Current Events > Does anyone else remember Dark Souls 1 release being harder?

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WalkingLobsters
05/05/20 3:26:32 AM
#1:


I could have sworn that the developers put out a patch a month after it came out to make it easier.

I'm not imagining things right?

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Hambo the Hog
05/05/20 3:27:25 AM
#2:


Sounds like you got gud, scrub.

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The_Creep_2020
05/05/20 3:28:07 AM
#3:


I have decided to give the game a second chance. Currently, I am in the undead burg and doing well. Far better than the first time I attempted the game

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ThePieReborn
05/05/20 3:28:54 AM
#4:


The aggro range of the dino-butts in Izalith was substantially larger at release.

According to some digging on the wiki, they reduced the aggro range of more enemies, but those are the most noticeable because of the design (or lack thereof) of Izalith being a big-ass wide open space. Also some purported changes to enemy HP, damage, and poise.

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InYourWalls1
05/05/20 3:31:44 AM
#5:


The_Creep_2020 posted...
I have decided to give the game a second chance. Currently, I am in the undead burg and doing well. Far better than the first time I attempted the game

How far in did you get the first time? Also, fitting signature

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The_Creep_2020
05/05/20 3:42:21 AM
#6:


InYourWalls1 posted...
How far in did you get the first time? Also, fitting signature
I managed to get to the Taurus Demon and utterly failed to defeat it

Thank you. It is from a Leonard Cohen song.

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solosnake
05/05/20 3:44:51 AM
#7:


They made it MUCH easier to get humanity i believe

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Frogles
05/05/20 3:51:20 AM
#8:


nah it happened, though i don't remember how long after release. you got waaaay more souls post-patch. i think it was close to or more than double the amount.

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solosnake
05/05/20 3:53:55 AM
#9:


Patch 1.04/1.05 Changes:

Magic Changes:
  • Pyro Glove nerfed from 270 to 230.
  • You can see resonance signs now.
  • Vow of Silence range increased.
  • Sorcery spell damage as a whole was slightly buffed, but Homing Soul Mass and other pursuit style spells were nerfed.
  • Magic Shield duration lowered to ~11 seconds.
  • Strong Magic Shield duration lowered to ~11 seconds. Invincibility removed. Effect on Stamina drastically reduced.
  • Tranquil Walk of Peace and other Slow duration reduced to ~10 secs. Effect supposedly changed from 100% encumbrance to 50%. Rolling possible if your equip burden is lowered. Slowness is similar to swamp effect.
  • Iron Flesh effectiveness nerfed.
  • Invisible Body duration remains unchanged.

Status Changes:
  • Base Equipment Burden increased (~6-10 points)
  • Humanity Item drop rate increased from 10 to 210
  • Medium roll recovery faster? (unclear and unconfirmed)
  • Defensive bonuses gained via Humanity reduced. Other defensive bonuses remain unchanged.
  • Item discovery gained via Humanity improved. Capped at 20.

Equipment General Changes:
  • Reported some weapon scaling gets improved at higher normal upgrades (+15 uchi dex scaling goes to A)
  • Some scaling reported as changing from A to S with higher upgrades

Upgrade Changes:
  • Normal scaling buffed by 5-20% (20% at +14).
  • Crystal scaling buffed by 5-20% (20% at +4).
  • Lightning +4 nerfed by 2% (+5 remains unchanged).
  • Raw scaling buffed by 10% (all levels).
  • Magic stat scaling buffed by 10-20% (20% at +9).
  • Enchanted stat scaling buffed by 15-20% (20% at +4).
  • Divine stat scaling buffed by 10-20% (20% at +9).
  • Occult stat scaling buffed by 15-20% (20% at +4).
  • Fire +9 nerfed by 2%. (+5 remains unchanged)
  • Dragon stat scaling buffed by 5-20% (20% at +5).

Specific Gear Changes:
  • Grant scaling changed to Strength:B and Faith:A
  • Gold-hemmed nerfed, still can't be upgraded.
  • Dust skirt nerfed hard (streamlined to match the other pieces).
  • Silver Knights, Sun, Hollow Soldier's Shield and other medium shield stability nerfed to ~70 at max upgrades to improve Great Shield viability.
  • Crystal Ring Shield scaling drastically nerfed. Does around ~200 +-50
  • Dragon Greatsword buffed from 360 to 390.
  • Silver Knight's Sword lightning effect removed. Now enchantable.
  • Elite Knight gear nerfed, then buffed slightly in 1.05

Combat Changes:
  • Lock-on acquisition range increased.
  • Lock-on changing/switching got easier (more responsive).
Ring of Fog users can now be locked on.

PVE Changes:
  • Overall increase in souls gained (~2-2.5 times more)
  • Damage reduced on some mobs?
  • HP lowered on some mobs?
  • Reduced acquisition range on normal enemies.
  • Supposedly reduced poise on some enemies.
  • Bosses drop Humanity and Homeward Bones
  • Ghosts and Skeletons give souls now.
  • Twinkling Titanite drop rate improved.
  • Pyromancers in Catacombs drop Skull Lanterns.
  • Darkwraiths in New Londo drop Dark Hand.

Online Changes:
  • You can see resonance signs.
  • Some invasion restrictions possibly changed? Darkwraith upperlimit confirmed as unchanged.
  • 1.05: Summon restrictions improved slightly again.
  • Amount of souls the Master of the game gains changed.
  • Cracked Eye Orbs no longer get consumed on failure. Confirmed
  • You can hit Select to rate messages.
  • 1.05: Fixed 1.04 bug where summon signs were invisible.

Covenant Changes:
  • Covenant Material drop rate improved.
  • Lowered requirements for the Warrior of Sunlight covenant (requirements moved from 50 to 25. 3/4 assists should do the trick)

Other Changes:
  • Official Guide nerfed.
  • Forest Hunter NPC farming remains unchanged.
  • Dark Anor Londo NPC farming remains unchanged.
  • Kiln Skip Glitch still works in 1.05

Merchant stock updates:
  • Male Undead Merchant: Also sells bottomless box
  • Female Undead Merchant: Sells Arrows / Crossbolts
  • Andrei: Sells Arrows / Crossbolts
  • Domhnall of Zena: Sells Arrows / Crossbolts, Master Key (5000)
  • Giant Blacksmith: Sells Arrows / Crossbolts, Small Titanite Shards, Large Tit Shards, Twinkling (8000 per, inf amount), Green Shards, Repair box, upgrade boxes
  • Vamos: Arrows / Crossbolts, Small Tit, Large tit, Repair box / upgrade boxes
  • Ingward: Sells Transient Curses

Fixes:
  • Fixed some freeze issues
  • Level up screen displays souls needed properly now
  • Dragon-head glitch, snuggly, and magic shield glitches fixed.
  • Fixed a bug where your inputs come out 1 second later.
  • Fixed a bug where the second Solaire event wont progress.
  • Fixed a bug where feeding Frampt a Titanite stone then going over 99 resulted in having zero.
  • Fixed some specific map areas where you'd get stuck or be unable to progress.
  • Changed some English subtitles on the overseas port.



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InYourWalls1
05/05/20 4:22:29 AM
#10:


The_Creep_2020 posted...
I managed to get to the Taurus Demon and utterly failed to defeat it

Thank you. It is from a Leonard Cohen song.

Ah okay, well better luck this time around then. I think it's well worth it to stick things out in this game. It's a sublime, mysterious, and all around incredible world to discover

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Northlane
05/05/20 4:23:42 AM
#11:


AFAIK, in unpatched Dark Souls:

  • Enemies in general had more HP and gave a lot less souls
  • Some enemies gave no souls at all (skeletons, slimes in the depths, etc.)
  • Weapon scaling was lower
  • Titanite and items in general had lower drop rates
  • Bosses gave vastly less souls across the board (Taurus 750, Gargoyles 1000)
  • Bosses didn't reward humanity or homeward bones
  • Toxic blowdart guys in Blighttown would respawn
  • Curse would stack (i.e. get cursed 4 times and end up with 1/8th max hp)
  • The aggro range for the Dragon butts in Lost Izalith was MUCH larger and basically covered the entire room and they would respawn


Sounds bad, doesn't it? But on the flip side... Magic was OP, elemental weapons did even more damage, the dark wood grain ring worked at 50% equip load so you could be a flipping Havel mum a lot easier, the crystal ring shield OHKO'd everybody, and the Fog Ring made it so you were not targetable (R3)

Also it used to say YOU DEFEATED instead of VICTORY ACHIEVED

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andri_g
05/05/20 5:37:46 AM
#12:


Also, post-patch the cost for absolution decreased from 2000 (?) down to 500 per soul level.

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Rika_Furude
05/05/20 5:55:52 AM
#13:


Was dark souls ever meant to be hard? Maybe its because i played KH2FM+ on critical mode and beat every boss except lingering will. But dark souls was an absolute joke in terms of difficulty

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Pancake
05/05/20 5:57:45 AM
#14:


it's funny you should say that because i beat dark souls and then immediately went to kh2fm+ on critical mode and no-hit it. i was like wow what a boring easy game. the closest i came to dying was when i fell asleep playing it!
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WalkingLobsters
05/05/20 12:26:28 PM
#15:


Northlane posted...
AFAIK, in unpatched Dark Souls:

* Enemies in general had more HP and gave a lot less souls
* Some enemies gave no souls at all (skeletons, slimes in the depths, etc.)
* Weapon scaling was lower
* Titanite and items in general had lower drop rates
* Bosses gave vastly less souls across the board (Taurus 750, Gargoyles 1000)
* Bosses didn't reward humanity or homeward bones
* Toxic blowdart guys in Blighttown would respawn
* Curse would stack (i.e. get cursed 4 times and end up with 1/8th max hp)
* The aggro range for the Dragon butts in Lost Izalith was MUCH larger and basically covered the entire room and they would respawn

Sounds bad, doesn't it? But on the flip side... Magic was OP, elemental weapons did even more damage, the dark wood grain ring worked at 50% equip load so you could be a flipping Havel mum a lot easier, the crystal ring shield OHKO'd everybody, and the Fog Ring made it so you were not targetable (R3)

Also it used to say YOU DEFEATED instead of VICTORY ACHIEVED
alright cool

glad i wasn't imagining things. I remember it being way harder when it first came out.

That was real Dark Souls.

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loafy013
05/05/20 12:45:44 PM
#16:


I remember hearing they also adjusted the Anor Londo archers. Think the left one had a longer sight range and would shoot you in the back when dealing with the guy on the corner.

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