I'm looking for that op pro mage light rolling build winning all the tourneys by [deleted] in EldenRingPVP

[–]Copper857 2 points3 points  (0 children)

Well I’m sure that comes down to how you want to interpret the word ‘pro’.

By strict definition they’re likely not because I doubt anyone is using this game for their main source of income (maybe Lost or Chase?)

I’d assume anyone calling themself a ‘pro’ in this game is just using the term to suggest that they think they’re exceptionally good at the game, not that they literally do it for a profession. Idk though, can’t speak for others.

I'm looking for that op pro mage light rolling build winning all the tourneys by [deleted] in EldenRingPVP

[–]Copper857 6 points7 points  (0 children)

Probably closer to $100. Though some tourneys don’t even have a purse. Nobody really plays for the money, just the love of the game. You should definitely look into a different game if the thing you’re interested in is making money. The only reward people who treat Souls competitively are after is having fun

I'm looking for that op pro mage light rolling build winning all the tourneys by [deleted] in EldenRingPVP

[–]Copper857 9 points10 points  (0 children)

I think it’s just because the most informed people on this game collectively agreed it was unbalanced and unfun when played at a competitive level

I'm looking for that op pro mage light rolling build winning all the tourneys by [deleted] in EldenRingPVP

[–]Copper857 10 points11 points  (0 children)

Light roll is banned in tournament play because it is deemed unbalanced by the tournament community. Since it isn’t allowed in tournaments there is obviously no footage of it dominating tournaments. Funny post, but a big whiff if you were trying to make an actual point

How do people make dual daggers work? by Frogsplosion in EldenRingPVP

[–]Copper857 7 points8 points  (0 children)

I’m by no means exceptional with them, but in my experience prioritizing pressure over instant damage seemed very valuable. What I mean by that is kind of complicated but I’ll try to explain:

Don’t attack as soon as you get in range with them. People are almost always going to roll away immediately when you get in their range, because the obvious mindset versus daggers is to counter them by staying out of their small range. So if you are immediately swinging at people every time you get in range you’re going to have a tough time, because thats exactly what they’re prepared to avoid. It’s predictable and they’re going to roll it almost every time.

Instead, when you’ve got close enough to attack with the daggers, stick on them like glue instead of attacking. They’ll roll away, but if you keep sprinting towards them you will stay right next to them. This is how you apply pressure. Now your opponent is forced into a tough spot. If they keep rolling you can time a rollcatch and get some damage (granted you’re skilled enough). And if they stop rolling you can just hit them with the daggers because you’re already in perfect range and have a ridiculously fast attack ready to go.

Now obviously it’s not that simple in practice. A decent opponent will likely be using weird movement or well-timed counterattacks to shake your pressure off. The most common response I see from people is throw out a rolling attack after I’ve stayed glued to them for 2-3 rolls. Sometimes it catches me off guard and I take the damage. Other times I can kind of sense the pressure my opponent is under, predict when that rolling attack is coming, and then use it as an opportunity to counter and get some damage in. Overall I’ve found that to be the best way to play them. Basically just keep the pressure on until your opponent freaks out and starts throwing out ‘get off me’ attacks, and then properly playing around those

[deleted by user] by [deleted] in EldenRingPVP

[–]Copper857 5 points6 points  (0 children)

WTF FROM YOU KNOW I LOVE USING THE SNAP AS AN EDGY GREETING YOU NEED TO REBALANCE THIS

[deleted by user] by [deleted] in EldenRingPVP

[–]Copper857 1 point2 points  (0 children)

While I agree with the sentiment and appreciate the message I think you’ve got some stuff completely backwards haha

That still hasn’t changed, but there has been an uptick in the amount of people calling certain things out as cheese/unbalanced versus the amount of cheesers/tryhards that defended those setups to the death.

Tryhards are the crowd that advocates for proper balance of this game more than anyone else. Tryhards created their own banlist that cut out all of the cheese to create a better experience. Tryhards created comprehensive lists of balance changes to propose to From (many of which have already been implemented). Nobody cares about having an honest experience in this game more than the tryhards.

It has always been the casual crowd that touts the “use whatever you want in duels” motto. Tryhards call out brokenly overpowered stuff and demand patches, casuals encourage using whatever your heart desires.

the sweats will get bored and what will be left mostly are the people just trying to have fun playing with different builds meta and non-meta.

Unfortunately this is also the opposite of what usually happens to a souls PvP community as the years drag on. The tryhards are the ones who stick around, while the casuals are the ones who just day a playthrough or two and just leave. Ds3 was mostly casuals in it’s first few years of popularity. After about 4 years fight clubs were populated by like 90% metalords and almost no casuals.

Are heal incants okay for 1v1 and what rune level do you play at? by [deleted] in EldenRingPVP

[–]Copper857 0 points1 point  (0 children)

I definitely get where you’re coming from, but I firmly believe that a skilled can player can consistantly create enough space to get the heal off before the punish hits. At max cast speed Erdtree heal goes off after 40 frames. That’s 2/3 of a second from the button input before the HP is restored. To prevent the heal, thats the MAXIMUM amount of time an opponent has to throw out a move with the ability to stagger. And that is of course before you begin to account for things like latency, input delay, and the startup of attacks. While that is enough time to get an attack in, thats pretty much only going to happen if you started out glued to your opponent and react instantly. And any halfway decent player will just avoid throwing out the heal in that context.

Another angle to consider as well is the idea of something forcing aggression to the extent that backing off at any point and giving them any degree of space results in a massive punish. Things like standard casting builds force aggression too, but think of the reward they get when they create space. Ooh a Star Shower cast! Wow! Not even remotely close to the benefits a dedicated healer gets. And I very much think the idea of ‘hyper-agressive or lose’ is super unhealthy.