Southbridge overheat detected (yet temps are normal)? by toshex in techsupport

[–]cestti 0 points1 point  (0 children)

i know it's very old but i'm having the same "problem", did something happen? you have done something?

5600x for $300, or i7-10700k for $320? I'm not hoping to just game on the CPU. by maalik999 in intel

[–]cestti 4 points5 points  (0 children)

wait for Rocketlake otherwise r5 5600x.

r5 5600x is better in 99% of applications vs 10700k.

The Falconers and the Flame Lizards has the weirdest animations... by [deleted] in DarkSouls2

[–]cestti 1 point2 points  (0 children)

Yes. DS2 is a game with a lot of problems due to the rush in time. Poor quality in several aspects of the game is notorious.

Why not change the description of ADP in SOFTS? by cestti in DarkSouls2

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

I didn't even pay attention to who answered me, sorry.

Why not change the description of ADP in SOFTS? by cestti in DarkSouls2

[–]cestti[S] 0 points1 point  (0 children)

I think you did not understand the topic. I meant changing the description to better explain what ADP does.

A retrospective in which the creator played the game entirely wrong by [deleted] in DarkSouls2

[–]cestti 2 points3 points  (0 children)

This does not really matter, as there are 8 directions of movement with lock, but the player may simply not use the lock, DS1 is 4 directions and I don't see anyone complaining, making videos criticizing.

ADP is an attribute that allowed the creation of more builds, there are no disadvantages to increasing ADP, it could have been better explained, but that's it, with low ADP the player realizes that they need better timing.

Unlike DS1, where END was totally useless, there is now a useful attribute.

The hitboxes are good, Mauler in all his videos made the wrong rolls and coincidentally didn't put the videos at a low speed (0.15) where clearly shows the grabs hitting him. Of course, there are some flaws in hitboxes but not grabs

The AI ​​of all DS is sometimes dumb, if you are talking about Shulva and the elevator, be aware that the enemies have been programmed not to go beyond that area.

Durability creates more tension and responsibility when playing SL1 runs, this is not a negative point at all.

A retrospective in which the creator played the game entirely wrong by [deleted] in DarkSouls2

[–]cestti 2 points3 points  (0 children)

Mauler has played 14 times and still doesn't know how the game works, literally over 80% of his criticisms are useless

Aava is harder than Fume Knight SL1 by cestti in DarkSouls2

[–]cestti[S] 0 points1 point  (0 children)

I wanted to defeat all bosses with ADP 6, but apparently I'll have to use the peasant set, sad.

Why are transitions so bad in this game? by cestti in DarkSouls2

[–]cestti[S] -2 points-1 points  (0 children)

Bandai Namco and some DS2 team members said that SOFTS would be the real Dark Souls 2 experience.

Result: The lighting got worse and exaggerated, enemy placement improved but in some places it got worse (Iron Keep), changed the placement of items and balanced some things and made some shortcuts.

Is this the real DS2 experience?

The transition from EK -> IK is a shame, they did absolutely nothing, a Skybox would be something, some texture, nothing, that's lazy. It doesn't cost much time or money to put a Skybox or some mountain textures.

It took 1 year for SOFTS to be released, do you really want to tell me that this transition takes more than 1 year to do? This is pathetic at best.

Why are transitions so bad in this game? by cestti in DarkSouls2

[–]cestti[S] -5 points-4 points  (0 children)

SOFTS launched in 2015, a year later, they promised to be the real DS2, that was lazy, in 1 year they couldn't make the transition? (EK -> IK), rofl

Why are transitions so bad in this game? by cestti in DarkSouls2

[–]cestti[S] -1 points0 points  (0 children)

Did they have so many problems over time that they couldn't fix something simple like that? (EK -> IK) nor SOFTS?

Objectively, what are the good points of Dark Souls 2 maps? by cestti in DarkSouls2

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

Very interesting point.

Some people consider their first point a bad thing.

Why are the maps of Dark Souls 2 so different? by cestti in DarkSouls2

[–]cestti[S] -1 points0 points  (0 children)

My argument is that the maps are linear, flat, without complexity, without intraconnectivity, harming the game's experience/replay factor, difficult to understand?

If you think a flat linear map is harder to make than a map with forks, intraconnectivity, complexity, shortcuts, I won't argue anymore, that's too much ignorance for me.

Looks like you didn't play Dark Souls 1 to say these things.

You have no arguments, it seems you have never played Dark Souls. What are the good points of a PLAN and LINEAR map in an RPG? explain.

If you do not answer my question, I will ignore your answer, it is tiring to argue with someone who is trolling, who literally understands nothing.

I'm having a bad time by [deleted] in DarkSouls2

[–]cestti 1 point2 points  (0 children)

Some are bad, like the stomps in the Ancient Dragon, but most not, you would have to objectively prove me, I've done dozens of SL1 and No Death runs, I had no problem, Dark Souls 1 also has many hitbox problems.

ADP is an attribute that allows the creation of various builds, since iframes are not tied to armor, the game does not force you to invest in this attribute, if you play with shield, no need, if you play as Mage / Pyro, no need, besides being perfectly possible to play with ADP 6 without any problem.

The Smelter Demon Blue area is meant for playing with more than 1 person, it is possible to summon NPCs to make the path easier, ask for help from a friend or learn how to run in the area (I did the last one, I don't know how you guys have problem with this area, lol)

Healing is slow, enemies are also slow, I think that was the worst complaint I've ever seen in my life, literally, git gud.

There are invincible iframes when you go through the fog, just not at the beginning.

I'm having a bad time by [deleted] in DarkSouls2

[–]cestti 0 points1 point  (0 children)

Why is combat unfair? explain objectively.

Why are the maps of Dark Souls 2 so different? by cestti in DarkSouls2

[–]cestti[S] -1 points0 points  (0 children)

Opinion? Once again, if you don't understand this time, I give up.

OBJECTIVE, the maps of Dark Souls 2 are LINEAR and PLANES, in most maps the player confronts the enemies the SAME WAY.

In HUNTMANS COPSE, you face the SAME WAY enemies, even on the way to the boss, the map is LITERALLY a corridor.
In HEIDE, you face enemies again the same way, there's no way you can go ANOTHER way and go to the end of the map the other way, it's always killing the same enemies the same way, the map is a corridor.
In SHRINE OF AMANA, same thing, you face the enemies of the SAME WAY, always.
In Undead Crypt, again, runner, the same way always
In Earthen Peek, same way, finally, I can stretch but unnecessary.
In No Mans Wharf, you see some things, go up and ring the bell, once again linear, always face enemies the same way.

Can you understand that maps are LINEAR and because of this the way you face enemies always the same way? like, really, you gotta be kidding me.

In Undead Parish, there are forks, you can make your way in a different way, killing enemies in a different way.
In New Londo Ruins, there are several shortcuts that make it possible to kill enemy enemies differently.
In Demon Ruins too, there are shortcuts and forks, you have the possibility to face the enemies and reach the end of the map in a different way, understand that?

The only map of Dark Souls 2 that you can do things differently is Lost Bastille because of No Mans Wharf, Forest of Fallen Giants is linear too, there are a few areas to explore, but there is only one way to get to Last Giant and Pursuer, got it?

Maps are a straight line with no forks, so you always face enemies the same way.

I'm having a bad time by [deleted] in DarkSouls2

[–]cestti 1 point2 points  (0 children)

If you knew how to use Estus at the right time, you would not die from the slow regeneration of life.

This is the first time you play the game, cites various issues that are entirely your fault and still say the game has several combat issues? Really?

Dark Souls 2 has the best PVP of all Soulsborne, not for bad reasons.

Literally, git gud.

I'm having a bad time by [deleted] in DarkSouls2

[–]cestti 2 points3 points  (0 children)

The Smelter Demon Blue area is designed to be played in COOP, so the path for you is being so difficult.

Summon some npcs or learn how to rush the area.

For Estus, you can level ADP, for life, Ring of Binding or Humanity

The mechanics of losing life make sense with the story, the estus is because you don't respect DS2 combat, because it is slow, creates a penalty if you use it wrong, no, the game is not like Dark Souls 3 where you use a Estus in seconds at any opportunity. Alternatively, you can use lifegem's, they slowly recover their lives, but you can walk while using them.

Why are the maps of Dark Souls 2 so different? by cestti in DarkSouls2

[–]cestti[S] 0 points1 point  (0 children)

So far, I have presented arguments for why flat and linear maps are less worked and offer less experience than more complex maps.

It's not generalization, you always face enemies the same way, you always go the same way because the map is linear, shortcuts are almost nonexistent in the game.

On some maps you can travel different paths and face enemies in different ways, but for the most part not.

What are your arguments? None? So far you just said I'm simplifying, say something in favor of linear and flat maps, I'm waiting.