Dark souls 2: Wishlist

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    Post by Juutas on Tue Dec 18, 2012 5:16 pm

    @Seignar: I really like the amulet-slot idea. Simple yet a good improvement.


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    Post by Nessima017 on Tue Dec 18, 2012 5:30 pm

    I would like less invinsibility frames during rolling, its kinda immerision breaking rolling through four kings sword.


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    Post by Forum Pirate on Tue Dec 18, 2012 5:30 pm

    Faster projectiles (ie arrows)


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    Post by MasterofShadows on Tue Dec 18, 2012 5:49 pm

    Forum Pirate wrote:Faster projectiles (ie arrows)

    Yeah, that would be a great idea. Make dodging arrows require just a little more skill. Of course, don't make it TOO fast, because then it could get annoying.


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    Post by Forum Pirate on Tue Dec 18, 2012 5:54 pm

    Ideally (imo) the dodge timing for an area like the burg or b town "arenas" would be just after you see them release. Longer for bigger distances.


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    Post by mr_no_face on Tue Dec 18, 2012 6:18 pm

    any one else notice that some arrows snake towards the player? I believe that is garbage lol make them shoot fast and not hone in on the player thats what magic is for


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    Post by Sloth9230 on Tue Dec 18, 2012 6:26 pm

    mr_no_face wrote:any one else notice that some arrows snake towards the player? I believe that is garbage lol make them shoot fast and not hone in on the player thats what magic is for

    Yeah why can npc arrows home in on me? taht's not cool :|

    I agree that they should be faster though.



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    Post by Nessima017 on Tue Dec 18, 2012 7:29 pm

    mr_no_face wrote:any one else notice that some arrows snake towards the player? I believe that is garbage lol make them shoot fast and not hone in on the player thats what magic is for
    Thats the hardest part of the anor londo archers.


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    Post by JeragiusTheSlayer on Tue Dec 18, 2012 9:36 pm

    Im not sure if anyone said this but...

    Riposting and back attack with crossbows

    Like Point it to their head and fire


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    Post by callipygias on Tue Dec 18, 2012 10:54 pm

    Wishlist: Counter damage should apply when you hit someone who is healing! If it doesn't already (it doesn't, does it?), there should be a 40% bonus for hitting someone while they're healing. Not only that, but it should stack with the Leo Ring. Yeah, take THAT, flaskers/poppers!


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    Post by Kyōkai on Wed Dec 19, 2012 4:21 am

    My wishlist as of now:

    1. Large deathmatch/team deathmatch PvP arenas.
    2. Easy mode. Don't misunderstand. If an easy mode exists, there will be a hard mode as well.
    3. Reduced backstab damage when you have a shield on your back while two-handing and what not.
    4. I have nothing against the attunement system Dark Souls has now, but I would prefer a good old fashioned mana bar.
    5. Improved dual wielding.
    6. ...MOUNTS.

    To be continued.


    Last edited by Kyōkai on Wed Dec 19, 2012 4:58 am; edited 2 times in total


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    Post by ViralEnsign_ on Wed Dec 19, 2012 4:28 am

    Seignar wrote:Long post incoming, shield your eyes with reading glasses! My wishlist for Dark Souls

    Mounts


    - Mounts are limited as a combat tool to mobs. They
    provide immunity to backstabs and riposte as well as a protection from
    most attacks, exceptions being arrows and magic that makes a direct hit.
    Otherwise, the mount will have to be killed to force the rider to
    dismount.

    - Headshots with arrows will immediately dismount a rider.
    - The mount and rider will act as 2 different enemies, each taking individual actions against you, but rarely in unison.
    - If a rider is dismounted, another enemy can mount.
    -
    If a rider is forcefully dismounted, their will be a short period where
    the player can perform a critical attack on the fallen rider.

    Critical Hits

    - When the player is caught in a backstab animation, they can press a specific button to perform a backstab dodge.
    -
    If a player performs a backstab dodge with precise execution, the
    player will perform a "Perfect Backstab dodge" which will cause a form
    of stagger animation for the attacker.
    - During the stagger animation, the player can perform a riposte.
    -
    Mobs of all kind will perform a backstab dodge if they are actively
    engaged with that player in combat, with some exceptions (Like Dark
    Souls armored boar)
    - Players cannot backstab dodge if they were backstabbed while trapped in a recovery animation.
    - A plunging attack on a fallen enemy counts as a critical hit.

    Dual-Wielding

    - Weapons in the left-hand of the same class as the right can fluently chain attacks after a right attack and vice-versa.
    - You can roll attack, jump attack and run attack with the left-hand weapon.
    -
    Pressing 2 of the same types of attack for both weapons (2 Light
    attacks, 2 Heavy attacks) will result in a dual-wielding attack. This
    only works for weapons of the same class.

    Weapons and armors

    -
    On top of upgrading, weapons and armors will feature an enchantment
    system where they can imbued their weapons and armors with the power of
    souls and give them unique abilities. Each item has a certain amount of
    slots to which enchantments can be given and upgrade paths can affect
    this.
    - Some enchantments can stack, others cannot.

    - Whips
    will have a special "coil" attack that will trip an enemy, if possible.
    The action is done by performing a jump attack; it takes a while to
    perform and there are no invincibility frames. This can be used to trip
    mounts and force dismounts.

    - Non-greatshields can bash by
    performing the same command as a kick, except with the shield hand.
    Bashing is more effective than the kick at staggering and breaking
    guards, but is slower and can be parried.

    Stats

    - The STR
    stat affects poise damage inflicted. This poise damage scaling is
    different for every weapon. For example, a katana weapon might gain 1
    poise damage every 4 STR whilst a Club gains 1 poise damage per 2 points
    and Great Weapons gain 1 poise damage per point.

    - The RES stat
    increases natural poise on top of not suffering from diminishing returns
    in term of defense increase. The poise bonus caps at 30 for 40 RES.

    -
    The ATT stat, for the purpose of a new magic system (read on), will
    increase the maximum soul gauge and, at a slower pace, the soul gauge's
    absorption rate. Also, it will increase your magic slots.

    Magic

    -
    The magic system will feature a "Soul Gauge" to replace the attunement
    system. The gauge will work similarly to a MP system, but it functions
    slightly differently. The Soul gauge cannot recover via items, only by
    resting at a bonfire or defeating enemies (Known as Soul absorption).
    The amount of Soul absorption is relative to your ATT level and the
    souls gained from defeating an enemy. Souls absorption does not work for
    enemies defeated by magic.

    - Magic such as "Fire Tempest" and
    "Gravelord Sword Dance" can be held by holding the casting button.
    Holding the magic will increase the length, but will continue to drain
    Soul Gauge.

    - Magic such as the Soul Arrow family can be focused by holding the casting button. Focused magic has improved tracking.

    - Having multiple stacks of the same magic will lessen the Soul Gauge drain when using that magic.

    Status Aliments

    - Toxin will increase the stamina cost of most actions.
    - Curse will not be an instant kill.
    - A new status aliment: "Fatigue"; will slow stamina regeneration.

    Boss Soul and Humanity

    - Boss Souls can be used to create weapons, magic and enchantments.
    - Consuming a Boss Soul will fully recover HP and cure status aliments, in addition to providing souls and 1 humanity.
    - Humanity items will only heal a set 500 HP.
    - Firekeeper's Souls will provide 10 humanity.

    Items

    - Throwing Knives aim for headshots.
    - Firebombs have larger AoE

    Hollow and Human

    - Being Human will give you the same effects as "Seek Guidance"
    - Being Human will strengthen your Estus by 10%

    Covenants

    - When making donations, you can decide how many donations to make at once
    - Covenant-related rings will be changed to covenant-exclusive amulet slots
    - The book of the guilty will display the player's location in the game.

    Miscellaneous

    - Explosive Barrels can make a return as a fire-based hazard.
    - Enemies can react violently to be inflicted by fire/lightning/magic.
    - Certain materials can be set on fire to be used as environmental hazards or weapons.

    I gotta say you thought that out well and provided good explanations for it all.

    I myself liked the old DKS magic bar but the Soul Guage sounds really innovative.
    I love you for suggesting a Shield Bash....an RPG without one is weak.....

    the only thing I would expand on is your covenants item suggestion. I would like to see certain small passive benefits, character changes based on your covenant selection and loyalty to....or perhaps disloyalty to.

    As well as benefits unique to each cov like armour and weapons.

    But well done dude +1


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    Post by ComaPrison on Wed Dec 19, 2012 4:41 am

    I want them to make a whip-using build to be seriously viable. Even better: Dual-wielding whips. Maybe give whips a special R2 that lets them temporarily "bind" a target's weapon if the hit connects. The trade off can be that now that they're binded, the whip user can't run away beyond a certain (5 feet?) distance without first unbinding the weapon. That would make it easier for the target to kill the whip user if he has a 2nd sword/dagger unbinded. That would give an advantage to dual-wield characters. To make it not overpowered, they could make the % chance of binding depend on the dex stats of both the target and the user. Let's say arbitrarily 50% chance if both user and target have equal dex stat value.


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    Post by Sargerus on Wed Dec 19, 2012 1:27 pm

    My wishlist:

    -A primordial serpent as Boss( or hell, all of them)
    -Do not recycle areas from previous games
    -Better netcode for co-op/PVP
    -i would love to see the World Tendency from DeS returning even it would be challenging to make it work in an open world environment
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    Post by mr_no_face on Wed Dec 19, 2012 1:36 pm

    I want to see better 'ghosts' of players as they appear in and out of your game and better detailed blood stains. some don't even work


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    Post by Serious_Much on Wed Dec 19, 2012 2:33 pm

    Seignar wrote:Long post incoming, shield your eyes with reading glasses! My wishlist for Dark Souls

    Mounts


    - Mounts are limited as a combat tool to mobs. They
    provide immunity to backstabs and riposte as well as a protection from
    most attacks, exceptions being arrows and magic that makes a direct hit.
    Otherwise, the mount will have to be killed to force the rider to
    dismount.

    - Headshots with arrows will immediately dismount a rider.
    - The mount and rider will act as 2 different enemies, each taking individual actions against you, but rarely in unison.
    - If a rider is dismounted, another enemy can mount.
    -
    If a rider is forcefully dismounted, their will be a short period where
    the player can perform a critical attack on the fallen rider.

    Critical Hits

    - When the player is caught in a backstab animation, they can press a specific button to perform a backstab dodge.
    -
    If a player performs a backstab dodge with precise execution, the
    player will perform a "Perfect Backstab dodge" which will cause a form
    of stagger animation for the attacker.
    - During the stagger animation, the player can perform a riposte.
    -
    Mobs of all kind will perform a backstab dodge if they are actively
    engaged with that player in combat, with some exceptions (Like Dark
    Souls armored boar)
    - Players cannot backstab dodge if they were backstabbed while trapped in a recovery animation.
    - A plunging attack on a fallen enemy counts as a critical hit.

    Dual-Wielding

    - Weapons in the left-hand of the same class as the right can fluently chain attacks after a right attack and vice-versa.
    - You can roll attack, jump attack and run attack with the left-hand weapon.
    -
    Pressing 2 of the same types of attack for both weapons (2 Light
    attacks, 2 Heavy attacks) will result in a dual-wielding attack. This
    only works for weapons of the same class.

    Weapons and armors

    -
    On top of upgrading, weapons and armors will feature an enchantment
    system where they can imbued their weapons and armors with the power of
    souls and give them unique abilities. Each item has a certain amount of
    slots to which enchantments can be given and upgrade paths can affect
    this.
    - Some enchantments can stack, others cannot.

    - Whips
    will have a special "coil" attack that will trip an enemy, if possible.
    The action is done by performing a jump attack; it takes a while to
    perform and there are no invincibility frames. This can be used to trip
    mounts and force dismounts.

    - Non-greatshields can bash by
    performing the same command as a kick, except with the shield hand.
    Bashing is more effective than the kick at staggering and breaking
    guards, but is slower and can be parried.

    Stats

    - The STR
    stat affects poise damage inflicted. This poise damage scaling is
    different for every weapon. For example, a katana weapon might gain 1
    poise damage every 4 STR whilst a Club gains 1 poise damage per 2 points
    and Great Weapons gain 1 poise damage per point.

    - The RES stat
    increases natural poise on top of not suffering from diminishing returns
    in term of defense increase. The poise bonus caps at 30 for 40 RES.

    -
    The ATT stat, for the purpose of a new magic system (read on), will
    increase the maximum soul gauge and, at a slower pace, the soul gauge's
    absorption rate. Also, it will increase your magic slots.

    Magic

    -
    The magic system will feature a "Soul Gauge" to replace the attunement
    system. The gauge will work similarly to a MP system, but it functions
    slightly differently. The Soul gauge cannot recover via items, only by
    resting at a bonfire or defeating enemies (Known as Soul absorption).
    The amount of Soul absorption is relative to your ATT level and the
    souls gained from defeating an enemy. Souls absorption does not work for
    enemies defeated by magic.

    - Magic such as "Fire Tempest" and
    "Gravelord Sword Dance" can be held by holding the casting button.
    Holding the magic will increase the length, but will continue to drain
    Soul Gauge.

    - Magic such as the Soul Arrow family can be focused by holding the casting button. Focused magic has improved tracking.

    - Having multiple stacks of the same magic will lessen the Soul Gauge drain when using that magic.

    Status Aliments

    - Toxin will increase the stamina cost of most actions.
    - Curse will not be an instant kill.
    - A new status aliment: "Fatigue"; will slow stamina regeneration.

    Boss Soul and Humanity

    - Boss Souls can be used to create weapons, magic and enchantments.
    - Consuming a Boss Soul will fully recover HP and cure status aliments, in addition to providing souls and 1 humanity.
    - Humanity items will only heal a set 500 HP.
    - Firekeeper's Souls will provide 10 humanity.

    Items

    - Throwing Knives aim for headshots.
    - Firebombs have larger AoE

    Hollow and Human

    - Being Human will give you the same effects as "Seek Guidance"
    - Being Human will strengthen your Estus by 10%

    Covenants

    - When making donations, you can decide how many donations to make at once
    - Covenant-related rings will be changed to covenant-exclusive amulet slots
    - The book of the guilty will display the player's location in the game.

    Miscellaneous

    - Explosive Barrels can make a return as a fire-based hazard.
    - Enemies can react violently to be inflicted by fire/lightning/magic.
    - Certain materials can be set on fire to be used as environmental hazards or weapons.

    Great list, couple changes I'd make here and there iv suggested before but I would thin that list would be overall a good set if changes


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    Post by Sloth9230 on Wed Dec 19, 2012 5:12 pm

    I want more action, by that I mean I want more enemies not just a few semi-hard ones. I hate going through the beginning of Anor Londo, it's just so boring. If the Gargoyles respawned it would have been much better.

    And I'd also like improved Enemy Ai. Even predetermined patterns would be better than everyone just standing around until I agro them.

    Edit: This is something That I'm borrowing from fallout. I want random enemies to spawn in areas either over time or whenever I use a bonfire. I don't like that I can memorize the location of every enemy and figure out the quickest way to run through the area. Certain enemies would of course be predetermined and would therefore always spawn, or only spawn once like the boars, but I don't want run into the same enemies over and over again.

    for that to work though, we'd also need far more variety in the kinds of enemies.



    Last edited by Sloth9230 on Wed Dec 19, 2012 5:26 pm; edited 3 times in total


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    Post by GkMrBane on Wed Dec 19, 2012 5:18 pm

    I would love to troll the crap out of a host by stealing his mount.


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    Post by Mr. Tart on Wed Dec 19, 2012 5:19 pm

    I would want a Dark Souls 2: Wishlist inside of Dark Souls 2. silly

    Seriously though, while i like tradition etc etc, i would like to see some change in the series, although not too much of course. And what i mean by that is that much of the concept from Demon's Souls seemed to be reused for ideas to Dark Souls, one such example being The Bridge Wyvern. I know that when i watched playthroughs of Demon's Souls there was so much that i recognized in Dark Souls and that kind of disappointed me. So while i'm much for ''tradition'' i think it is in need of some change as to avoid being repetitive.


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    Post by The Letter X on Wed Dec 19, 2012 5:23 pm

    I'd like at least one area with 20+ humanoid enemies. It would provide epic battles. Allowing more characters, both summons and invaders, in each world would be nice too.


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    Post by Mr. Tart on Thu Dec 20, 2012 8:43 am

    Something that i just realized is the amount of character slots. Being the guy that i am, i love customization more than anything, however, the amount of slots found in Dark Souls, weren't enough for a person like me. And making several saves on other harddrives or different accounts just isn't me, it seems too complicated/a waste of time. So that's what i want; More character slots.

    EDIT: In all honest, one thing that really ruins Dark Souls to me is the community in general(not you guys). But more specifically, the gankers. And while i know invading is something you do on your own risk, it still is kind of game breaking TO ME, and thus i would like to see some counter to this, like the invader getting some kind of bonus to stats, or well, anything. I know one can survive gankers and win, but not everyone can do that, especially not when you get spawn cornered... So, yeah, that's something that i REALLY would like to see change.


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    Post by ComaPrison on Thu Dec 20, 2012 10:09 am

    For those of you who wish for more action, you should really be careful how you phrase it. Some might misinterpret that to mean QTE and action-based cinematic cut scenes.


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    Post by Serious_Much on Thu Dec 20, 2012 10:12 am

    I pretty sure qte and cinematic cutscenes aren't action compared to button mashing craziness, I'd be more worried about a watering down of the combat when asking for more action

    Never understood the hate for qte though, if used well they can be a great addiction to a gaming experience, like in cod3 when guys would randomly attack you mono-e-mono and you'd have a struggle hand to hand for your life, or in heavy rain. Admittedly though qte effectiveness relates to the difficulty and the stress of the situation the character is in.


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    Post by ComaPrison on Thu Dec 20, 2012 10:17 am

    Serious_Much wrote:I pretty sure qte and cinematic cutscenes aren't action compared to button mashing craziness, I'd be more worried about a watering down of the combat when asking for more action

    Never understood the hate for qte though, if used well they can be a great addiction to a gaming experience, like in cod3 when guys would randomly attack you mono-e-mono and you'd have a struggle hand to hand for your life, or in heavy rain. Admittedly though qte effectiveness relates to the difficulty and the stress of the situation the character is in.

    QTE's proper role is in arcade shooters in between levels as cut-scenes. It has no role in an action-RPG i.m.o.


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    Post by Serious_Much on Thu Dec 20, 2012 10:22 am

    Hmm true for most, though I think having a couple in souls for say if you get grabbed by like a mimic, or stuck in a kind of trap, that could work well, as long as in true souls fashion your health gets destroyed slightly less on success.

    By those qte I mean moving stick round in circles or alternating r1 l1, things that require effort and can increase stress in a player, I think there's potential in their addition, but they'd have to be implemented properly.


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