AndJusticeForAll [none/use name]

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Joined 14 days ago
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Cake day: June 14th, 2024

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  • I think they could fix Elden Ring with a few changes:

    • Make items and bosses randomized or semi-randomized in the overworld dungeons
    • Make maybe 6 more starting classes with more starting gift options
    • Cut out most of the overworld boss repeats
    • Make the bosses slightly easier and more diverse by making their AI and movesets less aggressive and attack-spammy, especially in regards to making them more vulnerable for longer periods of time after their more powerful attacks -Make respeccing possible earlier but maybe slightly more resource intensive to do
    • Have regions scale to your player character level in some way so exploring is more enjoyable because right now it’s basically you could go to a difficult area but you’ll get curb stomped and mostly do it to grab later-game items and early-game regions are easy to miss so coming back to them makes them too easy

    I really, really like the idea of Elden Ring being an open-world RPG that rewards build experimentation and problem solving, using whatever tools you have available to you like crafting items, talisman/magic/ash of war combos/spirit ashes, etc. etc. But I find in actuality the bosses serve as hard gates to player creativity and I always end up giving in to use mimics tear, spellsword-style build, etc.


  • One example is how the Souls mechanics of the corpse run/death stain doesn’t really mean or improve anything in an open world. It makes sense in the more linear Souls games because you’re usually progressing in a single stage linearly and there’s a push-pull/risk-reward mechanic of how far into a new area you want to push before you retreat to a bonfire to heal and having to risk losing more souls father away into a new area harmonizes with that kind of level design. In Elden Ring, particularly in the overworld at least, you can just hop on Torrent and grab it easily. There’s no tension.

    The overworld is also cluttered with repeated dungeons and bosses and fixed item placement that makes exploring on a second playthrough basically useless, you might as well just use your memory or a guide to speed through to whatever item you want. If the items and bosses in those repeated dungeons were randomized there’d always be a reason to go down one, but how it is now it’s great for most of the first playthrough but the open world closes up pretty tightly after you realize once cool-as-fuck bosses repeat again and again and it’s more rewarding to look up what item you’d want to do a STR/INT build than hope you chance upon one in aimless exploration, especially when the bosses are generally so hard and rigid that experimentation is punished.
















  • Elden Ring took the boss design that previous Souls games would have 1-2 of – which they used more for thematic and gameplay emphasis – and designed like at least half of the bosses like it. It’s so tiring to play compared to the Souls series (and DS3 was already kinda’ pushing it). Wouldn’t mind it so much if ER became the capstone to Fromsoft’s Souls-style action games as they experimented with more gameplay styles, but we know that won’t happen.