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Anonymous /v/717748713#717751457
8/10/2025, 4:02:29 PM
>>717750665
>DS3 had by far the best, most fleshed out and balanced invasion system in the entire series

You're very wrong.

DS3 started the trend of forcing invaders into gank squads by default, which was the beginning of the end.
This instantly makes invasions one-dimensional, and funnels invaders into friend groups which neither the invader nor hosts should be doing (this then became the defacto standard of Elden Ring, killing environmental PvP in that game).
This in turn forces certain invader builds that are either A. One-shotting the host (boring), B. AoE insta-kill with stuff like Morne's Hammer (kinda fun, also unviable before they remembered Poise is required for the combat to not be dogshit) or C) the mildly fun experience of camping Carthus Catacombs at SL 42 and insta-gibbing people across the map with Soul Stream - this was considered SO fun, in fact, that From dutifully nerfed the spell into uselessness later on.
I mention Carthus since it also had the Indiana Jones bridge you could break, I also mention this because this novel idea of environmental dangers that Invaders can use is applied in one area and then nowhere else :))))) (game design is doing one cool thing once and then not applying it at all to anywhere else in the other 20 areas in the game) - this also applies to the series as a whole because PvP was never iterated on ever at any point, every possible cool idea or mechanic was used once in one game and NEVER (never) reincorporated again at any point.

On top of this they then ALSO give hosts an item that removes 90% of environmental danger by making enemies agro onto Invaders, which has nearly no conditions and is super powerful. The only reason DS3 PvP even functioned was because of the Madman Covenant (abandoned in ER, because remember, NO iteration) and because the Aldrich invasion zone was next to a duelling spot. About 85% of PvP happened in this zone, which is fucking lame. DS3 fucking sucked in every department, dude.