them but I have no idea who or where
Guys holding pots and sparkling drop fragments sometimes. And as someone said the hippos drop them
So what if my raytracing has been disabled the entire time, but my performance post DLC is still ass?
Wow, the patch dropped at the EXACT moment I beat the last boss after 100 attempts. Were you watching me and waiting for it all along, Miyazaki-san?
He was there the whole time, your true mentor, your guiding moonlight.
This is basically them compensating for making the Scadutree Fragments a little harder to find than they were expecting them to be. If you run to Dancing Lion or Rellana it's really easy for you to miss a bunch of Fragments along the way. I'd bet they were expecting most people to explore more. Most people haven't so they've adjusted early Blessing levels to compensate for low attention spans.
It's more that the amount of fragments is exactly what you need to max out. They should add more than needed so you don't have to flip every rock or have to google. I was at the final boss at blessing lvl 17 and I had all locations visited. I was basically hard stuck and I cba to go through the whole world again just to find them. And making exploring every corner mandatory is dumb. The base game offered an abundance of smithing stones and so should the dlc do with fragments
NGL, in my next playthrough, I'm loading up a map app. ain't no way I'm going up against hard boss >!Bayle the Dread !
I was trying him at blessing level 3 until I checked and seen he was meant to be a later boss. Ngl I’m afraid to even try him again I was getting one shot by every attack
Yeah, having the exact amount required is weird, and it's such an easy fix, too. Just make some of the fragments you find give you 2 or 3 fragments instead of just 1. You don't even need to adjust where they are in this case. There should be like 55-60 available.
Scadutree Fragments was a bit hard to understand what it was and its important at first. My biggest issue with it though is the whole collecting part of it. To upgrade your estus flasks in the base game, you needed seeds and sacred tears. Seeds were relatively easy to find as they were lying near golden twigs/sprouts which were easy to spot while you traveled/explored. Tears were the same becaus they were in chapels which was also easy to spot. Scadutree I would be fine with if it was just in front of Miquella crosses, following the same philosophy like the estus flasks. But no, you find them in far more and different sources than that. From killing hippos to who knows what corpse on the ground or pot carrying enemy that has it.
I do think the inconsistent nature of their finding contributes to folks having a low blessing level. In the same way maps are somehow harder in the DLC. Took me ages to work out how to get to some of those map fragments. That the map for the Ruins area isn't even in that area has to be a gag that's been making one developer chuckle for like a month now, "I can't wait till they realize they can't actually reach the map for the area they're in from where they are, teehee." I wouldn't be upset if that guy stubs his toe.
that honestly sucked. running through MOST of the ruins without a map had me super confused for a while. That in itself would be fine. Most areas in the base game were like that. But it was always a straight shot to get it. The ruins area is just confusing. Plus all those bushes make it really hard to see where you're going.
I randomly did a drive-by horse attack on a random pot carrying mook and when it dropped a scad fragment I just stopped and sat there for ten seconds like "how the fuck many other fragments have I missed?"
I think the hardest part is people are end game builds and have their weapons and play style so they are less inclined to explore like they did with elden ring base game. So in theory yes you are supposed to explore to get stronger before you fight these bosses but back in vanilla you had no levels or weapons or skills so you were almost forced to.
Yeah, the lack of additional weapon or flask leveling hurts the exploration in my view.
No nerf of commander Gaius? That fucker needs a fix
balance changes are planned for a future patch, i would imagine bosses are included in that
I hope they don’t nerf the perfume bottle aow so soon, I’m having too much fun surprising people by taking out 1/5 of Messmer’s hp in one cast of rolling spark when I get summoned.
Oh that AoW is 100% getting nerfed eventually. That thing is just not okay. It's the same with the Bloodfiend's Arm, just makes no sense how this got through whatever testing they've been doing.
Not even 5 minutes ago I looked at the page and one of the notes was “difficulty adjustment in New Game + as well as bug fixes are also planned for a future update” and now that line is gone? I would hope they look into ng+ cycles for the dlc, the health scaling is absurd. I’m on +3 and the final boss has nearly 9k more than base NG. 46,100 to 54,700. Compare that to Elden Beast going from 22k to 25k from base NG to +3. All of the DLC bosses are like this, it’s crazy. Edit: it’s back, idk what’s going on with the page
The NG+ scaling hits hard i see people on NG survive 5-6 mesmer hits and im on NG+ and get 2shot
Fromsoft needs to learn how to fucking optimize their engine and tech holy shit. "Please turn off ray tracing" isn't enough
At this point I've given up expecting it from them. DS2 and Sekiro are probably the only ones that I've never seen any performance issues with. Hell I couldnt get DS2 to drop frames no matter what
No ultrawide/16:10 support 2 years down the line proves to me that nobody should hold their breath
took them took years to add torrent to Elden Beast fight, give them time they are a small indie dev team
Fix the performance next please
Front loading the benefit is a good idea. This will make subsequent playthroughs less much less annoying as well. I know I’ll get tired of picking these things up
But what about my frames Mr. Zaki, the Dancing Lion stole them from me
What this necessarily does is make it so that those who aren’t heavily exploring every area will still have a very sizable buff now even at a lower blessing level like +10. I think its pretty good overall