With that said: After a few playthroughs on Dark Souls I don't find nearly as much of a challenge. So I started considering ways that would have made it more difficult that didn't inherently alter the game. As such I considering these as interesting additions to the game for once it got into NG+ or NG++, because NG+ may seem difficult if your main strategy is tanking. But if you are used to dodging and parrying then NG+ doesn't add much more of a challenge. So I considered that they should have actively added more enemies or altered HP or damage in a meaningful way.
Basically, I wanted to think of ways to make Dark Souls make me rage again.
So this is a stage by stage break down of how I think the areas should have been altered. So they would be harder and stuff. . . Y'KNOW!
NOTES:
When I say Dark I mean ToTG dark.
I would consider removing backstabs for many enemies as well, like barbarians and silver knights.
I use strange names for many of the enemies, because I forgot the real names, but whatever you know what I mean. Sometimes I change the name I use for specific enemies too, but whatever.
With all the dark areas I suggest I would also think it cool with sunlight maggot was nerfed, cast light castings had a much shorter duration, and skull lanterns actively used durability.
And I suppose it would also be interesting if you didn’t start NG+ with all your items and rings.
And lastly, I know this is a dumb thread, I just have too much spare time (no I don’t, I’m procrastinating), maybe I’ll get to try out something like this when PC comes out and modding becomes viable.
Undead Asylum
Asylum Demon Boss Fight
NG++: Add a second Asylum Demon During the fight
Ledge Fight Up To AqueductFirelink To Undead Burg
NG++: Add Another Firebomb Thrower behind The undead warrior near the door to the aqueduct, add another undead warrior next to the undead axe wielder.
NG+++: Add Two Crossbowmen Along the Ledge of the aqueduct with long aggro range, add a undead soldier spearman along the aqueduct ledge at the entrance to the interior, add another undead warrior next to the first encountered.
Interior of the aqueduct
NG++: Place about twenty rats within the interior of the aqueduct before the staircase up.
NG+++: Double the rats.
First Platform With Axe Wielder And Undead WarriorUndead Burg
NG++: Add a crossbowman on the Broken Wall Next to the Stairs, add an undead spearman on the small wooden bridge, add another axe wielder.
NG+++: Add an axe wielder, another crossbowman next to the first, add another undead warrior
Drop Down From First Platform
NG++: Add an undead archer and an undead at the far end of the ambush, In the building with the consumable soul add three undead warriors.
NG+++: Add two more undead in front of archer, add an axe wielder in the building with the consumable soul add three undead warriors.
Causeway toward ladder to ruined wall
NG++: Add two more undead and a undead soldier in the back.
NG+++: Add five more undead, an undead soldier and a crossbowman in the back, add a firebomb thrower at the top of the ladder.
Second Platform between two buildings
NG++: Add Four Undead Warriors and an axe wielder in the left building, add three undead warriors in the right building, add two spearman in the right building entryway and exit.
NG+++: Add three fire bomb throwers in the rafters in the left building, add two spearman in front of the firebomb thrower between the two buildings.
Duel Area
NG++: Add a crossbowman and a firebomb thrower on top of the building you leave before encountering the drake, add three more undead warriors in the middle platform, add two axe wielders, add one undead soldier.
NG+++: Add two more crossbowman and a firebomb thrower to the new one, add one undead warrior to main area, add one axe wielder, add two undead soldiers, add a spearman on the staircase up to the battlement, add two crossbowmen next to the original, add a hollow thief in the room with the wooden shield.
(Would make it a pain to clear for hosting)
Undead Merchant Building
NG++: Add two more spearmen and an undead soldier on the roof, Add one Spearman on the staircase into the basement, add two undead warriors in the basement.
NG+++: Add Four Undead Warriors Flanking the Spearman on both sides, add two axe wielders and an undead warrior in the basement.
Causeway towards ladder to roof with throwing knives
NG++: Add six more undead, add an undead archer behind normal undead.
NG+++: Double the undead, add two more archers.
Building With Axe wielders
NG++: Add two more axe wielders, add a spearman at the entrance from the causeway.
NG+++: Add two hollow thieves to ambush the player.
Building with firebomb chest
NG++: Add two undead warriors in main room.
NG+++: Replace lone undead warrior in back room with hollow thief.
Upper Courtyard
NG++: Add two more undead warriors and one axe wielder. Add a firebomb thrower in the sniper tower.
NG+++: Add three more undead warriors. Add a firebomb thrower and crossbowman in sniper tower. Add a spearman in the sniper tower staircase.
Firebomb Thrower Perch
NG++: Add two crossbowmen.
NG+++: Add a firebomb thrower, a crossbowman, and an undead soldier.
Lower courtyard below sniper tower
NG++: Add two undead soldiers and one spearman.
NG+++: Add a Mace Steel Knight behind two original undead soldiers.
{b]Taurus Demon Boss fight[/b]
NG++: Greatly increase HP (really doesn't have enough health as a boss, even in NG+, especially relative to other bosses. Have undead warriors and axe wielders spawn from the fog gates and the top of the towers to drop down. Have crossbowmen respawn.
NG+++: Increase stock enemy spawn rate, also include undead soldiers.
On topDrake Bridge
NG++: Add ten more spearmen and five more crossbowmen, add four undead soldiers.
NG+++: Add four spearmen, two crossbowmen, three undead soldiers. Add one sword steel at the end of the bridge.
Below
NG++: Add a crossbowman in front of the entrance to the rats.
NG+++: Add a crossbowman in front of the entrance to the rats, add a second spearman.
Rat Room
NG++: Add ten rats.
NG+++: Double the rats.
Boar CourtyardUndead Parish
NG++: Make the boar immune to damage, only killable by closing the gate on it. Add another crossbowman on the bridge, add two spearmen in front of the portcullis, add a spearman before the crossbowmen's bridge, add two undead soldiers.
NG+++: Add another boar. Add two more spearmen before the portcullis.
Portcullis detour
NG++: Make the area dark. Add two torch undead in the ambush, add three undead at the top of the stairs, add one torch undead at the top of the ladder.
NG+++: Add three hollow thieves on top of the rafter with the item to drop down for an ambush.
Knight Shield Location
Replace Balder fencer with sword steel knight.
Hallway To Parish Side Courtyard
NG++: Add a hollow thief on top of the covered hallway to drop down after the player leaves the covered part.
NG+++: Add two dogs in front of the balder knight.
Parish Side Courtyard
NG++: Add a balder knight at the entryway.
NG+++: Add two spearmen flanking the balder knight.
{b]Parish Ground Floor[/b]
NG++: Add a balder knight next to the steel knight, add another rapier balder knight across from the on in ambush from the main entrance, add a balder knight between the pews. HAve the steel knight respawn.
NG+++: Add three hollow thieves on the channeler's ledge to drop down and ambush the enemy. Add a pair of dogs in front of the steel knight.
Parish Upper Level
NG++: Have the channeler respawn. Add two crystal dreglings, add six more undead.
NG+++: Add a channeler guarding Lautrec, add one crystal dregling, add seven more undead, add one undead archer with line of sight down the hallway to the open area.
Gargoyle Boss Fight
NG++: Have the second gargoyle come down with full health and a tail when the first one has 3/4 health.
NG+++: Add two more gargoyles to come down in succession.
First CourtyardLower Undead Burg
NG++: Add a dog and an undead soldier.
NG+++: Add a dog and an undead soldier.
Dregling area with twin humanity
NG++: Double the undeads.
NG+++: Triple the original undeads, add a channeler.
First Ambush
NG++: Place a rapier balder knight beyond the ambush point, add another hollow thief during the ambush.
NG+++: Add two more hollow thieves waiting in ambush.
Second Ambush
NG++: Place two balder crossbowmen beyond the ambush point.
NG+++: Add two hollow thieves waiting in ambush.
Before the Boss Gate
NG++: Add a spearman.
NG+++: Add two more dogs.
Two Hollow Thieves
NG++: Add a hollow thief.
NG+++: Add a rapier balder knight.
Capra Demon Boss fight
NG++: Greatly increase HP, for the same reason of the taurus demon.
NG+++: Make the dogs respawn.
Make it all dark except where it isn't explicitly lit.The Depths
Down the stairs
NG++: Add two more undead behind where the staircase ends, add three more undead forward from the stairs.
NG+++: Add a torch wielding undead to both groups.
Eating Area
NG++: Add three more undead and two more torch wielders.
NG+++: Add two more undead, one behind the undead to the left of the staircase ledge down to this area, add three more torch wielders. Add one hollow thief behind the pillar.
Butcher Block
NG++: Add two more dogs in front of the butcher block. Make butchers resistant to back stabs.
NG+++: Add a second butcher behind the breakable crates, triggered to bust out when you engage the first butcher. (You know, like the koolaid guy. Make Large Ember chest a mimic.
Water Area
NG++: Add two more dogs, add one undead, add sludges.
NG+++: Add a hollow thief behind a pillar, more sludges.
Waterway To First Bonfire
NG++: Saturate the area with sludges so there is almost a maze. Add two undead, one torch wielder.
NG+++: Add two undead archers at the end of the hallway near the bonfire door.
Great Axe Rat Location
NG++: Double the Rats, add sludges.
NG+++: Triple the Original rats, add two large rats.
Grate closing off bigger rat
NG++: Double the rats.
NG+++: Add four toxic rats and two more rats.
Random Hallways that I won't go through one at a time
I don't know the random hallways in the depths well enough to gauge what should be where, so I would probably just double the rats and add toxic things, because I double all the rats.
Channeler
NG++: Make the channeler respawn. Add two normal rats.
NG+++: Add a toxic rat, a large rat, and three more rats.
Big Rat
NG++: Add ten normal rats who don't leave the room with the big rat.
NG+++: Double the rats.
Basilisk drop down
Basilisks hop around so much that I'm not really familiar with where they spawn or where I would put more. Most likely doubling the basilisk and adding sludges would make it difficult enough.
Kirk Fight
I dunno, make him immune to backstabs, or just a better player.
Final group of rats
NG++: Add two more large rats.
NG+++: Add five rats.
Gaping Dragon Boss Fight
This isn't really possible to make any harder. Slowest boss in the game with all attacks that make it immobile and easily dodged. With the channeler respawning it would be likely he would be there during the boss fight. Still not really a challenge. Adding more enemies to the room really wouldn't fit the boss fight. I simply am lost on this.
Honestly, I don't know blighttown very well, I doubt anyone does. It's one of the more complicated areas, and one hardly anyone sticks around in, it's abysmal. This probably won't be as in depth or well done.Blighttown
Make the entire area dark where it isn’t lit.
Make Toxic Dart Blowers Respawn, and make their toxin even more deadly, with base damage in hits.
Now I’ll do my best from there.
First Walkway from depths
NG++: Add a toxic dart blower at the end of the platform, with a line of sight down the entire walkway. Add two more ghouls.
NG+++: Add a ghoul.
Twin Bridges To Platform
NG++: Place a barbarian on the platform in front of the non-rickety bridge, add a ghoul.
NG+++: Place a toxic dart blower on the Iato platform, add a ghoul who only aggros while the player is crossing the bridge.
Platforms to the bonfire
NG++: Add a barbarian above the final ladder.
From the bonfire, not progressing further in the level
NG++: At the base of the long ladder down place two more ghouls.
NG+++: Add a poison blower at the end of the ledge where the three blooming moss clumps are on the beam.
Rickety bridge
NG++: Trigger two mosquitoes to attack the player as they cross the bridge.
NG+++: Trigger eight mosquitoes to attack the player as they cross the bridge.
Passed The Rickety Bridge
NG++: Add a red dog.
NG+++: Add a ghoul.
Stone bridge from bonfire progressing the level[b]
NG++: Add a ghoul to chain aggro with the two dogs.
NG+++: Add a red dog.
[b]Platforms Before First Cave
NG++: Add two ghouls.
NG+++: Add three ghouls.
Eagle Shield Battlement
NG+++: Add a barbarian in front of the eagle shield.
Ladder up to toxic dart blower from the platforms before the caves
NG++: Add two Ghouls flanking the dart blower.
NG+++: Add a toxic dart blower.
Tunnels from toxic dart blower
NG++: Add two ghouls.
NG+++:Add two boulder barbarians that have line of site of the next lower walkway in the hollowed battlement going downwards.
Tunnels to behind power within parasite wall clinger
NG++: Add three ghouls who aggro after the barbarian once through the tunnel.
NG+++: Add a barbarian with the three ghouls added.
The Swamp
So the swamp is rather a curious beast, being that there are no normal enemies common to it other than those chaos spider things, that regardless are not very hard. It would be my thought that if made more difficult merely the respawning mosquito swarm would respawn faster, and in more numerous numbers. Along with this leeches could be placed more generously about the swamp. This coupled with the swamp being dark would give such restricted vision for a nightmarish effect.
Quelaag Boss Fight
This is one of those fights that is great as is and really doesn’t have any interesting way to increase the challenge. It doesn’t fit to have enemies spawn to help her out, and her health and damage couldn’t be altered in a meaningful way. It would be more interesting to have two quelaags at the same time, but being Quelaag is a specific person, this wouldn’t make much sense. The best I could imagine for increasing the difficulty is having the lava not fade away.
NG+++: remove trick to kill ceaseless discharge.Ceaseless Discharge
Again, as always, make any area that isn’t explicitly lit dark. This would mean most of the fortress if I am not mistake. Which is horrifying.Sen’s Fortress
First Room with Pillars
NG++: Place two serpents right and left of just past the entryway.
NG+++: Place a serpent mage at the top of the steps.
First two bridges
NG++: Add a serpent on the higher bridge to drop down once the serpent on the lower bridge is aggroed.
NG+++: Add two balder crossbowmen on the upper bridge.
Room Beyond the Second Bridge
NG++: Add two serpent men in this room.
NG+++: Make the chest a mimic.
Boulder Ramp
NG++: Add three serpents on the ledge near Seigemeyer. Add two balder knights in the room behind the serpent mage.
NG+++: Add two balder crossbowmen flank the serpent mage.
Room before next boulder ramp
NG++: Add a serpent.
NG+++: Add a serpent.
Second Boulder Run
NG++: Add two baldur knights on the ledge with the serpent mage that drop down as the player runs by.
Mimic Room
NG++: Add a serpent.
NG+++: Add a rapier baldur knight.
Boulder Control Room
NG++: Add a serpent (Because obviously someone is controlling it)
NG+++: Add three baldur knights
Third Swinging Bridge
NG++: Add a baldur crossbowman at the end of the bridge.
Fourth Swinging Bridge
NG++: Add a serpent in the middle of the bridge.
NG+++: Add two serpents at the end of the bridge.
NG++: Reset the firebomb giant’s throwing pattern to the pre-patch system.Sen’s Rooftop
Flame Ring Location
NG++: Add three balur knights.
NG+++: Add two rapier baldur knights.
Three way bridge, non-broken section
NG++: Add two baldur knights closer to the coverd area.
NG+++: Add a serpent at the junction who can be damaged by firebombs, add a baldur crossbowman behind the two baldur knights.
Short Cut Room
NG++: Add two baldur knights.
NG+++: Add a rapier baldur knight.
Suspended bridge after short cut room
NG++: Add two baldur crossbowmen at the corners of the bridge who can be hurt by firebombs.
NG+++: Add a baldur crossbowman in between the two others, add a baldur knight before the first crossbowman.
Bridge to tarkus
NG++: Add a rapier baldur knight. (Or a steel greatsword knight, couldn't decide)
NG+++: Add two baldur crossbowmen behind the baldur knight.
Steel Knight
NG++: Add two baldur knights flanking the steel knight.
Firebomb Giant
NG++: Make him respawn.
NG+++: Make him impervious to damage. Make his firebombs impervious to player attacks.
Iron Golem Boss Fight
NG++: Give the Iron Golem a sever hike in HP, greatly reduce how long he stays toppled, or the amount of time he is staggered before the player can topple him.
NG+++: Give the Iron Golem infinite HP, and when toppled have the golem rise back to his feet almost immediately.
First Treasure RoomAnor Londo
NG++: Add two sentinels barring the exist to the bonfire courtyard. Make sentinels chain pull their partner whenever aggroed.
NG+++: Make the two original sentinels royal sentinels. Change one of the chests to a mimic.
Second Treasure room
Same as the first.
First Gargoyle
NG++: Make the gargoyle respawn.
NG+++: Add another gargoyle.
First Drop Down Before LadderPainted guardian area rafters
NG++: Add two more guardians to drop down, add one more guardian on the floor.
NG+++: Add three more guardians on the floor.
First split in rafters
NG++: Add a guardian on the right split who only charges the player once the player has either gone right or left.
NG+++: Add a guardian on the left.
Chandelier
NG++: Add a guardian by the chandelier.
NG+++: Add a guardian by the chandelier.
Second Split
Same as the first, with the addition of:
NG++: Add a guardian.
NG+++: Add two guardians.
Before the Ladder down
NG++: Add a silver knight archer at the top of the ladder with line of sight across the entire rafter area.
NG+++: Add a silver knight archer on the opposite rafter of the first.
Staircase to level
NG++: Add a guardian.
NG+++: Add a guardian.
Divine Blessing Chest
NG++: Add two silver knights in front of the chest.
NG+++: Make the chest a mimic.
Second Gargoyle
NG++: Make the gargoyle respawn.
NG+++: Add two winged demons.
Painted Guardian Lower Area
NG++: Double all the painted guardians, have each one chain pull with their partner.
NG+++: Add ten painted guardians in front of the painting.
Huge Staircase Up To Palace
NG++: Add ten silver knights evenly spaced along the staircase.
NG+++: Add two silver knight spearmen in front, add two silver knight archers in back.
Main Gate
NG++: Make sentinels chain pull.
NG+++: Make sentinels royal sentinels. Add a silver knight archer at the ledges above where you find the dragon slayer bow.
Right of the main gate
NG++: Greatly increase the aggro range of winged demons. Add one silver knight spearman and one winged demon.
NG+++: Add two winged demons.
Lower Balcony
NG++: Greatly increase winged demon aggro range. Add two winged demons.
NG+++: Add a gargoyle.
Gazebo Tower
NG++: Add two silver knights, add a silver knight archer opposite of the entry point.
NG+++: Add a gargoyle.
Fixture halfway to archer ledge
NG+++: Add a silver Knight on the far side.
Archer Ledge
NG++: Add a silver knight spearman at the top of the ramp, add a silver knight archer before the one at the corner of the building silver knight archer.
NG+++: Add a silver knight archer.
Sunlight Medallion RoomAnor Londo Interior
NG++: Add two silver knights flanking the spearman.
NG+++: Make the chest a mimic.
Staircase Bottom
NG++: Add two silver knights.
Havel Armor Room
NG++: Add two skeletons.
NG+++: Add a skeleton dog.
Hallway after spiral staircase
NG++: Have the silver knight archer’s line of sight extended infinitely. Add a silver knight spearman a little behind the doors.
NG+++: Add two silver knight archers next to the first, add a silver knight near the spearman.
Bedroom Staircase room
NG++: Add a silver knight.
Rooftop Courtyard
NG++: Add two spearmen flanking the archer.
NG+++: Add two gargoyles.
Shortcut Room
NG++: Have the spearmen chain aggro.
NG+++: Add a silver knight.
Main Hall
NG++: Add two silver knights flanking the boss gate, add two silver knight spearmen in front of the main gate.
NG+++: Add a royal sentinel in front of the boss gate, add two silver knights flanking the original royal sentinels.
Before the broken Stainglass
NG++: Add a silver knight spearman.
NG+++: Add two silver knights.
Outside the giant’s roomAnor Londo, Stage right exterior
NG++: Add a silver knight barring the entry way.
NG+++: Add a winged demon.
Courtyard with the locked shortcut to the main gate
NG++: Add a winged demon. Increase winged demon aggro range.
NG+++: Add a winged demon.
Lower Balcony
NG++: Increase winged demon aggro range.
NG+++: Add a gargoyle.
Ornstein and Smough Boss Fight
I’m really unsure about this next bit, seems more sadistic and overdone to me. This boss fight really is quite good as is.
NG++: Have Smough Spawn already buffed. Increase both bosses high resistances to specific damage to immunity.
NG+++: Have them both spawn buffed.
Last edited by Buggy Virus on Sun Jul 15, 2012 6:14 pm; edited 3 times in total