>>714959318>will have widely different difficultiesthats fine really, this isnt really what fucks up the discussion
The good thing here is that X damage will be either huge or small equally for all players. If something rapes the poise of an enemy, you know that an equivalent or stronger thing with the same poise damage and hit rate will rape it for everybody. You know the boss has about this much health, how strong something sounds, and all that
And at least the enemies themselves have been the same for everybody: That one hard to escape and distance boss nuke/combo should probably be felt by everybody, nothing will be slowed down or sped up for others, all that shit
>t but the game is not balanced for all of them.for most of the souls games, yeah its unfortunate, but i still think this game feels way better balanced than almost all its competitors that ive tried. It has much higher lows, far less instances of the game feeling like shit, and even the strongest of souls magic will rarely make the game feel like as much of a snorefest as in other games. Even ridiculous stuff like lategame DS1 soulmass, you probably felt like you earned it to some degree, which is more that can be said for a lot of these games (provided they actually have the playstyle variety)
Elden Ring is a much looser RPGer game though. 100 hours of progression, fighting power with power, silly shit all around, the player meant to evolve beyond a generic souls character and it gets boring if they dont, all that shit. I think the lower balance feels specifically better there, and after all its just the "im overpowered!!" unbalance and not the "wow this games' damage calculations, enemy poise, etc mechanics make it feel shit to play" unbalance
Recently i played No Rest For the Wicked, the one similar style of game that seems to be aiming for a cool interconnected world like Fromsoft does. But that games' balance is ass all around that it becomes really hard to hate on fromsoft's after trying it