EDIT: Opps, was thinking about another ash I think. Starcaller Cry does not true combo from part 1 (both pre/post patch) Well, finally made a Patreon for the non-readers or the big supporters: www.patreon.com/chrightt Many thanks in advance for the support!
you forgott the biggest bug fix: they FINALLY fixed the IGN fire's deadly sin bleed "build" so no more bleeding for just standing near some burning people!
Great video! Just two notes: 1:00 this is to do with the grab angles themselves rather than the animation's tracking/rotation ability 1:25 Starscourge Greatsword's 2h attacks have all had the 0.8x damage multiplier since 1.07 when the separate PvP multipliers were added; I believe this was not intended due to the location of those attack IDs and the ID given to them for PvP multipliers being the generic Ash of War ID (its 2h moveset has really bad poise damage as well relative to similar attacks)
I recommend looking further into Morgott’s, because the fire explosion hitbox got a stealth nerf to its hitstun. It now has a lower tier DamageLevel (used to stun like a CGS, now stuns more like a dagger). This means that you can no longer consistently true combo L2-L2. I recommend watching Resnackable’s video for closer comparisons (he shows off multiple instances where the combo fails where it used to be consistent). In the past, if someone dodged the initial sword swipe of the L2, the fire was still liable to catch them, and stun them into the followup L2. This fire hitbox will no longer consistently combo into the next L2, due to the shorter hitstun. In fact, even if you land both the sword and fire hitboxes, the opponent still can roll out between the two L2s most of the time. That said, the L2 still has a true combo. If you land the sword swipe of the first L2, it combos into R2. This is now the default best true combo on the weapon. I recommend the video from WaZeus where he shows off the combo several times. This is a pretty substantial nerf to the delayed “frame-trap” fire explosion part of the AOW, which is a shame. That said, this change does make the weapon less of a braindead L2 mashing simulator, which I actually like. But not a lot of people are talking about this change so I wanted to bring it up so you can maybe talk about it.
Also side note - the claim at 28:33 about Starcaller Cry true comboing the gravity pull into the explosion really isn’t accurate I don’t think. As a serial invader who has fought that weapon a thousand times, I haven’t been true comboed like that ever. If anything, the followup only works as a rollcatch, and only works sometimes. Even now with the speed buff it still doesn’t true combo.
small followup, as someone who has started maining morgotts with an off dagger in the arena, the weapon art now true combos very inconsistently and in a way i dont think is fun for the player using it or the opponent. If, by some random chance, the first slash hits but explosion misses, it will tru combo into the 2nd slash every time. This is also the case if the first hit or explosion proc bleed. This is incredibly stupid and leads to people randomly taking sometimes 1500 damage due to something out of both players control. Also honestly, due to how fast the weapon art comboes off of regular attacks, you can spam it super easily for free phantom hit bleed buildup and often free dmaage since the weapon art is a frame trap in most scenarios. Ive been fighting very good players with it and most agree its pretty BS to fight because of the weapon art. That all being said, i dont want it to be nerfed particularly hard since its super super fun and nice to have a new viable setup, however the weapon art does maybe need some changes or it will main pretty oppressive and annoying.
What I was hoping you'd talk about is whether Magic infusion now has more use in place of cold, since the AR difference is noticeable in favor of magic, even with scuffed scaling. Also, as a Longhaft enjoyer, I'm waiting for the greataxes video.
Been waiting for the Chrightt breakdown since the patch dropped last week, since I knew there'd be mistakes in the official patch notes. The Founding Rain of Stars clickbait bulletpoint is just hilarious. _How does this keep happening, From??_
This is hilarious work by FromSoft. The Founding Rain of Stars line was just a mistake. They FORGOT to buff Fire along with the other elemental infusions. They bugged the hell out of Jellyfish Shield and I think a bunch of other buffs were caught in the blast radius of that bug. I mean, this is a great game, but who does the implementation and testing? Do they have unit tests in their code at all? I feel like there is one new intern who’s job it is to implement and test everything and that is why there is a long gap between patches and they break as much as they fix…
@@Chrightt I’m not sure if you already have, but will you do a personal wishlist video for the dlc? Talismans, weapons, gameplay adjustments, etc. I’m interested to hear what you’d like to see.
@@YourDevastator My biggest wish is to see the weapon types with fewer weapons to get more of them. I'm sure they will add unique ashes, but I hope some of the undertuned weapons can sort of get the great club treatment. As for talismans, I mentioned in the video that I want more gameplay changing talismans rather than just add X stat or "more HP/more damage". Blue Dancer Charm is another decent example, except the bonus is not nearly good enough to justify its cost. The other point I talked about in my gravelurker video is I hope they can better balance equipments with stats while introducing more of them as they can make builds interesting when done well.
the param changes for inescapable frenzy probably refer to the angle difference between two players that will cause it to land, but fail to perform the grab. not the amount of tracking to the animation
The RKR nerf hurts bad. At Lvl 80 +17/+7 it was one of the only ways to _reasonably_ deal with over-leveled phantoms. Before a fully charged heavy on a Heavy Halberd 2H with RKR would get around 1600 dmg. Aka enough to deal with people 300 levels higher than you. _Now I'm getting a measly 800-1000 damage on a FULLY CHARGED HEAVY WITH RKR._ Like damn if that's what a fully charged attack is with RKR, might as well just not use it. 🫤 Alternate idea: Make it scale with the attack. Light attack 40% Heavy attack 50% Fully charged Heavy attack 70% Jump attacks 35%
Im confused, why would people who dont care about PvP be interested in a weapon being 1 frame faster or having 3 less recovery frames? Not even Malenia made me feel like i needed better numbers on these aspects lol
@@vitorvena 1.- I usually like stats in general and how that translates into the gameplay, I have a character with everything in the game just to test those things out 2.- Idc about pvp and still watched pvp section for the sake of understanding the changes and meta because it is interesting to me And 3.- Usually those changes make the weapon feel different and better overall. For example, I love marika's hammer but stopped playing with it because of the ash of war animation going on for too long, seeing that changed makes me try it again and see if it feels good enough now
@@rhendryoaraque5851 Fair enough, but only changes like the one to the Gold Breaker Ash actually feel different since the animation was so absurdly long indeed.
@@vitorvena bro we are talking about the people who complained malenia and radahn into such a severe nerfing you have to suck for it to take more than a couple tries
Please do a review on the increased move speed and reach specifically. I'm curious how the Execuitioner Greataxe compares to the Dismounter or Knight's Greatsword. Thank you for all your wonderful work, you're the highest quality Elden Ring source on RUclips!
Great club feels amazing. Been rocking it with twin blade talisman in duels. Throwing knives to micro space and delay my next attack in the chain. And mace feels better with every patch. On the bad side I think the speed buffs to GH, CGS and GS was silly. I’ve noticed fighting these people is easier since they have fewer timing mix ups, thus the buffs are actually nerfs at higher skill brackets. And my great hammer still loses trades to epee.
I'm surprised you didn't specifically mention the bug fix to Bloodflame Blade since people have taken issue for a long time with the way it added bleed to Fire's Deadly Sin. But now it no longer adds bleed to the effects of ashes of war which I thought were intentional, like the fire from Eruption or Prelate's Charge. I assume they meant to do this, but I didn't think it was a bug before. My bloody Eruption build has been left high and dry.
@Chrightt I tried to look through the comments to see if it was brought up but I must have missed it, you always get so many on your videos it's hard to avoid being redundant lol
9:07 I think that the buff on poison/rot items dont need the buff on bleed item treatment simply because bleed procs can be done a lot faster and if your enemy runs a bit regen then he can just deprive you of your buff as thos only persist fo a short time. This way your opponent turn your items into dead weight wich you just cant do with bleed. If you run sepukku(or whatever its called; the one where you stab yourself) you can instantly prok a bleed gaining a buff AND extra bleed on your weapons wich makes it easier to reprok the buff. No matter how you look at it the buff on bleed items just have a far longer total uptime due to the nature of how the status works. Therefore the nerf to the buff amount makes sense. this way the poison buff and bleed buff are more or less equal instead of one being outright better.
It’s not even that the hitbox disappears, it just straight up does no damage. I’ve hit a crab, and the fire effect shows up and they get staggered, but no damage. For Jelly catch flame
Honestly they should just make a uniform change to buffs and debuffs where in PvP they have half of the effectiveness instead of the random nature of some having exactly half, others less and a few being basically useless...
@@Chrightt I disagree, let me elaborate: Fine tuning should be reserved to the base stats of the buffs such as stat requirement, FP consumption and duration... the actual strenght and effect of the spell or ash or whatever is what should be cut exactly in half for PvP across the board with very few exceptions. Example: Rallying Standard is an Ash of War with a Aura Buff of +20% Damage and Negation but in PvP the effect is only 2.5% for Damage and 5% for Negation making it essentially useless... its a similar story for the Golden Vow Ash, so my question is why? It doesnt make much sense, its easy to acquire yes but only lasts 30 Seconds and its not the kind of buff you can Recast mid Duel. Lets look at another example on the oposite end: Golden Vow Incantation, its 15% Damage and 10% Negation with it being exactly half in PvP with a wopping 80 Seconds duration, only 25 Faith Requirement and a good 47 FP, that sounds solid, specially the duration, its actually worth something by itself and not just for multiplicative buff stacking. I do believe in exceptions such as Howl of Shabriri that has a side Effect of applying a self debuff that causes Madness Buildup and a Damage Negation Penalty on the caster and those two negatives warrant a better buff be it on the base stat or on the PvP modifier but those are the only ones that should be given a pass unlike in the recent changes where some were reduced by half and others didnt and even still very similar buffs were either over nerfed or completely untouched and remain a problem.
Life steal fists range isnt the real problem, at least in pve. Its the fact the poise break you have to complete in order to steal properly. Ive played with life steal fist quite a lot. And you cant even use it on a rat. You will just atempt the grab and deal under 100 damage, she will escape the grab and you will be stuck in animation recovery still. And the rat will get a free hit. Life steal fist is really just a sudo backstab replacement. Idk if this was intended, but you cant really use it like any other weapon art due to recovery speed after a failed atempt
As of 1.09.1 (patchfix) the jellyfish shield when activated prevents the main attack from doing any damage whatsoever, except for DoT such as burning ticks. I'm not sure how widespread this is, but I'm seeing it even in a new PvE game, on any weapon. Has anyone else seen this?
Morgott's curved sword is actually nerfed since now you can roll out after getting hit by the first swing whereas before if you landed that first swing everything else would follow
The anecdotes might actually mean it has a tracking nerf instead of a hitbox nerf. If people are missing more when enemies are strafing but the hitbox/root motion looks the same, it might just be tracking.
I know the phrasing is very annoying as we can very easily misunderstand, for example the madness grab in fact not have its damage improved, the part of it that had damaged improved was the when the grab deals damage on the initial hit but yet still misses. This used to deal literally like 50 damage and went up to 180 damage, so when the grab bugs out and diesnt connect even when it should have, you at least get some more damage for the games mistake
haven't touched elden ring in months but this was an instant watch/like. you genuinely do more work than some of the people that make this game and you're an invaluable resource. thanks
Duuuude I 100% agree with you the bubble sorceries definitely a buff! I think the same for other barely used school of sorceries like Thorn Sorceries or Magma Sorceries, they do need some buff. Also I'm really disappointed powerstanced weapons (especially spears and greatspears) didn't get nerfed in pvp
Ok so check this out, if you offhand the zamor curved sword, its actually really damn fast... and perfect if you run endure on your mainhand. If youre getting ganked by 3 people at low levels that wail on you while you do endure, the 360 spins will hit everyone around you... so I use it at that level.
Greatswords and curved greatswords when two handed have faster heavy attacks than light? Also the part of the roar medallion, does the PvP nerf apply for the war cries. I’m also quite interested on how the charged attacks of the Duelist and rotten colossal axes got buffed. The charged attack motion value I recall was 165, how much is it buffed to now, and does it apply to war cry charged attacks?
@@dargons5145 it's just a faster startup, regardless of the moveset. The 2h R1 is 17f for normal CGS and 18f for Zamor, and the 2h R2 is 14f on regular CGS and 11f for Omen Cleaver and Magma Wyrm's Scalesword.
@@emeraldwolf7920 the frame data only shows when the hitbox becomes active. But if the swing takes longer then it still may take longer to hit an enemy standing infront of you. Of course if you angle yourself so that your enemy is already inside of the hitbox when it starts up then you can take advantage of that fast startup.
I think taking RKR down to 60% would have kept it viable. It's so easy to avoid. To me, it's unusable now, and not at all worth the fp cost. I just use braggarts roar now.
EDIT: Opps, was thinking about another ash I think. Starcaller Cry does not true combo from part 1 (both pre/post patch)
Well, finally made a Patreon for the non-readers or the big supporters: www.patreon.com/chrightt
Many thanks in advance for the support!
maybe it was "wolf's assault"? the one of the royal greatsword.
you forgott the biggest bug fix: they FINALLY fixed the IGN fire's deadly sin bleed "build" so no more bleeding for just standing near some burning people!
I'm going to be completely real here, your videos are invaluable to the community. This channel needs more following, super underrated
I appreciate that! :)
Underrated?! It’s growing so fast!
@@DUES_EX not fast enough!
this is true
@@lilbananadude3817 LMAO hello fellow fruit
Chrightt is absolutely goated
Indeed
Bullgoated
🔥
Real news right here
Quirked up fantasy novelist posts patch notes informative style
I haven't played Elden Ring in months, and I still look forward to Chrightt's patch breakdowns.
preparation for DLC! 👍
At this point, From should just pay you for the patch notes analysis, man. Good job!
Was waiting for your breakdown! Thank you for everything you do for the Elden Ring community
Great video!
Just two notes:
1:00 this is to do with the grab angles themselves rather than the animation's tracking/rotation ability
1:25 Starscourge Greatsword's 2h attacks have all had the 0.8x damage multiplier since 1.07 when the separate PvP multipliers were added; I believe this was not intended due to the location of those attack IDs and the ID given to them for PvP multipliers being the generic Ash of War ID (its 2h moveset has really bad poise damage as well relative to similar attacks)
Thanks for clarifying, Cryptid! ❤️
I recommend looking further into Morgott’s, because the fire explosion hitbox got a stealth nerf to its hitstun. It now has a lower tier DamageLevel (used to stun like a CGS, now stuns more like a dagger).
This means that you can no longer consistently true combo L2-L2. I recommend watching Resnackable’s video for closer comparisons (he shows off multiple instances where the combo fails where it used to be consistent).
In the past, if someone dodged the initial sword swipe of the L2, the fire was still liable to catch them, and stun them into the followup L2. This fire hitbox will no longer consistently combo into the next L2, due to the shorter hitstun. In fact, even if you land both the sword and fire hitboxes, the opponent still can roll out between the two L2s most of the time.
That said, the L2 still has a true combo. If you land the sword swipe of the first L2, it combos into R2. This is now the default best true combo on the weapon. I recommend the video from WaZeus where he shows off the combo several times.
This is a pretty substantial nerf to the delayed “frame-trap” fire explosion part of the AOW, which is a shame. That said, this change does make the weapon less of a braindead L2 mashing simulator, which I actually like. But not a lot of people are talking about this change so I wanted to bring it up so you can maybe talk about it.
Also side note - the claim at 28:33 about Starcaller Cry true comboing the gravity pull into the explosion really isn’t accurate I don’t think. As a serial invader who has fought that weapon a thousand times, I haven’t been true comboed like that ever. If anything, the followup only works as a rollcatch, and only works sometimes. Even now with the speed buff it still doesn’t true combo.
@@Felicificity Yeah I highly doubt Starcaller Cry true comboed. Been caught by that pull countless times never once got comboed.
I also noticed the diference in the Ash of war but sometines the fire of the second L2 can rollcatch
Oh opps, must've been thinking about another ash. Thanks 👍
small followup, as someone who has started maining morgotts with an off dagger in the arena, the weapon art now true combos very inconsistently and in a way i dont think is fun for the player using it or the opponent. If, by some random chance, the first slash hits but explosion misses, it will tru combo into the 2nd slash every time. This is also the case if the first hit or explosion proc bleed. This is incredibly stupid and leads to people randomly taking sometimes 1500 damage due to something out of both players control. Also honestly, due to how fast the weapon art comboes off of regular attacks, you can spam it super easily for free phantom hit bleed buildup and often free dmaage since the weapon art is a frame trap in most scenarios. Ive been fighting very good players with it and most agree its pretty BS to fight because of the weapon art. That all being said, i dont want it to be nerfed particularly hard since its super super fun and nice to have a new viable setup, however the weapon art does maybe need some changes or it will main pretty oppressive and annoying.
Impressive level of research and well constructed/highly informative for a broader audience.
I really appreciate how thorough your breakdown is, your videos never disappoint :)
One of the best creators for Elden Ring out here, so much of the notes just need some specific numbers. Thank you!
great videos man, I hope you are doing good. keep up the good work
I was saving this to watch when I wasn’t distracted. So happy you’re here and that you make these. Thank you Chrightt!
I cannot describe the appreciation for the wealth of knowledge you've given us, please never stop until the last patch ships.
What I was hoping you'd talk about is whether Magic infusion now has more use in place of cold, since the AR difference is noticeable in favor of magic, even with scuffed scaling.
Also, as a Longhaft enjoyer, I'm waiting for the greataxes video.
Magic infusion always had noticeable AR difference, better to use spells anyway to get frostbite off before going in melee.
Been waiting for the Chrightt breakdown since the patch dropped last week, since I knew there'd be mistakes in the official patch notes.
The Founding Rain of Stars clickbait bulletpoint is just hilarious. _How does this keep happening, From??_
I love seeing the actual numbers. Thank you very much!
This is hilarious work by FromSoft. The Founding Rain of Stars line was just a mistake. They FORGOT to buff Fire along with the other elemental infusions. They bugged the hell out of Jellyfish Shield and I think a bunch of other buffs were caught in the blast radius of that bug. I mean, this is a great game, but who does the implementation and testing? Do they have unit tests in their code at all? I feel like there is one new intern who’s job it is to implement and test everything and that is why there is a long gap between patches and they break as much as they fix…
Amazing breakdown, thank you so much.
I would've liked some mention of the new true combos for Greatswords that came with the patch though :p
Very eagerly awaiting this, thank you!
Thank you for your work! Highly appreciate your in depth videos.
Thank you for doing this chrightt! You're most appreciated. Especially considering that you remain level headed and try to be objective.
The Heavy Thrusting Sword running attack hitbox nerfs felt 100% noticeable to me. 60% sure on halberd running attack. Unsure about the rest.
You deserve so much credit for all this work bro keep at it 🙂
Was waiting this video since the patch was released, as always an awesome breakdown
Always lookin forward to your investigation of the patch notes. You can't really find this stuff elsewhere.
Greatclub is now the best weapon for the ultimate caveman build: Greatclub + Clawmark seal and Beast incantations to throw rocks with.
Thank you so much Chrightt !
I tested out the power stance jump attacks theybare still supper powerful!! Was doing over 1000 damage.
They're definitely still strong, just more balanced than 1.08 as I think they are doing quite a bit more damage than many other options :)
@@Chrightt well actually I feel that two hand attacks is actually what got nurffed not power stace attacks but I will have to keep testing to confirm.
Most informative ER RUclipsr by far, thanks for all your effort
Yesssss. Thank you! I mentioned this day one on the tweet notification for the patch haha. Needed it from you, brosef!
Np! xD
@@Chrightt I’m not sure if you already have, but will you do a personal wishlist video for the dlc? Talismans, weapons, gameplay adjustments, etc. I’m interested to hear what you’d like to see.
@@YourDevastator My biggest wish is to see the weapon types with fewer weapons to get more of them. I'm sure they will add unique ashes, but I hope some of the undertuned weapons can sort of get the great club treatment.
As for talismans, I mentioned in the video that I want more gameplay changing talismans rather than just add X stat or "more HP/more damage". Blue Dancer Charm is another decent example, except the bonus is not nearly good enough to justify its cost.
The other point I talked about in my gravelurker video is I hope they can better balance equipments with stats while introducing more of them as they can make builds interesting when done well.
@@Chrightt agreed on all. I’d love a pose damage tailsman as well
Lol. That fist nerf was directed directly at Gigasthiccas.
I was waiting for this vid! You are awesome dude
Good job on the patch breakdown. I enjoy your elden ring weapon type breakdowns even though I don't partake in PVP.
The GOAT back at it again. TY sir 🙏
The amount of comments I've seen on videos wishing Fromsoft gave the damn numbers. This is why you're the best my guy
the param changes for inescapable frenzy probably refer to the angle difference between two players that will cause it to land, but fail to perform the grab. not the amount of tracking to the animation
100% love the numbers and content thanks for that secret info in the video.
good i wish this was the normal patch notes subbed
He’s only gone and done it again 🔥 always got us covered with the true data!
The patch notes aren't really out until Chrightt makes his video at this point lol.
I’ve been waiting for this 🎉
@18:00 missed opportunity for “turning the great club into a great club.”
Oh my god, what a chad you are. Thank you my dude!
Chrightt, you're a legend.
The video we have all been waiting for !
Yes
The RKR nerf hurts bad. At Lvl 80 +17/+7 it was one of the only ways to _reasonably_ deal with over-leveled phantoms. Before a fully charged heavy on a Heavy Halberd 2H with RKR would get around 1600 dmg. Aka enough to deal with people 300 levels higher than you. _Now I'm getting a measly 800-1000 damage on a FULLY CHARGED HEAVY WITH RKR._ Like damn if that's what a fully charged attack is with RKR, might as well just not use it. 🫤
Alternate idea:
Make it scale with the attack.
Light attack 40%
Heavy attack 50%
Fully charged Heavy attack 70%
Jump attacks 35%
Sounds like a good idea, but it would be pretty confusing.
A better solution is to increase penalty to OL phantoms.
Oh hell yeah, Chrightt patch notes!
Been looking forward to this.
Much obliged Crightt.
For those who don't care about PVP, at minute 10 he starts talking about general changes
Great video as always
Thank you for this!
Im confused, why would people who dont care about PvP be interested in a weapon being 1 frame faster or having 3 less recovery frames? Not even Malenia made me feel like i needed better numbers on these aspects lol
@@vitorvena 1.- I usually like stats in general and how that translates into the gameplay, I have a character with everything in the game just to test those things out
2.- Idc about pvp and still watched pvp section for the sake of understanding the changes and meta because it is interesting to me
And 3.- Usually those changes make the weapon feel different and better overall. For example, I love marika's hammer but stopped playing with it because of the ash of war animation going on for too long, seeing that changed makes me try it again and see if it feels good enough now
@@rhendryoaraque5851 Fair enough, but only changes like the one to the Gold Breaker Ash actually feel different since the animation was so absurdly long indeed.
@@vitorvena bro we are talking about the people who complained malenia and radahn into such a severe nerfing you have to suck for it to take more than a couple tries
Please do a review on the increased move speed and reach specifically. I'm curious how the Execuitioner Greataxe compares to the Dismounter or Knight's Greatsword. Thank you for all your wonderful work, you're the highest quality Elden Ring source on RUclips!
Gold breaker is fun because, like ground slam, you can do it as a plunge attack.
This should have way more views, thanks for your efforts
This channel is a godsend.
I will be looking forward to this video series. ☺
Thank you for all your hard work !
Great Video, thanks for the numbers
Great club feels amazing. Been rocking it with twin blade talisman in duels. Throwing knives to micro space and delay my next attack in the chain. And mace feels better with every patch.
On the bad side I think the speed buffs to GH, CGS and GS was silly. I’ve noticed fighting these people is easier since they have fewer timing mix ups, thus the buffs are actually nerfs at higher skill brackets. And my great hammer still loses trades to epee.
This is exactly what I noticed as well. Especially Morgott's ash of war is much easier to dodge now because it's faster.
:o they became easier to dodge instead? Interesting.
thank you for your work
I'm surprised you didn't specifically mention the bug fix to Bloodflame Blade since people have taken issue for a long time with the way it added bleed to Fire's Deadly Sin. But now it no longer adds bleed to the effects of ashes of war which I thought were intentional, like the fire from Eruption or Prelate's Charge. I assume they meant to do this, but I didn't think it was a bug before. My bloody Eruption build has been left high and dry.
Someone else asked me this too xD Forgot to add it to the end for the bugfixes cause video was getting long and I was trying to keep it under 30min.
@Chrightt I tried to look through the comments to see if it was brought up but I must have missed it, you always get so many on your videos it's hard to avoid being redundant lol
this man is the Elden Ring community's greatest treasure.
Thank you very much for your efforts.
I think the buff to flame spit bugged out the npc normally holding it, he just stood there for me
You are an absolute saint. Thank you 🙏
thats unforntunate that the poking weapons hitboxes were not actually reduced in size
I don't bother with the day-1 path notes videos anymore, since Chrightt's numbers and breakdown are the only ones I trust.
thank you so much crightt.
thx for everything tbh
9:07 I think that the buff on poison/rot items dont need the buff on bleed item treatment simply because bleed procs can be done a lot faster and if your enemy runs a bit regen then he can just deprive you of your buff as thos only persist fo a short time. This way your opponent turn your items into dead weight wich you just cant do with bleed. If you run sepukku(or whatever its called; the one where you stab yourself) you can instantly prok a bleed gaining a buff AND extra bleed on your weapons wich makes it easier to reprok the buff.
No matter how you look at it the buff on bleed items just have a far longer total uptime due to the nature of how the status works. Therefore the nerf to the buff amount makes sense. this way the poison buff and bleed buff are more or less equal instead of one being outright better.
Thanks chrightt!
Amazing work as usual
It’s not even that the hitbox disappears, it just straight up does no damage. I’ve hit a crab, and the fire effect shows up and they get staggered, but no damage. For Jelly catch flame
23:40 LMAO
Whips really need some better ashes of war, making them more fun to use.
Honestly they should just make a uniform change to buffs and debuffs where in PvP they have half of the effectiveness instead of the random nature of some having exactly half, others less and a few being basically useless...
Fine tuning would be better than just slashing everything in half. I really want them to write it out in game though...
@@Chrightt I disagree, let me elaborate:
Fine tuning should be reserved to the base stats of the buffs such as stat requirement, FP consumption and duration... the actual strenght and effect of the spell or ash or whatever is what should be cut exactly in half for PvP across the board with very few exceptions.
Example: Rallying Standard is an Ash of War with a Aura Buff of +20% Damage and Negation but in PvP the effect is only 2.5% for Damage and 5% for Negation making it essentially useless... its a similar story for the Golden Vow Ash, so my question is why? It doesnt make much sense, its easy to acquire yes but only lasts 30 Seconds and its not the kind of buff you can Recast mid Duel.
Lets look at another example on the oposite end: Golden Vow Incantation, its 15% Damage and 10% Negation with it being exactly half in PvP with a wopping 80 Seconds duration, only 25 Faith Requirement and a good 47 FP, that sounds solid, specially the duration, its actually worth something by itself and not just for multiplicative buff stacking.
I do believe in exceptions such as Howl of Shabriri that has a side Effect of applying a self debuff that causes Madness Buildup and a Damage Negation Penalty on the caster and those two negatives warrant a better buff be it on the base stat or on the PvP modifier but those are the only ones that should be given a pass unlike in the recent changes where some were reduced by half and others didnt and even still very similar buffs were either over nerfed or completely untouched and remain a problem.
Take my sub you beautiful videogame analyst.
Life steal fists range isnt the real problem, at least in pve. Its the fact the poise break you have to complete in order to steal properly.
Ive played with life steal fist quite a lot. And you cant even use it on a rat. You will just atempt the grab and deal under 100 damage, she will escape the grab and you will be stuck in animation recovery still. And the rat will get a free hit.
Life steal fist is really just a sudo backstab replacement. Idk if this was intended, but you cant really use it like any other weapon art due to recovery speed after a failed atempt
As of 1.09.1 (patchfix) the jellyfish shield when activated prevents the main attack from doing any damage whatsoever, except for DoT such as burning ticks.
I'm not sure how widespread this is, but I'm seeing it even in a new PvE game, on any weapon. Has anyone else seen this?
Love your work Cright. Any chance of seeing a greataxe guide sometime soon?
I'm all for lowering damage in pvp. Makes fights last longer and more fun :)
Morgott's curved sword is actually nerfed since now you can roll out after getting hit by the first swing whereas before if you landed that first swing everything else would follow
Awesome
What I took from this is that if I believe hard enough, I can not take damage from thrusting weapons.
Man, I really do wish that they handled the hitboxes on thrusting weapons... but I think they need a tracking nerf more than anything.
The anecdotes might actually mean it has a tracking nerf instead of a hitbox nerf. If people are missing more when enemies are strafing but the hitbox/root motion looks the same, it might just be tracking.
30:04 finally 🤯🤯🤯
I appreciate your work I didn't wanna commit to
I know the phrasing is very annoying as we can very easily misunderstand, for example the madness grab in fact not have its damage improved, the part of it that had damaged improved was the when the grab deals damage on the initial hit but yet still misses. This used to deal literally like 50 damage and went up to 180 damage, so when the grab bugs out and diesnt connect even when it should have, you at least get some more damage for the games mistake
There either are changes to the rapiers and spears or they were changed a patch or 2 earlier and no one noticed till now.
i would guess for the inescapable frenzy grab angle they say "pvp exclusive" because you can already only grab players and player npcs
General work
Spiked caestus with bloodflame blade is goated
haven't touched elden ring in months but this was an instant watch/like. you genuinely do more work than some of the people that make this game and you're an invaluable resource. thanks
You are like a fucking chad let me tell you. Absolutely immaculate work
yay flails, and yes please buff spell bubbles
Duuuude I 100% agree with you the bubble sorceries definitely a buff! I think the same for other barely used school of sorceries like Thorn Sorceries or Magma Sorceries, they do need some buff.
Also I'm really disappointed powerstanced weapons (especially spears and greatspears) didn't get nerfed in pvp
Ok so check this out, if you offhand the zamor curved sword, its actually really damn fast... and perfect if you run endure on your mainhand. If youre getting ganked by 3 people at low levels that wail on you while you do endure, the 360 spins will hit everyone around you... so I use it at that level.
Most underrated community member strikes again. Thank you ❤
Greatswords and curved greatswords when two handed have faster heavy attacks than light?
Also the part of the roar medallion, does the PvP nerf apply for the war cries. I’m also quite interested on how the charged attacks of the Duelist and rotten colossal axes got buffed. The charged attack motion value I recall was 165, how much is it buffed to now, and does it apply to war cry charged attacks?
Yea that r2 being faster than r1 thing doesn't sound right. Maybe it's another case where the hitbox starts earlier but the swing takes longer.
@@dargons5145 it's just a faster startup, regardless of the moveset. The 2h R1 is 17f for normal CGS and 18f for Zamor, and the 2h R2 is 14f on regular CGS and 11f for Omen Cleaver and Magma Wyrm's Scalesword.
@@emeraldwolf7920 the frame data only shows when the hitbox becomes active. But if the swing takes longer then it still may take longer to hit an enemy standing infront of you. Of course if you angle yourself so that your enemy is already inside of the hitbox when it starts up then you can take advantage of that fast startup.
@@dargons5145 I can't comment on the root motion of the regular CGS 2h R2 but the Omen Cleaver starts in front of the player.
I think taking RKR down to 60% would have kept it viable. It's so easy to avoid. To me, it's unusable now, and not at all worth the fp cost. I just use braggarts roar now.