Insufficient Attunement Slots Dark Souls 2
The subject of Dark Souls‘ balance comes up fairly often – in viewing discussions from other players and in being outright asked. I tend come across the topic most often through the Jarvis build; players want to either make significant changes to how backstabs work or remove them altogether. Even parries tend to get shunned, despite the significant skill investment to reliably succeed with parry attempts. Not that critical attacks are the only part of the game to come under player scrutiny. Every facet of the game will get attention from time to time; some players feel that they’ve been betrayed by broken or unbalanced mechanics, whereas others want improvements that cater to their play style.
What I often see when players discuss balance changes is simple, snap decisions on what to change based on recent unfavorable experiences with a very narrow subset of the game’s mechanics. These changes tend to be very direct and ignore the full range of possible outcomes of the decision. For example, simply removing backstabs might very well make many weapons inherently nonviable. For backstabs in particular, a significant amount of damage from unbuffed (particularly elemental) rapiers and daggers might simply disappear – not every player is reliably susceptible to parries on a consistent basis — certainly not enough to make up for the lack of rapier and dagger damage with a non-critical hit.
Overall, I believe that a more comprehensive set of changes would need to be made if Dark Souls were to be dramatically improved from a balance perspective. Careful thought would specifically have to put put forth toward minimizing the fallout of any particular change and maximizing the benefit across the board. It would ideally be preferable to make as few changes as possible to achieve this goal, as many players are averse to change regardless of the intent or outcome. The status quo is a very comfortable place for a lot of players to operate, and upsetting that sufficiently-acceptable balance would put in many players a fear of disastrous results.
However, in writing this change-wishlist, I’m operating under the assumption that this my imaginary world which caters most toward my opinions. In that world I could make any number of changes, sweeping or not, in order to bring forth my vision of what would be an improved version of Dark Souls. What the list is not, is a wishlist for Dark Souls 2. The next Souls game could very well be dramatically different from what we know, with a whole host of different game mechanics both welcome and not. Any changes I list here could be completely irrelevant to Dark Souls 2 – or even catastrophic if applied to solve a problem that has been sufficiently mitigated or simply doesn’t exist.
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In keeping this list at least somewhat realistic, I want to state flat-out that core engine behavior and how the game mechanics are affected by net lag are simply not ever going to change. From has likely exhausted all of the technical prowess and infrastructure investment that they care to offer for Dark Souls, likely having moved that effort to its sequel. Dead angles, the position-snapping behavior of scripted events, poorly synchronized player positions/angles/actions, and other quirks, bugs, and emergent gameplay mechanics and metagame elements are here to stay. If you expect to experience all of what players will bring to the table under normal gameplay and player input conditions, you’ll have to accept the less-favorable gameplay behaviors and any mechanics that, while being legitimate, may be difficult to grasp or counter.
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So, on with the list. Bear in mind that what I’m proposing will likely never happen, and that these are only my opinion on what could be changed. Also, I consider this to be a testing-required first-pass of balance changes, and there’s some situations that I’d want to more sufficiently improve (for example mid and fat rolling with heavier weapons – most of the slower-swinging weapons with a weight of 10 or more and strength requirements being 28+). This list is in no particular order.
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- Consider removing the ring of favor and protection – it’s all-too-often the go-to ring to fill in the gaps with a build, and offers by-far the biggest sole non-conditional benefit for any sufficiently-leveled character. Perhaps it could be toned down and do away with the break-on-removal mechanic. Keeping the ring and simply tweaking it would require a lot of effort to determine exactly which values would be most appropriate. Perhaps a non-percentage increase to stats would be a better way to handle the ring’s benefits. Either way, I view it as an unoriginal gap-filler that doesn’t offer any strongly targeted benefit, and could stand be removed to force more ring variety into the game.
- Consider removing the hornet ring – while it is fantastic for shoring up specific critical-heavy builds designed for nothing other than backstabs and parries, it grants far too strong of a benefit to heavier weapons which already deal a lot of damage, poise-break more easily, often have longer range, hyper armor on some attacks, and other beneficial properties. If the hornet ring is to stay, then wide-sweeping modifications to damages for critical attacks on at least a weapon-type basis need to be made, favoring parries and lighter weapons.
- Expose all hidden weapon damage modifiers such as those for rapiers so it’s easier for players to determine which weapon most suits their play style.
- Either remove resistance or modify it to offer its intended defense benefit without the doubled diminishing returns. Currently it’s effectively a stat point trap for new players except at extremely low levels. Depending on how much defense is offered per point, there may need to be additional changes to ensure that super-tank builds don’t get out of hand (bear in mind that my fat-roll build has 537 slash defense at SL100 with base resistance).
- Make attunement determine cast speed for spells, with a strong diminishing return at 40. This would be a bit of a nerf to dex/int and dex/faith caster builds, but also a buff to builds that are more focused on casting. This would also be an indirect buff to strength-heavy builds when attacking a player with high dexterity, as they won’t have to face down as many fast-firing spells (especially pyromancies with little stat investment required).
- Remove pyromancy’s cast speed increase from stat investment. Some pyromancy cast speeds may need to be tweaked as a result, but kick->combustion combinations should likely not be possible for how much convenient damage they offer. Overall pyromancy should not be more effective than soceries and miracles while requiring only a small investment in attunement.
- Come up with a requirement system for the pyromancy flame as it’s upgraded so full-strength pyromancies need some manner of investment to use and can’t be utilized. The least partial system for this would probable a flat-out level requirement as it would best match pyromancy’s equal availability for all players regardless of build.
- Modify all weapons to have increasing stat requirements per upgrade level. This would dramatically nerf elemental weapons, although they would still need to have lesser requirements than non-elemental weapons due to their split damage. The damage on elemental weapons may still need to be lowered slightly depending on the stat requirement scaling. Elemental weapons would need to be a less-than-optimal choice damage-wise, designed for builds that want to trade a lot of damage for health and defense. This would also serve as a somewhat significant indirect buff to non-elemental weapons as they’d more clearly outperform elemental weapons with enough of a stat investment. Magic, enchanted, divine, and occult weapons could also benefit from the change as the increasing stat requirements would likely lean more toward intelligence/faith than strength/dexterity (meaning that the best options for those builds would less clearly be a buffed +15 weapon). This change could also significantly improve PvP balance at lower levels as it would no-longer be possible to bring weapons with extremely high damage to a low-level encounter. Many weapons would have to have far lower stat requirements when un-upgraded (such as the grant) to compensate for their relatively minor damage at that stage. Bleed, poison, and toxin damage would probably have to be modified to follow the weapon’s upgrade level. Crystal weapons (the non-repairable weapon ascensions) might benefit from -slightly- lower stat requirements per upgrade level – same with raw weapons at their higher upgrade levels (relative to +6-10 and +11-15 respectively) to differentiate them from the base upgrade path (+6-15) while still having their own inherent disadvantages (with raw, you can only upgrade so far but you at least do it for cheap, and with crystal you obviously can’t repair the weapon).
- Consider modifying armor to have higher stat requirements per level. However, which stat would need to be strongly thought out – weight is currently a static value and can be used to evaluate builds, so that might not be the best option. It would however be preferable to have some sort of requirement imposed for upgraded armor to ensure that it’s not as easy to load a mass of armor onto a low-level character and tank lesser-equipped players to death. This would be especially important if the weapon stat requirement change were to be implemented and thus lower-level players would deal far less damage as well. Player level could be a nicely-impartial requirement here.
- If the three aforementioned requirement systems are implemented, the matchmaking system for PvP may need to be reevaluated – high-level players might flat-out dominate anyone at a lower level due to their far-stronger weapons and armor.
- Consider modifying chaos weapons to deal slightly more damage with higher humanity, to differentiate them from fire weapons more than a few points. Their damage spread would have to be considered here. Needs to primarily be a question of “do you have humanity or not?”, with a clear answer.
- Consider strength as a way to improve crossbow properties (perhaps simply slightly affect reload speed). Would make strength weapons slightly more viable as they’d have a useful ranged option outside of pyromancy, especially if regular bows’ stat requirements scaled with the upgrade level.
- Dramatically lower the bleed buildup on the gold tracer; it already deals extreme amounts of damage with high dexterity, and its low stamina cost and fast two-handed attack speed makes it brutally effective in close-quarters with a high-stamina build. Its bleed buildup may need to be lowered to be similar to priscilla’s dagger (20 buildup per strike), if not slightly lower. Its damage may need to be slightly lowered as well.
- Modify priscilla’s dagger to be slightly stronger. This may need to be a combination of slightly increased damage and/or moving from 20 to 25 bleed buildup per strike (at the cost of lower bleed damage – 35-40% at most). Currently the weapon is woefully underwhelming for a dragon tail weapon.
- Increase the resistance added by the spell, thunder, flame, and speckled stoneplate rings. As of the moment, with the way the defense formula works, the benefit offered is too low to be worth spending a precious ring slot outside of certain PvE situations.
- Increase the duration of Strong Magic Shield to 30 seconds and ensure that magic shield matches at around 30 seconds.
- Consider increasing tranquil walk of peace’s duration to 15 seconds to better account for its long cast time and obvious cast animation. However, its casts per attunement may need to be lowered to 3 or 4. This might be one of the more controversial changes as TWoP is so despised, but outside of spawn-in situations, it’s generally easily countered and/or mitigated.
- Consider lowering the damage and poise break potential of the moonlight greatsword, depending on whether its strength requirement increases with its upgrade level. Currently, when fully upgraded, it’s one of the best weapons in the game per stat investment.
- Modify spawn-in rules for invasions so players are far less likely to spawn in near enemy players – would effectively solve the base problem behind ganking (being immediately set upon before the spawn-in animation completes). This would also give hosts additional time to flee if they wish to simply complete the level.
- Make all spells cast prior to an invader or summoned player’s entrance visible to the new player (would fix the invisible soulmass/persuers issues, and possibly also any buffs cast prior such as replenishment, if they are indeed hidden on spawn).
- Modify chameleon objects to be far less distinct from their actual counterparts. Also, reduce or remove the visibility of buffs or other effects (such as the gravelord aura) on players hidden with the spell.
- Reduce the visibility of buffs on the player when using hidden body or the ring of fog. This would make stealth builds much more viable.
- Consider slightly desaturating player phantoms under the effect of the ring of fog/hidden body. This would make stealth invader builds more viable.
- Consider some manner of basic movement sound for invaders and gravelord black phantoms, even if it’s subtle or distorted. It’d make it easier to detect phantoms in some situations (especially good for new players who get invaded) and would also encourage the use of hush/the slumbering dragoncrest ring among invaders.
- Provide some manner of drawback for the use of divine blessings and elizabeth mushrooms. Due to cloud save abuse, edited saves, trainers, etc. they’re going to exist in the game in droves – outside of outright removing the items from the game, there needs to be a way to retain their base benefit without allowing them to be indefinitely used to provide unscrupulous players with easy infinite health and nigh invulnerability. Perhaps something as simple as a stacking debuff to the next healing item’s use that would taper off over time (something that would only affect non-estus healing items). Perhaps lloyd’s talismans could affect all item-based healing as well.
- Consider reducing the magic/lightning AR added by all weapon buffs (magic weapon, sunlight/darkmoon blade) by 15-25%, with the largest reductions on crystal magic weapon, sunlight blade, and darkmoon blade. Also consider a system where a static AR addition is paired with a small percentage of the base damage of the weapon, converted to the buff’s AR type. This would nerf the concept of faster, more convenient weapons being used as buff application substrates (with little regard to the weapon’s own damage) and slightly buff using stronger, heavier weapons with buffs (relative to lighter weapons anyways, as the overall buff damage would be reduced across the board). In this case buffs would be more akin to a convenient icing on the cake addition to damage for a decent period of time rather than the difference between your weapon being overbearingly powerful while buffs and completely outmatched when not buffed. This would also slightly increase armor’s (especially heavy armor) effectiveness vs buffs due to how the defense formula would end up working against the lower buff AR. This might need to be tempered with increasing the amount of casts per attunement for each buff by 1 for all weapon buffs, especially if the AR reduction is 25% or more.
- Consider modifying the lucerne to be slightly faster/have smaller shortages when wielded on the right hand.
Dark Bead’s damage should probably be lowered by at least 25%, and its intelligence requirement should be moved to at least 26 if not more. It could stand to cast slightly slower (5-15%) as well.
- White dragon breath could stand to cast 15-20% faster, perhaps at the cost of at least 5 casts per attunement.
- Dark Orb should probably cast 10-15% faster, as it would still greatly telegraph its presence, and would be a slower, non-penetrating, lower-damage version of Soul Spear to bridge the gap between the spear and arrow spells. May need to reduce the casts per attunement from 12 to 10 or even 8.
- Black Flame should be further differentiated from Great Combustion – perhaps it could trade more damage for a higher impact against shields/higher poise break potential. It may need to have a slower cast time (by 5-10%) as a result of the change.
- Add some minor visual effect to make crystal, raw, divine, occult, enchanted, and magic weapons noticeably distinct from the plain upgrade (up to +15) counterparts. Also modify chaos to be slightly different so it can be identified relative to fire.
- Dark Fog should cast no slower than poison mist and could perhaps stand to last longer. An extra cast per attunement would also help. It needs to be beneficial enough to be worth the attunement slot and stat investment, where currently it simply is not.
- The lightning spear miracles should all probably cast around 10% faster and have a projectile that travels around 10% faster. Would make miracle-based attackers slightly more viable while keeping the behavior different from sorceries.
- Karmic Justice should have a much clearer and more obvious trigger rather than simply the death of the caster or some combination of either rapid physical damage or heavy impacts/being staggered. Also, Karmic Justice should maintain its strength regardless of what the magic adjust is (if at all) of the weapon/catalyst/talisman you’re carrying when it triggers.
- I’m a bit torn on whether it should change, but I feel like Vow of Silence should either have a third cast per attunement or be modified to be one cast and one attunement slot (rather than two). Considering that it requires 30 faith and disables your own spells, it may be alright to have two casts and one attunement slot required.
- Chaos Fire Whip should probably be reevaluated – it doesn’t seem to be significantly better than Great Chaos Fireball or Chaos Storm to be worth a second attunement slot.
- All chaos pyromancies should, at least to a small degree, scale with humanity as described.
- Considering the extremely low soul cost of repairing at a bonfire/blacksmith, and the similarly low cost of repair powders, I don’t see why the repair spell couldn’t reasonably get at least one additional cast per attunement. The high value of that spent attunement slot would also help to justify the change.
- For the great mobility downside of using it, Iron Flesh should probably be at least slightly improved – 10-20% more defense and slightly less vulnerability to lightning damage would be a good start. Perhaps also make the user immune to bleed damage or even poison/toxin as well (considering the physical nature of the change, it would make a lot of sense).
- Consider adding a third cast to acid surge – it’s a great tool for countering katana users and most spell-casting implements, but two casts is just barely insufficient. I will however say that if crystal weapons make a resurgence, this could be a horrible change. Perhaps crystal weapons could be set up so that they’re immune to acid surge damage can only susceptible to durability loss for regular use. If not, perhaps the east wood grain ring would negate acid surge/special enemy attack durability loss AND reduce crystal weapon durability loss on use by 50-75%?
- Fist weapons (including dragon claws) should probably have a bit of a damage boost as well as unusually high poise break potential. Their stamina damage when attacking shields could stand to be a bit high as well. I think either or all of those properties could be scaled up slightly (at least 10-15%) without making them drastically overpowered and instead making them a viable and unique weapon option.
- The dragon bone fist should probably scale high-S in strength, have slightly higher base damage and have a slightly (10-15%) faster R2.
- Increase the sanctus’ HP regeneration based on the user’s faith (say from a higher base of 1hp/second to 4hp/second or higher with 40-50 faith). The shield itself is somewhat lackluster, so it could stand to have a special property to help it stand out among other, far better shields.
- Consider making the blue tearstone ring begin to operate at closer to 35-45% HP rather than about 25%. Also, the effect could apply even to the damage source that transitions you into that HP range rather than all damage afterward (would need to come up with a scheme to handle a situation where post-mitigation damage wouldn’t push you into that range whereas pre-mitigation damage would).
- Come up with a more sensible benefit scheme per upgrade type for shields. Being able to shore up defense against a particular type of damage by upgrading it to that type (while losing a few points of stability relative to +15) could easily make a lot of shields more viable. Of course, ascending to the first level of fire, chaos, lightning, etc. shouldn’t instantly revert the shield to base stability – but the stability increase from that point would be replaced with resistance. The possible exception might be crystal shields, which could perhaps gain a small amount of all resistances per level (+2-5 total of each at crystal +5 relative to regular +15) combined with a very small stability increase at crystal +5 over the regular +15 counterpart.
- Consider making the hawk ring increase bow projectile speed in addition to its normal boost to range. Would make it an interesting PvP option for archers. Could even increase bow firing speed slightly.
- Consider making the tiny being’s ring regenerate HP. 2hp/second would be useful but by no means overbearing considering the extreme investment of a ring slot.
- It might be worth considering making thrown items scale in some way with strength and dexterity (depending on the item) – perhaps some combination of more damage and farther/faster throws (15-20% at most).
- Rename the regular scythe to bardiche. Seriously.
- Monster damage, health, and defense values and scaling would need a large amount of testing and tweaking to ensure that PvE balance is maintained after the huge mass of proposed PvP-related changes. New game (non-plus) values might need to be a bit lower if it turns out that lower-level players are no-longer benefiting as much from lower-requirement weapons, armor, and pyromancies that previously offered disproportionately high benefits per investment.