
I like this idea, give me a God Mode toggle for the game and you can make everything as hard as you like, I'll sit there with my ultimate shinies and titles without straining a finger while everyone else can huff and puff their way to the top.
It's because games in general have been made to hold ppl's hands and walk them through everything as if they're a 2yr old child. You see it in countless titles from multiple genres. One of the most common things I saw from these "gamers" giving Elden Ring negative reviews is "I don't know what I'm supposed to do or where to go because the game doesn't auto mark the quest objectives on the map and HUD for me". The game does however tell you where to go for side quests and provide a rough guide for main story direction if ppl actually listen or read the NPC dialogue instead of mashing the button as fast as possible to skip it...If the "In From the Cold" nerfs taught us anything, it's that the vast majority of the player base seems incapable of understanding context clues and is completely helpless without something akin to a bright neon arrow pointing them to exactly where they need to go.
It is my fervent hope that SE understands that said casual players will simply abandon the game when it becomes too boring for them, which it will in record time due to how absolutely braindead most content has become. SE will also lose the more dedicated fan base that was the source of this games revival and success in the process. SE will once again make the corporate mistake of prioritizing short-term profits over long-term sustained growth. I'm reminded of a line from the intro cutscene in Secret of Mana; time flows like a river, and history repeats. It seems as if the hubris of SE may once again be on the rise, with dedicated fans and new players alike, who both enjoy a challenge, being left behind in favor of the FotM fly-by-night casual crowd who will largely tap out after a handful of months.
I really wonder how many people beat Elden Ring without cheesing or even glitching stuff too lol.It's because games in general have been made to hold ppl's hands and walk them through everything as if they're a 2yr old child. You see it in countless titles from multiple genres. One of the most common things I saw from these "gamers" giving Elden Ring negative reviews is "I don't know what I'm supposed to do or where to go because the game doesn't auto mark the quest objectives on the map and HUD for me". The game does however tell you where to go for side quests and provide a rough guide for main story direction if ppl actually listen or read the NPC dialogue instead of mashing the button as fast as possible to skip it...
The game has such an insane level of completely imbalanced and op stuff that turns the game into a complete joke.
But if you actually try and play it '' legit '' and actually fight the bosses for real then you realize how poorly designed most of them are.
I loved the game and still do, but it does feel like it was designed for people to cheese which the previous games didn't feel like.
I think the game wouldn't have been as well-received without the imbalance and op cheese which honestly is part of the poor design too it feels like it wasn't properly tested but it also makes it easier for players that aren't every good.
Does it make it more popular for mainstream audiences?
Yes.
Does it make the game worse in terms of design?
Yes.


The funny thing is..The problem is that it all boils down to: Too Easy or Too Hard
There is no in between. Dungeons are so braindead that players don't even need to do the bare minimum to get through it, it gets boring very quickly. Suggesting they should up the difficulty just a little bit (Little Bit being the keyword) won't kill anybody, the skill ceiling is so low it is practically underground. Endwalkers Extremes weren't even that difficult and EX3 was a huge disappointment. Suggesting anything related to anything that will make people have to use their braincells even by a little bit leads to getting dogpiled and having your suggestion twisted and minced to fit their argument to the point that it feels like they are coiling in a fetal position and shouting: "Stopping making everything so difficult, you toxic elitist!".
Playing as a Tank or Healer is so ridiculously boring because everything is so easy that people actually have to come up with their own kind of challenge and you don't get rewarded for it, if people need to artificially make something challenging then there is definitely a problem.
Im here, spending 100+ hours a week playing eureka content which is neither super easy or super difficult.
Its just.. grinding.. and im happy?
The content rewards you with things that make that content more fun.
More content needs to be like Eureka.

I find often that the camera is also an issue which is why I prefer being a ranged damage dealer that way I can stand all the way back and see more of the arena. Patterns start being noticeable much sooner this way as well. I wish we could zoom further out.I'd go with this *IF* they madfe some improvements to the camera to actually make a lot of that stuff visible. some of these bosses are getting so big they cant even fit on your screen at maximum zoom so seeing that indicator above there head is a real ball ache. and with more and more visual indicators for mechanics being way off over there 100 miles outside the arena. even if your zoomed out to maximum distace you still cant see stuff without constant camera gymnastics. can be enough to make you dizzy the amount you have to spin the camera sonetimes.
Agreed. And while content generally shouldn't have so steep of progression requirements to overly/arbitrarily split up the playerbase (making it so those who liked the content from day 1 would waste their time if they play with those who stumbled upon it in day 100 --or worse, would be utterly unable to, such as by ruining the others' gains or experience-- it'd be nice to have more out there that's worth diving deeper into.



Didn't they only nerf the Very Easy difficulty?
Mortal Fist


Eureka like Bozja is pretty unfriendly if you can't commit for longer play times. It locks you out of anything else and is very inefficient when done solo and punishes you for each ko.
Fates are more friendly grind content, they can be done even if you don't have a lot of time and you can queue for other content at the same time, there's less pressure to join a group.

and i personally disagree, the Minstrel imagined what woudl happen if the Endsinger found a few more stars of despair, or even a FEW more souls.
He imagined, specificaly, that the darkness may have been so deep that even the Light of the scions could do naught but hold it at bay at most, but not pierce it,
Which is EXACTLY what happens. The Music itself is ALSO part of it, we dont get "with hearts alligned" in EX because the prayers of the scions didnt work outside of preventing our imidiate doom.
endsinger EX is PHASE 2!!!!! OF normal, the arena itself shows it, the light already pushes the dark back in the background.
but its Phase 2 without the Super buff.
And i personally disagree that the Planets are bullshit or annoying, you have ampel time to react to them, Only the 2 pairs of 2 sets of planets before second towers can be tricky if you are particularly unlucky(blue into red is the worst combo, change my mind)
HECK its LEGIT 2 things to consider "is it blue? yes? go to where slower is in a quarter rotation and get pushed back" and "is it red? yes, where will slow be in a quarter rotation, is it the back half? go front of boss, is it front half? go to the back of the arena" if you want to play it safe, if you dont want to play it safe? you have HALF THE ARENAS EDGE AS SAFETY(if not more) if you want to optimize for uptime blue dosnt change and red?.
"What Intercard does red impact? NW, go East at Endsingers hitbox circle, SW Go east, NE? Go West, SE? go West" so even THEN its just "does it impact west or east, go opposite"
Double red planets? dodge first, then Rotate 90° towards the first impact(so if it impacted SW first and NE Second, you start East, and then rotate 90° and end up in endsingers face..)
and Blue is super generous you can be at max melee range and not die off if you aim correctly, And you can 100% use it to prepoition yourself for double red as well
What are you talking about ? If anything casuals like me are the one asking for slightly harder low tier content, i mean at that point most dungeons are sleep inducing due to over forgiving mechanics and jobs gameplay that are less and less engaging.
To rephrase it : difficulty from low tier activities come from your ability to keep your eyes open after a certain amount of time and it's kind of sad.
I'm not a try harder and don't like frustration but at that point that's just too much.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




