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Anonymous /vg/528443594#528449161
6/23/2025, 12:33:11 AM
>>528448026
People give dark souls 2 shit but the things it did well it did extraordinarily well. Like despite having maybe the most weapons in the series, each of those weapons still had incredibly diverse movesets; no two swords had all the same moves well I'm sure a couple did, but not the way Elden Ring has essentially only two straightsword movesets. They made a several different light and heavy movesets, and weapons were like an unpredictable grab bag of which moves were picked for which button presses; check out the loyce greatsword for a great example. Levels like the lost bastille felt so much more like classic nonlinear dungeons with tons of side routes and secrets, and the DLCs doubled down on that. There were almost no restrictions on what you could infuse, even boss weapons could be buffed and infused.

I imagine Skyrim with dungeons like those and drool... I don't want open area zone mods I want a mod that just takes me to a place like brume tower. I think it would be really cool if one of those "dlc sized mods" took place in like, a tightly contained and well-sized dungeon with shortcut routes and interconnected structure, with NPCs you meet as you progress through. are there any mods with sick dungeons like that?

Honestly, those things DS2 did well are things that Skyrim and TES6 could stand to benefit from. Like unique movesets for certain weapons; straight swords that can thrust (piercing armor a bit but having a narrow hitbox), two handed weapons with thrusting attacks like pikes and halberds, longbows and shortbows with different draw times and damage profiles, anything to prevent weapons just feeling like parameterized stat differences.