How do you improve upon this combat system?The world is easily improved by removing open world and going to DS1/2 style.The story is never going to be good.The music and sound design has never not been good.Graphics do not matter.
>>733726281Make the lock on better. Get rid of the input buffering. Buttons work on press, rather than release. Reintroduce rally mechanics by default. Increase player poise.
>>733726547That's a patch. I'm talking sequel wise.
>>733726281Add command inputs for weapons. Not like Nioh, that shit is obnoxious, but more akin to how classic Ashes of War skills worked in King's Field. Let you hot key spells when you cast so you don't have to cycle through them More status ailments and status ailment builds. Things that let you abuse ailments. Would also be cool if things like Frenzy and Instant Death worked on bosses if you had the right set up, at least lesser bosses like instant killing an Erdtree Spirit. That's pretty much it, I like Elden Ring's combat enough already. It would be a mistake to make the player too strong too, these game thrive on being enemy focused.
>>733726817The combat is good already. There really aren't many other games competing for first place in the niche. Nioh is basically it, Monster Hunter is good, but it has its own corner. The combat just needs tuning for the sake of making the player stronger and more able to trade with bosses on non-specialized builds over most builds having to play very defensively against overpowered boss fights. I know you can post some tank build that regens half its HP bar per hit, but lets be real here. It was fine that you were a wimpy bitch in 2012, but in 2026 the bosses are all roided up and on lethal amounts of cocaine, so its time for the players to get a boost to their capacity for aggression. Bloodborne was on the right track. Malenia's rune changes Elden Ring a ton, but it is at the very ass end of the game against a boss that you'd really have liked to have it for. So its just NG+ fodder when the damage scaling starts to outpace your regen anyway.
>>733726945>Let you hot key spells when you cast so you don't have to cycle through themCasting really does suck in these games. IMO, a solution would just be slotting 2-4 spells per casting tool, and then you could swap catalyst and get a new set of spells to avoid having that issue of needing to cycle through way too many options during a fight. There'd be some annoying inventory management, but at least there'd be less at any one time.
>>733727424Lords of the Fallen fixed this.Multiple spells all assigned to different face buttons.
>>733727501Does that preclude you from using items or jumping or the like? Do you take a stance with your casting tool that changes your control scheme while in it? Never played the game.
>>733726281You don't. It's just a real-time turn-based type shit combat, you cannot just improve it. DS3 was already stretching it, ER is just impossible to beat without resorting to cheating.
>>733727693NoLords of the Fallen isn't very good but they did make some solid QoL adjustments So did Deck13 with the surge 2 From wont take any tips from them though, so unless they improve their own games it won't matter in the future
>>733726281Change the default dodge into a backstep or a hop because roll spam looks incredibly stupid. That’s it.
>>733726281I'm perfectly content with Elden Ring's combat mechanics. The only things I'd like to see improved are how magic is cast and how viable defensive options are telegraphed to the player. The spells themselves in Elden Ring are the best that magic has ever been, the issue is that spell cycling is extremely clunky and there's no option to, say, bind specific spells to R2 or L2. Staves and seals to not need a fucking staff bonk or punch.LotF2's casting system was okay, if a little limited in terms of the number of spells you could equip.
>>733726281Please please PLEASE rip off Code Vein's skill maping system. They almost did in Elden Ring with the Y select but failed by making it only work for use items and not spells.Spell scrolling feels awful with the ever increasing complexity of spells. It made sense in Demon's where the idea was you'd have a small number equipped and not really need to ever "combo" them, just use them as supplementary attacks during gaps.Now enough spells exist for pure mage builds where you hardly depend on melee and you can get enough slots for like 12 spells yet they still expect you to basically memorize D-pad taps.
>>733726281Add a combo system like DMC, stance switching like nioh, trick weapon system from bloodborne, true power stancing like in DS2. Literally just add more depth in any capacity because the souls combat system is shallow as fuck and can be summarized to "press dodge and attack to win."
>>733728743>carton of milk falls over
>>733726281>How do you improve upon this combat system?- Make jumping attacks much slower by having them hang in the air on windup- Make the first dodge a BB quickstep, make the second dodge within a short period a fat roll with long recovery, increase stam cost- Make Deflect a standard part of the kit by having a dedicated block button even on dual wield/2H- Do NOT make Deflect the objective best way to deal with everything- Introduce an attack "Weight" system which is kind of already there but formalise it- Make Deflect good against weak attacks but worse against heavier attacks by giving it a recovery animation on heavier hitsDesign enemy movesets around the player where enemies use a spread of jumpable low attacks, deflectable light hits and dodgeable heavy hits that does not require any sort of simon says indicators but instead just organically favours certain defensive options over others because:>If you jump an attack then you get to do the big (Now slow) jumping attack>If you deflect a light attack you recover faster with less stamina spent so you can attack>If you i-frame dodge a big swing you'll recover faster than if you deflected a heavy hit with big blowback recovery>If you have to spam dodge twice in a row you're punished with a slow roll>If you MOVE OUT OF THE WAY of an attack then you don't have any recovery or any stamina costInstead of giving enemies endless anime attack sequences with branching flowcharts that expect the player to roll 12 times in a row, give them slower and simpler movesets while making the player character weaker and more limited in turn. Do not give any meta rewards for dodging or deflecting, because that would only devalue the approach of not being in the way of the attack in the first place.Make player movesets which fit a slower and more careful game. Use mechanics like sweetspots which reward you for attacking from a specific range, use locational damage mechanics that reward manual aiming
>>733729137>no rebuttalok retard, how would YOU improve the combat?
>>733729472>Design enemy movesets around the player where enemies use a spread of jumpable low attacks, deflectable light hits and dodgeable heavy hits that does not require any sort of simon says indicators but instead just organically favours certain defensive options over others becauseThis is essentially Elden Ring, but the average player is a fucking mongoloid who refuses to do anything other than spam roll even when it has the worst expected value; and when they spam roll into attacks that are explicitly designed to punish them for spamming roll, they bitch about it on 4chan, Reddit, and Twitter. Spacing, strafing, jumping, blocking, parrying, and even low profiling are all viable defensive options, and have different expected values based on context. The way that HP / damage works in FromSoft games means that you are allotted enough mistakes per fight that experimenting with different defensive options is well worth the effort, especially as it isn't necessary to fully "solve" every single fight to beat it.Elden Ring Reforged more or less convinced me that Elden Ring's combat system was actually in a perfectly acceptable state, and only needs minor refinements. That mod strays too far into "Simon Says" territory, as you put it.
>>733726281Make it so attacks consistenly cause their target to animate with the hit. That's it. Dropping the constant super armor would instantly improve the combat.
>>733730008This is not how ER actually plays in normal gameplay, because enemy animations do not properly indicate where and when they're going to hit and what your options to deal with them are. This is partially due to them making most of these enemy animations before they even finalised the player mechanics (Jump was an i-frame until just before launch), and partially due to Fromsoft simply not giving a fuck about communicating to the player because they were trying to make a game for people who summon mimics and 2 friends. What you can technically do via esoteric nonsense after 500hrs of speedrunning trial and error is not relevant to actual gameplay and if you want to make players approach the game like this for real, instead of just for content creation, then you need to slow down both the enemies and the players and put a lot more emphasis on properly communicating what is happening via the enemy animationsFiguring out whether an attack is jumpable or spacable or not should not be a matter of trial and error
>>733730681almost every video game ever is based on trial and error you dumb fuck.
>>733730968Dark Souls 1 is not Dragon's Lair and nobody should be trying to create Draon's Lair, retard
>>733730681>Figuring out whether an attack is jumpable or spacable or not should not be a matter of trial and errorWhy not?As >>733730968 said, pretty much every video game is about trial and error; or to use a more charitable term, experimentation. Elden Ring is full of attack animations that telegraph what you should experiment with, and the risk:reward is typically forgiving because of how HP and healing function in FromSoft games. Very few attacks kill you in 1 or 2 hits, especially if you have reasonable HP or defenses, and you can heal any damage that doesn't kill you X times per fight. The risk:reward for experimenting with different options is relatively generous, especially considering finding that one option that makes a given enemy easy to fight can trivialize future fights with them.If you see some sort of low, sweeping attack, you should try jumping.If you see some sort of AoE stomp or shock wave, you should try jumping.If you see a thrusting or vertical attack, you should try strafing and be prepared to roll if it can't be strafed.If you see a sweeping, horizontal attack, you should spacing it and be prepared to roll if it can't be spaced.If you see a diagonal attack, you should try strafing in the direction that it starts from and jump if it starts low or duck if it starts high.There are many enemies / bosses that I simply have no trouble with whatsoever because I know how to dodge one or two of their attacks optimally. I know how to strafe Godskin Noble, how to exploit all of Godskin Apostle's phase 2 attacks, how to jump Margit / Morgott's tail swipe, and to strafe his slow overhead attack for a massive punish, etc.I am not some sort of speedrunner or no-hit challenge runner, I'm just a person who understands the concept of identifying the square peg and trying to put it in the square hole, and I don't think that FromSoft needs to pander to people who either can't or don't want to.
>>733731642
>>733731782>cherry-picks one of the few bad attacks in the entire game, which I specifically didn't mentionHere, I'll save you the effort for your next cherry-pick, faggot: Rellana's twin moons is also a dog shit attack that breaks the rules of the game.
>>733731782git gud nigger
>>733731838Twin moons is the only well animated jumpable attack in the DLC and I jumped it on first sight
>>733731920>I jumped it on first sightThe issue is that it's telegraphed similarly to Rennala's moon, which is an attack you either space or roll into. If you remember that attack at all, which you're likely to since it's her signature attack, it fucks you over. Congratulations if you managed to jump it first try.Dancing Lion's spinning breath attack is a much more obvious "jump this, retard" attack, as is golden hippo's body slam.
>>733726817Just copy Bloodborne and Sekiro, but only the dodging and clashing. They want it to be anime shit until the last minute where they decided it still needs to be rollslop. Just let it be anime
>>733732072>it fucks you overexcept the drop of the moon from the air takes long enough that you can see it's falling into the ground instead of your face and react to it. Dancing Lion's spinning breath hits you in the air if you're too close to his face on the rotation which is some nonsense because its model goes inside you and covers the screen. You won't admit that half the challenge of learning lion is learning where to stand and move the camera so that you can fucking see
to be for really with you niggazrhythm game combat is shit compared to actual rhythm games. From should lean into what makes an RPG an RPG. See Daggerfall, Baldur's Gate, Devil Spire Falls.
>>733732213I will admit that the camera fucking sucks against Lion. I don't know why they didn't just zoom it out, he's a great fight when you can actually fucking see. Ironically he's really weak to you just walking slightly outside of his range, sort of like Sanctuary Guardian from DS1. He even pauses when he's flying at you so you can bonk him on the nose.
>>733726281>make Great Runes give you permanent character changes like classes in NightreignThere, fixed. Combat aside, ideally I would like Dark Souls and Elden Ring games to keep being made simultaneously. Sometimes I want to go on that big long adventure again, but most of the time I just want to load up a DaS game and blast through it in 3 hours. Although I know if they were to keep working on both of these IP's that would leave little room to see another game like Sekiro that breaks the mold so overall I don't think it's worth it
>>733726281Remove iframes and stance breaking
>>733732284It's not a rhythm game nor is it really an RPG, and the games you listed are all boring dogshit
>>733733056>boring dogshitprove you've played them.
Mandatory fat rolling. Been doing my RL1 run with heavy equip load and I’ve been having fun with shields and all the other defense options!
>>733735292you knows it's an underage poster when they say rl instead of sl
>>733726281nioh 3 isn't perfect but it is way closer to my ideal combat system than elden ring was. in fromsoft game i always feel disincentivized from engaging with a lot of the game's systems (i honestly have not meaningfully used magic in a single one of their games)the way nioh games include replenishing ninjutsu, magic and summons allow you to utilize the full range of mechanics. once all the other systems start clicking (stances, ninja vs samurai mode, numerous types of parties, character action style command abilities) it creates a game where you're almost constantly making interesting choices. as opposed to fromsoft games where the incentive is often to find a comfort zone that works and essentially "play scared"