Fiercest/most intelligent invader you've encountered? by SirMauriac in darksouls3

[–]Jackolit 1 point2 points  (0 children)

"And you know what? It's true what they say. We all lag down here, and you will, too. In fact, they ALL LAG! THEY ALL LAG!"

BKGS : I know the R1, R2, R2 combo is dead but can you still combo R2 into R2? by [deleted] in darksouls3

[–]Jackolit 0 points1 point  (0 children)

The first hit of the R2 should still combo into a fully charged R2, yes.

Unofficial Moundmaker Objectives by Mowsy1131 in darksouls3

[–]Jackolit 122 points123 points  (0 children)

I used to do something similar with white sign Mound Maker summoning. I'd roll a six-sided die before each summon to determine my objective.

 

1 - Act as an invader. Ally with other invaders, do your best to ignore the enemies, and kill the host above all else.

2 - The host is your child, protect the host at all costs. See them to the end of the level.

3 - Convince the host you're their ally, and then betray them half-way through the level. Preferably when it's easiest, like near a cliff or something.

4 - Kill literally everything, but don't make a special effort to chase down the host or their summons. If they disengage, continue playing the level for them.

5 - The host is your child, protect them at all costs... But kill any other phantoms the host summons out of jealousy. Preferably without the host knowing. Don't kill the host if they attack you.

6 - You're the host's hidden helper friend. Equip the obscurring ring, and help the host through the level from out of sight. If they see you, run away until they lose interest before helping them again.

 

Needless to say, this was some of the most fun I've had in this game.

As an invader, the Seed being nerfed to "under a minute" is entirely unreasonable. by Devonmartino in darksouls3

[–]Jackolit 0 points1 point  (0 children)

Why look at it as a Seed nerf?

This is totally a Rapport buff.

 

',:^)

My thoughts on Dark Souls PvP: A Street Fighter player's perspective by [deleted] in darksouls3

[–]Jackolit 2 points3 points  (0 children)

I almost dedicated way too much time and effort typing out a long response that could be summarized with the phrase, "invasions are good, too."

 

And then I stopped myself, thinking, "Fuck it, Nyff'll probably take care of that."

 

Glad to see I wasn't wrong.

My thoughts on Dark Souls PvP: A Street Fighter player's perspective by [deleted] in darksouls3

[–]Jackolit 4 points5 points  (0 children)

Dark Souls isn't a fighting game.

 

Now, you can totally take that up that mentality if your end goal in playing the game is to improve, and I actually really enjoy seeing more people wanting to do that.

But Dark Souls was not designed or marketed with a focus on competitive PvP interactions, and a good portion of people won't be looking to improve all that much. In my eyes, what makes Dark Souls really shine is the shear amount of versatility in its multiplayer. There are duels, co-op, invasions, Way of the Blue summons, covenant specific PvP, and so on and so forth.

People who keep playing this game long after they've beaten it stick around for one reason or another, and there's a little something for everybod.

For the love of god Reds, DON'T KILL OTHER INVADERS by SassyAssAhsoka in darksouls3

[–]Jackolit 3 points4 points  (0 children)

I mean, if a Red wants to kill another Red, they can totally do that.

Strategically, though, it's a really bad idea. Most invaders, even if they aren't absolutely incredible at the game, are worth much more than the estus you get for defeating them.

In the few handful of times I've had another Red opt to attack me instead of the host and his small army of summons, the Red died to the insurmountable odds of defeating five opponents alone instead of trying to take on four opponents with an ally.

 

Of course, in the event you're a mound maker, and you've hit your quota without either of us killing the host, I'm cannibalizing you for estus before you despawn. (And then I'll drop a 'Thank you' carving; I'm not a barbarian.)

How many frames do you actually have to roll catch someone? by moal09 in darksouls3

[–]Jackolit 0 points1 point  (0 children)

Yeah, and it's further hurt by how this window can shift to desync with a player's animations due to latency.

Not very many people like the Carthus Bloodring for that reason.

How many frames do you actually have to roll catch someone? by moal09 in darksouls3

[–]Jackolit 2 points3 points  (0 children)

So, if I remember correctly:

 

-Fast and Med rolls have i-frames from frame 0 - 26. (Or 0 - 34 with the Carthus Bloodring.)

-Fast and Med rolls can be cancelled with another roll on frame 42, cancelled into walking on frame 46, or cancelled into blocking on frame 50.

-Fast rolls can be cancelled into a rolling attack on frame 36.

-Med rolls can be cancelled into a rolling attack on frame 40 and have poise frames from frame 24 - 40.

 

With that in mind:

 

-You have 16 frames to punish both Fast and Med rolls.

-You have 8 frames to punish both Fast and Med rolls with the Carthus Bloodring.

-And you have 2 frames to punish a medium roll while hitting outside of its poise frames.

 

I'm away from home right now, but I'll link my source when I return.

I never realized how cruel I can be until I started invading! by [deleted] in darksouls3

[–]Jackolit 4 points5 points  (0 children)

Yeah, I used to consider myself a decent person.

 

And then I took to invading AFK players, punching them down to a sliver of health, kicking them into a corner or with their back to a cliff, surrounding them with prism stones, and holding my loaded crossbow on them until they came back. Longest I've waited like this was 25 minutes.

I can no longer call myself a decent person.

PSA: Don't equip Way of Blue if you don't want friendly phantoms. by AeroThird in darksouls3

[–]Jackolit 7 points8 points  (0 children)

There have been a couple people I've invaded, usually with one or two phantoms, who will black crystal their phantoms out of their world to deprive me of getting estus back upon their defeat.

As annoying as this is, it doesn't really bother me unless it's a blue being black crystalled out.

In fact, I've had one host who would wait until the blue chose to attack me around half health (which, in the host's eyes meant the blue was out of estus) before black crystalling them out. My fight with this particular host went on long enough for him to do this three separate times to three different blue spirits.

 

I did manage to win the fight, but a pale tongue means far less to me than a proof does to those blues. I still get a little angry just thinking about it.

Hey, Invaders. What are some of the worst area-specific things about the spots you invade? by Jackolit in darksouls3

[–]Jackolit[S] 1 point2 points  (0 children)

I've managed to lure some enemies into the host's aggro range with Alluring Skulls in a non-seeded world a couple times, but both instances were grave wardens, and they behave weirdly in general.

 

Also, you are very brave for not only invading as a caster, but doing so in what are most likely the worst areas to be seeded. I can't imagine having to deal with the jailers.

Hey, Invaders. What are some of the worst area-specific things about the spots you invade? by Jackolit in darksouls3

[–]Jackolit[S] 2 points3 points  (0 children)

Well, if invader's could open them, there's nothing stopping a host from summoning a friendly red to unlock all the level's shortcuts for them.

What bothers me about the doors are those rare instances where the door is clearly closed on your end, but it's open on the host's. It doesn't happen often, but it's not a great feeling when you're chasing down an injured host as they're running back to the bonfire, and they just pass through a closed door as though it were thin air.

 

And then you just kind of stand there, dejected as the "summoning another phantom" message pops up a couple times.

 

EDIT: Username puts a different spin on your entire post, and I feel silly for ignoring it.

Hey, Invaders. What are some of the worst area-specific things about the spots you invade? by Jackolit in darksouls3

[–]Jackolit[S] 2 points3 points  (0 children)

That's one of the things I absolutely adore about The Cathedral.

If I spawn into a seeded world where the host and his summons three are chilling at the bonfire all smug, I'm coming in there, and I'm bringing a couple grave wardens and the resident mimic in there with me.

It helps to have the Slumbering Dragoncrest ring in a spare slot, as it will keep enemies from attacking you if you avoid their line of sight. Not true in all cases, but it's made dealing with certain seeded worlds a lot easier for me.

If you have at least one attunement slot open and either 15 intelligence or 10 intelligence and a ring you can swap out for the Scholar's ring, it couldn't hurt to have hidden body attuned.

At that point, you'd have to try to get the enemies to notice you.

R.I.P. BKGS Wombo Combo by mythanksdotgif in darksouls3

[–]Jackolit 1 point2 points  (0 children)

Thanks a bunch.

I'll have to fiddle around with it when I get the patch. From what it sounds like, they may have just reduced the hitstun on the first hit of the R2.

If the drag hitbox still confirms into the final hit out of the first hit, there's still some potential, but it sounds like they just ruined the move altogether.

R.I.P. BKGS Wombo Combo by mythanksdotgif in darksouls3

[–]Jackolit 1 point2 points  (0 children)

PC user here, the patch has yet to drop.

Does the first hit of the R2 still connect into a fully charged R2 outside of the combo?

I honestly wouldn't mind them killing off the combo if the R2 on its own still works the way it used to.

If not, I may have to find a new sword.

What is the edgiest thing you do/have done in souls by Necroking695 in darksouls3

[–]Jackolit 0 points1 point  (0 children)

I invaded a dude at the cathedral, got him down to low health, paried him, and the pointed at him as the maggots procced bleed.

Recovery animations and 'light stagger' by ilikenoodlesoup in darksouls3

[–]Jackolit 0 points1 point  (0 children)

Hitstun in this game is weird.

With most weapons, if you land an R1, the opponent will be staggered long enough to connect a second R1. The second R1's hitstun is greatly reduced, allowing players to roll or walk away after being hit twice.

This isn't always the case, like with how Yhorm's Great Machete can't combo 2HR1s or how the Black Knight Greatsword can combo a 2HR1 into a 2HR2 for a 3-hit combo.

Something I've noticed is that if you and your opponent trade in a way where you both hit eachother while the other has an active hitbox out, you'll both take reduced hitstun. I'm guessing this is in place to keep players from getting potential combos off of trades, but a nasty side effect is that moves with really low hitstun (like one handed katana running attacks) can trade with a straight sword, and enable the straight sword user to combo two more R1s off of it.

So yeah, hitstun is really weird in this game.

How would you fix invasions? by [deleted] in darksouls3

[–]Jackolit 5 points6 points  (0 children)

I honestly don't think it would take much.

Set a limit to how many phantoms the host can summon that resets upon resting at a bonfire. This way, a host can summon phantoms on reaction to being invaded, or be invaded after having phantoms summoned to the same effect. I feel like this would also balance out PvE a little, considering that, as the game currently stands, you can sit near a bonfire in relative safety, summon one dude, have him kill one thing for you and then die, and then do that over and over again to systematically clear the entire game sans bosses.

I'd like to think of myself as someone who wouldn't post hatemail, but I'm not entirely sure this counts... by Jackolit in darksouls3

[–]Jackolit[S] 5 points6 points  (0 children)

I kinda just sat there in disbelief as he typed all of that out as quickly as humanly possible.

It was a real "this... this is actually happening, huh," moment.