I don't know why I didn't bother mentioning it in the video, but here's one other subtle change to the Fallingstar Beast in Selia Crystal Tunnel: Its previous idling animation (before you entered the boss room) was just standing upright. Now it's asleep when we first walk in, and you can see the sleeping pose when I show the side-by-side at 10:23.
@@ItsZorroDood yes it's in the animation of sleeping for every time you die and enter the fight yes I remember before they fixed it whenever you would die and come back to him,he would immediately go right into the charge attack and with the doors being partially opened and confining your left and right you would have to have a well timed dodge in order to get out of it........ I died countless times to him charging me the minute I got into the arena and the arena is so small and so clippy it sucks
it's still weird that the fallingstar beast in selia tunnel gives smithing stone 7 and somber smithing stone 6, while the full grown fallingstar beast gives only smithing stone 6.
@@newworldblues7245 you mean the gloam/dusk eye queen right? Tried to kill Marika but she was out as Radagon, Godwyn was standing in for Marika at the time, the black knives were already too committed and had to kill Godwyn at the same time Ranni kills her body. That’s the only way Godwyn’s death makes sense considering he’s a nobody who seems to not have any real significance in the lands between, if he acted as Marikas stand in while she was Radagon (they only have 1 body so can’t be in two places at once) then it would make Godwyns character have some actual significance as opposed to being some chump that does nothing but die. The reason I believe it’s the Gloam/dusk eye queen is because of how much Ranni seems to know about Death suddenly, we know the Queen is well versed in Death and it would take some manner of expertise to pull off the night of black knives wouldn’t you agree?
Fallingstar Beast's change is especially important because the range of its aoe could potentially span the whole arena if it does it in the middle iirc, it was quite the hassle to deal with.
@@ThrimeWorks I'm talking specifically about the gravity aoe where it lifts the player up in the air. imo an aoe shouldn't be designed to be d in a roll in general. Outspacing an aoe is generally preferable. Ground aoe's are fine too because jumping gives you a longer period of safety from them than a roll, and every weight class (besides overburdened) gets the same jump animation compared to rolls. As far as damage goes it still packed a punch for early game players nonetheless.
@@Er404ChannelNotFound I preferred the Full-grown version, the idea was to play strategically and lure it towards the walls before its health dropped below 50% and it activated its 2nd phase, this way you can easily run to the other side of the arena after damaging it enough to drop below 50% HP to activate its AoE attack (which won't one-shot you if you had decent VIG), it made the fight intense and gave it some depth, now it's just meh.
9:00 there are breakable chests in DS2 as well. Meaning if you break the chest you lose the treasure that was inside of it, and instead get a rubbish. I believe the DS2 ones take 3 hits.
Yeah the set number of chest hits was obviously a workaround to the damage-per-frame design, but there were still remnants of that. I remember the original release of DS2 on PC suffered an issue where weapon durability was directly tied to frame rate, resulting in most PC players weapons breaking at double the rate as their Xbox 360 and PS3 counterparts. More than double if the consoles failed to hold 30. Fromsoft originally claimed that it was working as intended but I believe they did fix it about a year later in time for Scholar which allowed 60fps for PC, Xbox One and PS4.
Sadly thats not relevant because as far as I know DS2 runs on a completely different engine alltogether. So the way it handles breakable objects is likely a lot different
9:16 You also couldn't lock-on to the trolls in the old patch, for whatever reason. At first, I thought it was some weird lore reason that there were these assassin-like trolls that couldn't be targeted and died in one hit. Nope, just a bug. 😅
It's a good thing it was a bug. Can't imagine fighting invisible troll assassins that you need to hang on to sentry torches to fight. Would be pretty cool though from a lore standpoint. Trolls who were black knives.
Honestly I’m really glad for the nerf to duo bosses. One issue I have with a lot of them is that their movesets rarely gel well in a way conducive to a gank fight, making it way too easy to get overwhelmed and rushed down by a flurry of attack with little to no room to retaliate if the AI suddenly decided “You don’t get to play the game now”.
Making Bocs voice go further actually does make it harder to find him. I can confirm this because I took forever to find him, I walking everywhere and could hear his voice everywhere, but had no idea what the fuck I was even looking for.
I would assume they changed the chest for thematic consistency. The other ds1 chests are outdoors or in more "modern" locations, places where a rustic, kinda janky chest wouldn't be odd, but for the removed chest it was in a more ancient ruins-ish place so the usual chest seems more appropriate.
I was actually a little bummed with the lack of Mimics in the game. I always loved the suspense of spotting a chest in DS3 and having to check the Chain to see if it was a mimic or not. the breathing animation was also a fantastic and subtle touch.
There's another unlisted change to Morgott's opening cutscene. I don't remember exactly what patch it was, but before he used to ignite his cane with flame and it would become his cursed sword, and now in the current game his cane kinda just crumbles into the cursed sword all weirdly with no flame effects.
Ah, thanks for that info about the Fallingstar Beast. That had been driving me crazy, I saw people saying it used to be the full-grown variant but I was so confused because I had fought it day 1 and I was 100% sure the name never said 'full-grown'. Glad to clear that up.
regarding group boss fights and the gargoyles, they already have dedicated 2v1 behavious so that i imagine is why it wasn't changed, the one closest to the player is always the one attacking melee, while the one further away spits a line of poison at regular intervals, forcing you to reposition. However some of their attacks have them flying away to then return, and in that case the AI switches back and forth and you can have both gargoyles attacking melee for a few seconds which might be why it seems their AI should also have been modified.
@@blackwoodsecurity531 damn. I've ran into that problem multiple times. Sucks cuz the only way is sending yourself back to the grace. Especially annoying in co-op when you have to leave and resummon.
Great so one can turn me into paste with melee and the other can melt me with poison. Good stuff. I hated that boss fight, even with mimic tear it was a pain. Luckily they have super low strike absorb so giant crusher did some good work
They're also not that aggressive as other bosses can be . But I've noticed that bosses normally punish the player for getting greedy and spamming attacks and you'll die ..
Mohg cheese is still doable, but slightly more complex. You can stagger him with arrows using the reach talisman and fletched arrow types with headshots then wait a few moments to enter through the fog wall. His AI will be unable to fix itself directly unless his model changes direction or he gets staggered again. Allowing free ranged kill using rot and poison to destroy his hp
By all means keep going with this undocumented changes content. Even if it's stuff that's relatively minor I think cataloging these differences is a really important part of the history of any game. Keep up the fantastic work!
I liked most changes, but as much as I hate the chariots, I think they shouldn’t have nerfed their damage strait up. That makes them much less intimidating. What I think they should do is nerf their side and back damage. So when they hit you from those sides you get less damage which is what really frustrated me
I agree with this. I'm fine with being instakilled by them if I wasn't fast enough or was too foolish, but I feel like most of my deaths were because the wheels very slightly poked out of an area that seemed safe, usually when they turned. That's just me, though.
nothing more infuriating than tapping the inputs just so you get close enough to not touch it so you can run just as it turns or whatever, but then a tip of the spikes touches your helmet and instantly kills you
I think it's also worth mentioning how there were shadow nerfs to some weapons (and maybe talismans), they really butchered the turtle shield in 1.03 by dropping it's phys block rate from 100 to 87
@@shotgunmasterQL no, grass crest shield had like 95 or at least 90 physical damage reduction. I don't ever use the turtle shield but I feel they nerfed it to a point where a lot of people won't ever touch now. Especially considering the aow only lasts like 5 seconds now.
8:19 I've had reports that it was already broken in Demon's as the specific multi-hit breakables used on-hit scripts specifically made for them only, they just never reused that separate system for subsequent games
Something has been wrong with their hit detection for awhile. I believe some of these same issues were part of the reason that Dark Souls 2 had so many issues with durability feeling so largely inconsistent. Because the amount of time your blade goes through an object (varies wildly with different weapons) it would ultimately affect durability lost. So some weapons almost broke after only like 8 - 10 enemies.
Here's another unlisted and rather significant change (patch 1.03) that was left out by the video here: Several bosses were not having their second phase music trigger in-game properly, to the point where the first phase track would play during the entire fight. 1.03 fixed this; some bosses I recall offhand that were affected by this include Regal Ancestral Spirit, Bell Bearing Hunter, Night's Cavalry, and Fortissax. Probably others as well. 1.03 did list the addition of nighttime tracks to regions other than Limgrave of course, but didn't say anything about boss phase music being fixed.
I'm surprised you didn't mention the consecrated snowfield skip fix. There used to be a ledge in mountaintops of giants where you can drop all the way down to the snowfield and dying on its ground, triggering a stake of Marika all the way down there, if you spawn at it, you skip having to get the secret medallion. In patch 1.04 there is a killbox much higher than before preventing you from triggering the stake.
I’m so glad they made a change to the group bosses. Before, they would constantly attack and you’d have no window of attack. Mimic was the only way to bait out attacks
That, or the ancestral follower spirit. That guy can even solo some bosses if you upgrade him enough, he's crazy strong for how little FP he costs to summon and I hope they don't nerf him. He also just looks badass.
I love Boc. I stumbled across him before the patch while running to Patch's cave (This was before I knew who was in there as my friends wanted me to go check it out). After the cave, I had a holy-based weapon I wanted to try out on some undead, I went to the sea-side cave as I knew there were some outside, and ran into Boc. I'd already completed the cave earlier in my playthrough, so gave him the needle. After testing the weapon, I then remembered the graveyard on the other side of the Stormveil Castle and wanted to farm a scythe. Going to that grace, I ran into Boc once again. I've never accidentally pushed an NPCs quest line that far before lmao plus, I think he's beautiful both physically and personality wise! And I only messed up his quest line once. (Never again QwQ)
I feel like they nerfed the chariot damage because of one very specific chariot in a late game dungeon. You turn right and head up the ramp to get an item and then you are stuck with it moving back and forth. Only way I found to get out was the damage boost through.
I've yet to test it but reportedly Elden Beast has been made much less frustrating by reducing the chance it has to take a long distance away from the player, opting to use melee more often, as well as its Elden Stars attack having its tracking speed nerfed to make it easier to dodge. I personally enjoyed the fight pre-nerf but I'm on-board if such a climactic moment isn't ruined to some players by such annoyances.
That was my biggest complaint. Elden Stars would dog my heels and I had no idea if I should be spam rolling or run away. It distracted me from the bigger attacks it did right after. And it's great the Beast doesn't dive as often every time you get close to get hits in. I felt like I was running a 5k every attempt.
@@bmgibben The biggest issue with the star was it was impossible (or at least very difficult, I never managed) to avoid ALL damage when it came out, as if you did manage to outrun it/dodge it you were usually then hit by something else the beast threw out. Every other attack felt like it was my fault, the star was just unfair.
@@bmgibben Yeah I feel like I quite liked the idea of having to deal with it simultaneously while focusing on Elden Beast's attacks and dodging them. It's the fact that it tracks so strongly and quickly that made it unfun cuz of how much damage I had to sustain. Otherwise as a distraction to split the attention it's a fun concept imo.
There were more branches removed near the graven mass in caelid, the one near the runebear. It used to let you up to the great jar without going through siofra river.
Really hate that they're doing this, same with the rocks on the cliffside in ordina that lets you skip the evergaol puzzle before they were completely removed, most players aren't even gonna find these on their first playthrough and all it does is take away player options. I'm on NG+5 now and god knows I would like to skip that evergaol puzzle, not that the content is bad but I like that there were options if you didn't wanna do it (as with a lot of other things in this game), now you have to.
I instantly noticed the less aggression when I did my NG+ run with the crucible knight duo. I started to wonder if their AI behaviour was tweaked because it seemed like both were more coordinated (when the spear one had finished her weapon art the other started to earthstomp and the other stood idle) so I was curious if I was tripping or if an actual change was made. Glad to see It was actually tweaked. Thanks for the informative video man. You and Zullie are the dream team of this community.
They could've done something like ds2 did where lower value loot was in the wood chests. Like, don't get me wrong fromsoft I appreciate the arteria leaves and mushrooms but did it need a chest?
WooolieVS discovered one of the spirit spring that had the tight landing area and he discovered that if you double-jump, the landing effect would be nullified and he would die regardless.
I knew the chariots got nerfed!! At first I was like, “oh, maybe I’m just so high level, I can just survive getting run over now” but no! Their damage was halved! It’s still annoying to get hit by them, but at least it isn’t an automatic “start over!”
Most duo boss fights in this game were absolutely god-awful, and I think it's fair to say that they were some of the worst experiences to any who played this game. This was the time in which cheesing was completely allowed, in my book. Also, I noticed that in the Crucible Duo fight, and the Misbegotten/Crucible fight, the shield-wielding knight will be much more passive.
I just took them as perfect opportunities to use summons. Made the fights fun because I had to choose exactly what spirit ash to use and how to use them so I could win the fight.
I feel like the changes make them basically pointless now though. Like having a gank boss fight makes zero sense if only 1 of the bosses will ever attack at one time. With one just standing still while the other attacks, makes them way easier to cheese as you just wait for one to enter it's attack cycle and just run over to the passive one and wail on it while it's frozen doing nothing. i feel they just made a mistake putting them all in the game in the first place, and they did add them all in because they couldn't make enough actually unique boss fights for the game to actually fill all the areas needed, leading to there being a meme worthy number of repeated boss fights and duo boss fights.
Duo fights should be handled more like the demons from DS3. One stays at range shooting projectiles, while the other goes up close harassing you with melee, and they sometimes swap places. I love that idea, and my little nerd brain makes up non-existent fights for videogames that follow this.
@@grakata5620 i just like it when you have the second party appear after a certain time or damage to the first guy, it has a surprise factor and also a tactical one on how you wanna handle the fight
@@grakata5620 That could actually be really fun. Imagine in the Crucible Knight Duo fight, the shield one stays in a corner making you hop over his tail. It'd be silly, but still.
In regards to Boc, I think the radius is fine as it is now because of the Arteria Leaf. With that alluring shiny, people are going to hear Boc's voice get louder as they go collect the Arteria Leaf, which will allow them to figure out that Boc is in that direction.
His wider radius meant that the first time I heard him, I had no idea where he was screaming from because I was in the middle of an empty road nowhere near him.
I spent at least half an hour combing that area trying to figure out who was talking to me and where they were. I never found him. And even after watching this video, I still don't know where to look. Am I incredibly blind? Am I missing something?
A tip for anybody having issues with the crystals. I've found that if I stagger them with a strike weapon (excluding flails) that they crack, making them vulnerable to every other damage type and making them super squishy.
I was wondering if Duo boss fights were changed, and it's good to hear that they did. During my playthrough I was having absolutely no issues with all of the duo fights everyone was calling extremely hard. Their AIs barely attacked me together so I was wondering why everyone was having so much trouble. This explains that it used to be different, so that's good. I personally enjoy the duos backing off a bit given there are so many of them, and so many with very large AOE attacks you can't really give full attention to.
A bunch of enemies were also nerfed in their tracking and attack rate. The Fingercreepers, Wormfaces, Runebears, Marionettes and Revenants come to mind. Some of these were really severe nerfs, like the Marionettes and Revenants in particular.
@@cupriferouscatalyst3708 fingercreepers are the worst, they have the fastest attack, marionettes are SHIT they use that move where they like malfunction and it's the worst.
Two things I have noticed that I think changed that I haven't heard anyone talk about: The first is with Radahn's AI. After 1.04 f you try to make him crash into the ocean during his phase transition he will now stay up in the atmosphere indefinitely until you return to the center of the arena. The second is with wildlife placement, especially boars. There are packs of boars that didn't exist before. One kind of spread out group south of the Third Church of Marika and another new group in Siofra river. (I uploaded a video about this group.)
Not to mention that the boars can now attack you they used to just run away which I found bizarre. Would always try to avoid them since I felt like they should be attacking me guess they fixed that too
@@MarvoloSalazar I played since day one and I recall being attacked by boars in Limgrave very early on, so if they stopped attacking at one point that was a change.
@@d3v1lsummoner That never happened to me I remember even testing out and just standing there and they would just run like the rest. After patch 1:03 I was surprised when one just gored me out of nowhere. Since then they attack me anytime they see me as long as I'm not on torrent
@@MarvoloSalazar I just guessed it was some kind of fear mechanic, because I remember the boars in the woods in central Limgrave attacking me when I first started playing, but when I returned later at like level 120 some of them would run up to me and the battle music would start, but then they'd turn around and run away. I don't remember which patch this was though, and if there was a patch between those encounters.
I hit every single chest anyways, regardless of how it looked. I even managed to roll out of the way of the teleporting smoke, without knowing about it, because I was so paranoid about mimics. (And consequently, I had no idea that these grey smoke chests teleport you, until way later, when someone told me)
You do realize that you can tell a chest is a mimic in all the dark souls games by its chain and the fact that it breathes, right? How tf do people not know any of that and just hit every chest like a dumbass
I dd this because I was used to the DS2 trap chests and all the notes warned about a trap. I got curious and opened it again without moving so I still found out what it did.
I thought the weak, poncho-wearing trolls were an interesting detail that probably had some kind of significance I was missing. Sad to see they were just a mistake, and even sadder to see it fixed.
I thought the poncho was for madness related trolls like the one outside volcano manor or in snowfield. Ill have to double check to see if those have the poncho
Was there a horse riding wraith caller around there? I seem to remember getting there at a pretty low level and thinking the weak enemies were illusions set up by this tough horse riding enemy that killed me
@@Ianforcements5669 yes there is. In fact that's the route you need to take to go to Shaded Castle, at least in my experience so thats where I came across these trolls and was one shotting them and wondering what the hell was up here lol
Now it makes sense why the fallingstar beast was so much easier when I came back to fight it later. I fought it for a while when I started and then decided I'd just come back later and was wondering why I had so much trouble with it initially.
Mohg can still be cheese by archers with poison, rot, and bleed arrows. You just need to pause periodically to avoid staggering him out of the reachable attack range
I remember being underleveld and throwing myself at the unpatched Fallingstar Beast... I felt ashamed as a Souls veteran for getting my ass kicked so much, but I got him eventually!
Well done, I gave up after two attempts lol. It helped that I had already found the exit, so I just thought "this is the game telling me I'm underlevelled" and then I just forgot about that bastard.
I am so glad that the Gank AI change was made. The Putrid Crystalline Trio is INFURIATING and the only way I was able to beat it was with a specific shield using Storm Wall to knock down the projectile spam while killing the Spear, followed by backstab chasing the Staff, lastly dealing with the Chakram. This change might make my second run of the game a lot more enjoyable.
The Crucible Knight duo got me more. They seemed to both aggro as soon as I entered the fog gate. Even tried summons to lessen their focus on me. They just seemed to ignore them.
Square off heavy attack breaks their stance in 2 hits allowing for easy cheek clapping on all 3 of them before any serious damage can be done to you. Easy fight.
I noticed in my 2nd and 3rd playthrough of the game: gank fights tens to be more relaxed 1v1 with a side opponent on the side. Is so much easier. Not sure about the dou gargoyles, since I always fought them overleveled.
Honestly i like the sound of the group change. The worst fight i've faced in the entire game so far from a frustration viewpoint was the corrupted crystal trio where you're basically inflicted with Rot the whole fight whilst being instagibbed by stunlocks from the melee and whirling blade guy, as the caster winds up their big oneshot spell. It was the closest i've come to quitting the game completely and only beat it eventually when one of my rat summons somehow got the whirling blade guy glitched so he was just standing near the fog door doing nothing whilst i took out the caster and then the melee spear crystal guy then finished him off. He re-aggroed when i got near him so he wasn't completely broken, just bugged out when the rat he was focused on died or despawned or something and i happened to be far enough on the other side of the room that his AI didn't notice me again until i got nearer or something?
For the chariot not one shotting… It kind of makes them less scary since it’s survivable. I liked them because there was always a fear/anxiety of them creeping up on you if you weren’t quick enough with the timing to avoid them.
I agree, I personally felt that it wasn't the damage that made them annoying sometimes, but rather their hitboxes. Not that they have unfair hitboxes, but I feel like most other developers would've made them slightly smaller so that you couldn't get clipped by the tiny spikes at the end of their wheels.
Love your videos, it's so interesting to see breakdowns of the mechanics rigorously tested and having their rules put down to an exact science, like how you broke down how fall damage and death worked, that advice lives in my head rent-free whenever I play now and I've died from gravity a LOT less because of this. I had no idea that the duo boss AI had been changed, but this does make sense as I watch a lot of channels and streamers play and have noticed they seem to be having an easier time with the duo bosses than was the case a few months ago, like you can watch a patch 1.01 crucible duo fight and a 1.04 crucible duo fight and it's like night and day how different they are, I remember the crucible duo being a fight consisting of me saying "can you both please stop attacking for one second to allow me to get ONE hit in?! IT'S BEEN THREE MINUTES SINCE MY LAST ONE!" because they perfectly staggered their attacks so well that openings were a pipe-dream
Thank you for sharing these! After 1.04, the chariots doing less damage and the group boss behaviour are the only things I noticed myself. I'd love another video like this. Maybe after the next patch?
I've seen other people talk about the "Dark Souls Chests" in the game, and it's my personal belief that they were just used as placeholders during development and were meant to be replaced by the "New" chest model before release. There are just so many chests in the game that a few were forgotten. This would explain why they are being slowly replaced with the new chest model, as if they were intended to be a call-back or Easter egg, then I don't think they would be being replaced.
Well some could be placeholders and some could be intentional, it doesn't have to be one or the other. The one in the catacombs was probably changed because that's a holy place/altar so it makes more sense to have the fancy chest.
When i first found boc i thought i was going CRAZY. I was running around the forest looking for an npc and finding NOTHING. I had to look up the dialogue online to discover it was an entire quest
I really like the duo boss change, the double Crucible Knight fight was probably my most hated fight in the game because they were both like normal bosses on their own
I mean on one hand, yes, but on the other hand, can backstab those and get s I felt they were more a mild nuisance than the absolute roadblock I experienced from the Crucible Duo when I went in there on my first run
Very happy with the changes to Boc. I fully missed him the first playthrough, and didnt even know he existed as a character until halfway through my second.
Took me ages to find Boc even with the extended callout range because I had no idea it was the shrub talking to me. I kept looking in the bushes behind him for a squatting npc. Also nerfing those stupid chariots ain't making me finish any of those dungeons. Already made peace with those stupid things.
Not a big issue, but I'm pretty sure they also adjusted the radius for Alexander to shout out for you at his Limgrave location along with the Boc radius increase.
I compared 1.02 to 1.03 and found that Alexander's call-out radius didn't change at all with Boc's. But I'll have to double check sometime to see if it was any different in 1.0, maybe it was changed with the day 1 patch.
Thank you so much for making these. I find videos like this extremely interesting. A few days ago I fought those crystal guys and the spear one stood still for the majority of the fight. I was so confused but now it all makes sense.
I fought them a couple weeks ago at my friend's place and oh lord it was madness having the trio constantly trying to gank you with constant staggered hits. It took me a LONG time to kill them all as I was fairly low leveled with a balanced build to try out as many weapons as possible on first playthrough 😅 Hearing they made them less maddening is reassuring though, as I missed some areas by not doing Ranni's full quest line because I killed too many bosses out of order and I have to do NG+ to see certain areas now
I love the way you present information. It is a sin that this only has 5 digit views. Every source cited, demonstrated, and explained thoroughly. Great stuff!
8:58 Personally I get the feeling that they were getting feedback where people playtesting would expect breakable objects to act consistently and break in one hit and would stop trying and assume those objects could not be broken when they didn't immediately break and they may have found that certain areas were seeing unusually low levels of footfall, people were reporting areas being impossible to get to or not being able to progress due to confusion. It could be any number of things but I'd like to think they simple decided to make breakable objects behave in a consistent and obvious manner across the board as having extra damage state animations or assets to indicate objects being breakable but requiring more than one hit were man-hours they could use elsewhere. The use of this feature specifically on chests was likely a concession to prevent players from accidentally destroying chests instantly during combat and an application where it's utility was positive.
Has anyone covered the white dragon in Farum Azula? When the game first came out the dragon just sat there screaming, now he attacks, even flies, and if taken too long to kill will leave the area until you reset the location. Haven’t seen anything about it and found it interesting
honestly, nerfing the group boss fights was a great idea. One of my biggest complaints with those fights was the general attack spam that came from having poorly coded multi-bosses
As someone who beat all the original Duo bosses solo, I don’t mind the changes. They were some of the most frustrating fights and where the only fights I was avoided in my other runs.
About the Altus trolls, they ALSO had a secondary bug where they were completely unable to damage you in any way. I uploaded a clip of it a while ago, if you wanna see what that looked like.
Honestly that fix made me kinda sad, I always thought they were illusory trolls made to keep the workers in line without actually getting/training trolls to do it. Like the intimidation of messing with a troll was enough to keep the workers in line.
@@spatz2219 I just genuinely thought it was intentional and DESPERATELY wanted some answers as to what the deal with them was. My disappointment upon figuring out that it’s a bug is absolutely immeasurable, but I LOVE your explanation and it is now my own head cannon as well. Thank youz
You probably already know this by now, but I'll mention it just in case. It wasn't just Boc's discoverability range that was increased. Alexander's did as well.
I welcome the group boss fight changes. Some of them, particularly trio fights were definitely more unforgiving than they should have been for the surrounding areas.
Considering that the trio one you are mentioning is where you are sent in Sellen’s questline after you get a spell in *Mt. Gelmir,* you clearly don’t understand what the intended levels are. You think that you can immediately fight everything the first moment you see them even when the area is hidden, something that you’re literally beat over the head over in the first hour of the game. There was no reason for the duo nerfs and anyone could’ve bait attacks and split them apart. Yes, this includes the Crucible Knights and Godskin Duo who are both only mid in difficulty.
@@trutyatces8699 You don't know me. I am the last person you'd say that to if you did. I'm not even going to respond to each of your ridiculous judgements in your holier than thou rant with a real response since you won't listen to them, clearly. Get your head out of your behind and stop judging people's playstyles or skill levels when you never even met them.
About visual changes in levels... I never see this mentioned anywhere but in its final patch Dark Souls 3 had quite a bit. Particularly in Farron Swamp and Lothric Castle a bunch of geometry and flags were added and moved around. It had me disoriented for a while after that because I was so used to the previous layouts. There were a few other visual changes to levels and equipment but they only one that jumps to my mind right now is added detail to the knight armor set.
OMG The group bossfight changes are why those particular fights felt much easier in my second and third playthroughs! In patch 1.0 the godskin duo was actually awful to fight without summons!
When I first encountered bugged Altus trolls, I thought they were some kind of illusion, since there's a mage on a horse near them, and because of that you don't get runes.
I fought the falling star beast in the Sellia cave for hours until I just gave up and left not knowing it was unintentionally harder. I even had a friend tell me it didn't have an eye because I didn't know it was patched until this video! I wrongly assured my friend it had an eye and was super strong cuz it literally bodied me 😅 Awesome video and very helpful!
I love these videos so much. It's a shame FromSoft isn't very transparent with all the changes they do to their "fully finished" games. It can be really frustrating to start up the game and notice some of the things they change and fail to tell the community. Thank you for keeping us informed.
the fallingstar beast was HUGE. I remember in my first playthrough being stuck in that tunel after Aghel, with a katana +1 and 5 estus against that boss, and it was hell. By far the most difficult encounter i've ever had in the game. Later i defeated him so easily, now it makes sense. lol, great vid, btw.
Another day, another fight ruined by plebs who refuse to learn the fights. Has it ever occurred to you that you could split them apart first? It was more than possible and entirely within your control.
@@trutyatces8699 I have beaten them several times, I'm not saying their too challenging. Im saying their a poor boss fight. I bet you think the twin dragonriders was a good boss fight.
@@trutyatces8699 I killed the duo pre patch and considering how aggressively mine would re-group it was just awful. I do wish they maintained their AI though, I just wish enemies with longer reach melee weapons would STOP STABBING ME THROUGH UNBREAKABLE WALLS 😂
I KNEW THAT ARTERIA LEAF NEAR BOC WAS NEW. I did a new playthrough and found it and went "Huh, I don't remember this being here on my first playthrough", but I assumed I had just forgotten...
Well it used to be that putting a bunch of points into Vigor might let you survive an extra hit, hence focusing on stats that help NOT get hit and end battles quicker was ideal. However there's definitely a lot more 1-shot attacks that require some extra Vigor to survive, so we're kind of forced to invest now. 🤷♂️ It's also worth noting that extra carry weight allows better defenses which can equate to having the extra health, while ALSO maintaining your extremely important mobility and allowing more equipment options, so carry weight actually kills 2 birds with one stone vs Vigor. Considering you even get stamina with the same stat in this title, it's probably the most important of all.
@@Celestialbeing21 How exactly is that related to vigor exactly? I don't believe input reading influences 60% of the players to decide to have below 40 vigor.
3:38 I've been wondering since my second playthrough how I could've missed him when it was so obvious in every subsequent playthrough to notice he is there with the purple item glow and the large radius for triggering his dialogue...
The cleanrot knight duo is a 1v1 until the knight falls below 50% hp. Not that brutal when anything that is a greatsword class or heavier will stagger them
I've definitely seen a lot of complaints about duo boss fights so this ai tweak is really interesting. It's the kind of thing that might be hard to compare but it's really nice knowing it's there.
@@Manigeitora You can say you beat harder versions of them, what is there to be annoyed about? I'd be pissed if I DIDN'T kill all of them before the nerfs lol. I can say I experienced it.
Some complaints aren’t worth listening to. These people would nerf ornstein and smough if given the chance, not because it’s unfair but because its “annoying”.
I noticed crucible knight not attacking for the most part during misbegotten warrior duo fight too. It probably goes both ways but I usually just rush down misbegotten before it gets hairy.
0:48 i thought those branches were removed and i was right! yet you can still get in to the boss room from that side by going way above on the cliff side. im honestly surprised that wasnt adjusted as well. for Boc, at least the direction of his voice and distance from him is very well done. i had that same issue of approaching from behind and i started following his voice as i was very confused until i realized where it was coming from. 9:18 too bad they couldnt keep the cloaks, they look unique. this also half explains why these trolls pull a sword from nowhere and then the spike in their chest disappears upon doing so...actually i still dont get that. wtf man? 10:17 this explains a lot now. i wonder why i recalled this one having an eye. and also why i recalled it being way harder. a general "group boss" nerf? wow. im reminded now of the pre-patch clips out there of super pros wrecking the double crucible knights with back to back perfect parrying. and a massive nerf to the chariots is great. it means in that lava slide on you can survive escaping that one trap they have where you can get stuck with one going back and forth too fast to outrun and live without extra help like that one physick that severely negates one hit.
When I started a new playthrough I was confused on some places in the game and the map too. I thought I was going crazy, im glad someone kept track of these minor changes I thought I was creating false memories lol.
I hope you do these for the new rapid DLC patches, I've only really heard rumours of buffs and nerfs and would love a breakdown and finding out about those unlisted changes
Because of how buggy the spirit springs were in the release version I only JUST realized a week ago you can jump DOWN to one for a soft landing because I never tried it after my first one.
It’s kinda sad that there aren’t any mimic chests in this game. There’s teleporters but no mimic chests, they’ve been a mainstay in the souls games and I think they would’ve been a good addition
Mimics are too predictable now, maybe they'll add one in the DLC. but just to fuck with people i want it to be a friendly NPC that you have to "fall" for the trick in order to talk to.
@@robonerd125 That’s true but I find teleporter chests kind of boring as well and don’t really provide any threat. That being said I didn’t get trapped in the one that sends you to caelid so idk
I noticed the Perfumer pre-patch played a flute in the Village of the Albinaurics despite not having a flute, at the time I thought he was playing something else and got the jump on him. Post patches the Perfumer is just waiting to jump on a player, no music playing and no flute play animation. I realise this animation is for the ones in the Capital but I dunno, it was cool the the Perfumer was just vibing in a dead village.
9:33 When I encountered the 37-hp trolls I became immediately suspicious of the game and was worried something super string was about to wreck me mmy day lol.
10:30 the cave falling star beast was NOT supposed have the AOE to screw us over? God I hated that fight more so than the full grown version because I’m guaranteed to receive damage from AOE if the beast was somewhere slightly near the middle of the arena
the mohg bug still works, but you need to shoot him with arrows over the wall while standing on some tombstones. you will eventually stance break him and you can safely enter through the fog wall and attack him for free. he will return back to normal however if you break his stance a second time while in the room.
I don't know why I didn't bother mentioning it in the video, but here's one other subtle change to the Fallingstar Beast in Selia Crystal Tunnel: Its previous idling animation (before you entered the boss room) was just standing upright. Now it's asleep when we first walk in, and you can see the sleeping pose when I show the side-by-side at 10:23.
Is it asleep every time you enter? Because I remember it immediately charging you while you're still in the fog wall animation.
@@ItsZorroDood yes it's in the animation of sleeping for every time you die and enter the fight yes I remember before they fixed it whenever you would die and come back to him,he would immediately go right into the charge attack and with the doors being partially opened and confining your left and right you would have to have a well timed dodge in order to get out of it........ I died countless times to him charging me the minute I got into the arena and the arena is so small and so clippy it sucks
Fuck this is really good. I had a bad time w that guy
Fans: _'Any nerfs to the dogs and crows in Caelid?'_
From: _'No, why?'_
it's still weird that the fallingstar beast in selia tunnel gives smithing stone 7 and somber smithing stone 6, while the full grown fallingstar beast gives only smithing stone 6.
I think the worst patches are the ones that kick you off a cliff.
I think we can all agree on that
Nah those the BEST ones!
Good one, Shinji. Now get in the giant robot.
nice
Alright a wise guy eh!? There deserves to be a punishment for making jokes like this you dastardly fiend!
6:07 I got so tilted dying to this damn spirit spring lol, good to know I probably wasn't the only one
i got tilted when marika killed godwyn too
Oh Vaati
Same. I died to it like 3 times just trying to get to the back area.
Me too Vaati, Me too. Also I lost 600k runes in the spirit well that is near Siluria's fight, pain
@@newworldblues7245 you mean the gloam/dusk eye queen right? Tried to kill Marika but she was out as Radagon, Godwyn was standing in for Marika at the time, the black knives were already too committed and had to kill Godwyn at the same time Ranni kills her body. That’s the only way Godwyn’s death makes sense considering he’s a nobody who seems to not have any real significance in the lands between, if he acted as Marikas stand in while she was Radagon (they only have 1 body so can’t be in two places at once) then it would make Godwyns character have some actual significance as opposed to being some chump that does nothing but die. The reason I believe it’s the Gloam/dusk eye queen is because of how much Ranni seems to know about Death suddenly, we know the Queen is well versed in Death and it would take some manner of expertise to pull off the night of black knives wouldn’t you agree?
Fallingstar Beast's change is especially important because the range of its aoe could potentially span the whole arena if it does it in the middle iirc, it was quite the hassle to deal with.
But since it did less damage than the full grown variant, it was a great way to learn how to time and dodge its aoe
@@ThrimeWorks I'm talking specifically about the gravity aoe where it lifts the player up in the air. imo an aoe shouldn't be designed to be d in a roll in general. Outspacing an aoe is generally preferable. Ground aoe's are fine too because jumping gives you a longer period of safety from them than a roll, and every weight class (besides overburdened) gets the same jump animation compared to rolls.
As far as damage goes it still packed a punch for early game players nonetheless.
@@Er404ChannelNotFound I preferred the Full-grown version, the idea was to play strategically and lure it towards the walls before its health dropped below 50% and it activated its 2nd phase, this way you can easily run to the other side of the arena after damaging it enough to drop below 50% HP to activate its AoE attack (which won't one-shot you if you had decent VIG), it made the fight intense and gave it some depth, now it's just meh.
Doesn’t that one drop the Moonveil?
Reverse the changes. Make them suffer.
@@jooot_6850 pretty sure that one in a mine. If he’s not talking about the one on the way too rykard that gives the colossal weapon then ig so
9:00 there are breakable chests in DS2 as well. Meaning if you break the chest you lose the treasure that was inside of it, and instead get a rubbish. I believe the DS2 ones take 3 hits.
3 normal hits, 2 heavy weapon hits n 1 explodo resprctively in my playthru
Vanilla DS2 also had *a lot* of trap chests too.
Yeah the set number of chest hits was obviously a workaround to the damage-per-frame design, but there were still remnants of that. I remember the original release of DS2 on PC suffered an issue where weapon durability was directly tied to frame rate, resulting in most PC players weapons breaking at double the rate as their Xbox 360 and PS3 counterparts. More than double if the consoles failed to hold 30. Fromsoft originally claimed that it was working as intended but I believe they did fix it about a year later in time for Scholar which allowed 60fps for PC, Xbox One and PS4.
DS2 had different framework, so breakable object worked normally
Sadly thats not relevant because as far as I know DS2 runs on a completely different engine alltogether. So the way it handles breakable objects is likely a lot different
9:16 You also couldn't lock-on to the trolls in the old patch, for whatever reason. At first, I thought it was some weird lore reason that there were these assassin-like trolls that couldn't be targeted and died in one hit. Nope, just a bug. 😅
Bugs are the true D E E P E S T L O R E
I love the fact that you bought it in as an annoying mechanic because Souls games have a way to fuck with you in worst of ways xD
It's a good thing it was a bug. Can't imagine fighting invisible troll assassins that you need to hang on to sentry torches to fight.
Would be pretty cool though from a lore standpoint. Trolls who were black knives.
Honestly I’m really glad for the nerf to duo bosses. One issue I have with a lot of them is that their movesets rarely gel well in a way conducive to a gank fight, making it way too easy to get overwhelmed and rushed down by a flurry of attack with little to no room to retaliate if the AI suddenly decided “You don’t get to play the game now”.
Which was what you deserved for not splitting them apart.
That was my biggest complaint about the game in general. Giant flailing enemies can be enough to deal with but 2 is just lame.
Making Bocs voice go further actually does make it harder to find him. I can confirm this because I took forever to find him, I walking everywhere and could hear his voice everywhere, but had no idea what the fuck I was even looking for.
For a while I thought he was a talking goat haha
I would assume they changed the chest for thematic consistency. The other ds1 chests are outdoors or in more "modern" locations, places where a rustic, kinda janky chest wouldn't be odd, but for the removed chest it was in a more ancient ruins-ish place so the usual chest seems more appropriate.
I was actually a little bummed with the lack of Mimics in the game. I always loved the suspense of spotting a chest in DS3 and having to check the Chain to see if it was a mimic or not. the breathing animation was also a fantastic and subtle touch.
You didnt just immediately whack it?
They should have had one mimic total. Just one, early on, with no tell, to fuck with you the *entire* game
@@HollyriousYT or one chest in the haligtree
@@TheCompleteMental right after malenia
@@HollyriousYT right _before_ malenia
There's another unlisted change to Morgott's opening cutscene. I don't remember exactly what patch it was, but before he used to ignite his cane with flame and it would become his cursed sword, and now in the current game his cane kinda just crumbles into the cursed sword all weirdly with no flame effects.
I noticed that too and i still can't figure out why they changed it.
@@hollowempty6086 probably because the fire effects in some areas were bugged. When they fixed those they also removed Morgott’s flame effect.
I like it tbh.
Glad I wasn't the only one who noticed this, I thought I remembered the cutscene wrong at first.
I beat Morgott this Monday, and as far as I remember he did set his cane on fire
Ah, thanks for that info about the Fallingstar Beast. That had been driving me crazy, I saw people saying it used to be the full-grown variant but I was so confused because I had fought it day 1 and I was 100% sure the name never said 'full-grown'. Glad to clear that up.
regarding group boss fights and the gargoyles, they already have dedicated 2v1 behavious so that i imagine is why it wasn't changed, the one closest to the player is always the one attacking melee, while the one further away spits a line of poison at regular intervals, forcing you to reposition. However some of their attacks have them flying away to then return, and in that case the AI switches back and forth and you can have both gargoyles attacking melee for a few seconds which might be why it seems their AI should also have been modified.
There's still an issue where sometimes the first gargoyle misses his entrance "jump" and gets stuck on the high cliff
@@blackwoodsecurity531 damn. I've ran into that problem multiple times. Sucks cuz the only way is sending yourself back to the grace. Especially annoying in co-op when you have to leave and resummon.
Great so one can turn me into paste with melee and the other can melt me with poison. Good stuff. I hated that boss fight, even with mimic tear it was a pain. Luckily they have super low strike absorb so giant crusher did some good work
They're also not that aggressive as other bosses can be . But I've noticed that bosses normally punish the player for getting greedy and spamming attacks and you'll die ..
Mohg cheese is still doable, but slightly more complex. You can stagger him with arrows using the reach talisman and fletched arrow types with headshots then wait a few moments to enter through the fog wall. His AI will be unable to fix itself directly unless his model changes direction or he gets staggered again. Allowing free ranged kill using rot and poison to destroy his hp
By all means keep going with this undocumented changes content. Even if it's stuff that's relatively minor I think cataloging these differences is a really important part of the history of any game. Keep up the fantastic work!
I liked most changes, but as much as I hate the chariots, I think they shouldn’t have nerfed their damage strait up. That makes them much less intimidating.
What I think they should do is nerf their side and back damage. So when they hit you from those sides you get less damage which is what really frustrated me
I agree with this. I'm fine with being instakilled by them if I wasn't fast enough or was too foolish, but I feel like most of my deaths were because the wheels very slightly poked out of an area that seemed safe, usually when they turned. That's just me, though.
nothing more infuriating than tapping the inputs just so you get close enough to not touch it so you can run just as it turns or whatever, but then a tip of the spikes touches your helmet and instantly kills you
@@danvasart its the tetnis man its deadly
Yeah and it would also logically make sense that being completely rolled over by them does more damage than being hit by the side of it.
And here I thought that it was because I finally started upgraded my vigour 😔
I think it's also worth mentioning how there were shadow nerfs to some weapons (and maybe talismans), they really butchered the turtle shield in 1.03 by dropping it's phys block rate from 100 to 87
oh no they ruined my favourite shield :(
It's pretty much more in line with the old Green Crest Shields now, as I don't think they ever had 100% phys damage reduction.
@@shotgunmasterQL yeah its now what the grass crest was. 100% physical resist and stam regen is pretty op for a shield
@@shotgunmasterQL lol i actually didnt even notice that it had the stamina regeneration effect
@@shotgunmasterQL no, grass crest shield had like 95 or at least 90 physical damage reduction. I don't ever use the turtle shield but I feel they nerfed it to a point where a lot of people won't ever touch now. Especially considering the aow only lasts like 5 seconds now.
8:19 I've had reports that it was already broken in Demon's as the specific multi-hit breakables used on-hit scripts specifically made for them only, they just never reused that separate system for subsequent games
Something has been wrong with their hit detection for awhile. I believe some of these same issues were part of the reason that Dark Souls 2 had so many issues with durability feeling so largely inconsistent. Because the amount of time your blade goes through an object (varies wildly with different weapons) it would ultimately affect durability lost. So some weapons almost broke after only like 8 - 10 enemies.
@@desmondbrown5508 dark souls 2 was an entirely different engine, but yeah it had a similar bug for weapons
One-two combo of Zullie+Illusory Wall back-to-back uploads. I know what I’m watching on my lunch break.
zullie the witch zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
I watched them both waiting in line for my lunch lol
Hard core sfm rule 34 of Ranni?
I have exactly enough time to watch both before I need to go to a meeting. It's a sign...
Feels good
Omg that Lobos Jr. clip was a perfect representation of his absolutely chaotic streams hahaha. Always has good vibes.
Here's another unlisted and rather significant change (patch 1.03) that was left out by the video here:
Several bosses were not having their second phase music trigger in-game properly, to the point where the first phase track would play during the entire fight. 1.03 fixed this; some bosses I recall offhand that were affected by this include Regal Ancestral Spirit, Bell Bearing Hunter, Night's Cavalry, and Fortissax. Probably others as well.
1.03 did list the addition of nighttime tracks to regions other than Limgrave of course, but didn't say anything about boss phase music being fixed.
I'm surprised you didn't mention the consecrated snowfield skip fix. There used to be a ledge in mountaintops of giants where you can drop all the way down to the snowfield and dying on its ground, triggering a stake of Marika all the way down there, if you spawn at it, you skip having to get the secret medallion.
In patch 1.04 there is a killbox much higher than before preventing you from triggering the stake.
You can still do it in a different spot.
yeah you can definitely still do this I did it like 3 days ago
I’m so glad they made a change to the group bosses. Before, they would constantly attack and you’d have no window of attack. Mimic was the only way to bait out attacks
That, or the ancestral follower spirit. That guy can even solo some bosses if you upgrade him enough, he's crazy strong for how little FP he costs to summon and I hope they don't nerf him. He also just looks badass.
I love Boc. I stumbled across him before the patch while running to Patch's cave (This was before I knew who was in there as my friends wanted me to go check it out). After the cave, I had a holy-based weapon I wanted to try out on some undead, I went to the sea-side cave as I knew there were some outside, and ran into Boc. I'd already completed the cave earlier in my playthrough, so gave him the needle. After testing the weapon, I then remembered the graveyard on the other side of the Stormveil Castle and wanted to farm a scythe. Going to that grace, I ran into Boc once again. I've never accidentally pushed an NPCs quest line that far before lmao plus, I think he's beautiful both physically and personality wise! And I only messed up his quest line once. (Never again QwQ)
"After the cave, I had a holy-based weapon-"
How could you do our boy like that, you monster.
I feel like they nerfed the chariot damage because of one very specific chariot in a late game dungeon. You turn right and head up the ramp to get an item and then you are stuck with it moving back and forth. Only way I found to get out was the damage boost through.
I've yet to test it but reportedly Elden Beast has been made much less frustrating by reducing the chance it has to take a long distance away from the player, opting to use melee more often, as well as its Elden Stars attack having its tracking speed nerfed to make it easier to dodge. I personally enjoyed the fight pre-nerf but I'm on-board if such a climactic moment isn't ruined to some players by such annoyances.
That was my biggest complaint. Elden Stars would dog my heels and I had no idea if I should be spam rolling or run away. It distracted me from the bigger attacks it did right after. And it's great the Beast doesn't dive as often every time you get close to get hits in. I felt like I was running a 5k every attempt.
@@bmgibben The biggest issue with the star was it was impossible (or at least very difficult, I never managed) to avoid ALL damage when it came out, as if you did manage to outrun it/dodge it you were usually then hit by something else the beast threw out. Every other attack felt like it was my fault, the star was just unfair.
@@bmgibben Yeah I feel like I quite liked the idea of having to deal with it simultaneously while focusing on Elden Beast's attacks and dodging them. It's the fact that it tracks so strongly and quickly that made it unfun cuz of how much damage I had to sustain. Otherwise as a distraction to split the attention it's a fun concept imo.
Now I know why my NG+ Elden Beast fight was so much less frustrating lol.
That was an actual documented change though. it was in the patch notes.
There were more branches removed near the graven mass in caelid, the one near the runebear. It used to let you up to the great jar without going through siofra river.
That sucks
Caelid gets a gardener to trim the weed.
Really hate that they're doing this, same with the rocks on the cliffside in ordina that lets you skip the evergaol puzzle before they were completely removed, most players aren't even gonna find these on their first playthrough and all it does is take away player options. I'm on NG+5 now and god knows I would like to skip that evergaol puzzle, not that the content is bad but I like that there were options if you didn't wanna do it (as with a lot of other things in this game), now you have to.
+Tao A "not that the content is bad" are you sure about that?
I instantly noticed the less aggression when I did my NG+ run with the crucible knight duo. I started to wonder if their AI behaviour was tweaked because it seemed like both were more coordinated (when the spear one had finished her weapon art the other started to earthstomp and the other stood idle) so I was curious if I was tripping or if an actual change was made. Glad to see It was actually tweaked. Thanks for the informative video man. You and Zullie are the dream team of this community.
I think the more wooden look of the chest would mąkę more sense in some locations so its a bummer they didnt use it more
They could've done something like ds2 did where lower value loot was in the wood chests. Like, don't get me wrong fromsoft I appreciate the arteria leaves and mushrooms but did it need a chest?
WooolieVS discovered one of the spirit spring that had the tight landing area and he discovered that if you double-jump, the landing effect would be nullified and he would die regardless.
I knew the chariots got nerfed!! At first I was like, “oh, maybe I’m just so high level, I can just survive getting run over now” but no! Their damage was halved! It’s still annoying to get hit by them, but at least it isn’t an automatic “start over!”
Imagine not being punished for failing Paiget’s water conservation task. If you get hit by a chariot, you deserve to die.
Gotta love the Sprinkles sound effect for transition to show the changes. Like magic
Most duo boss fights in this game were absolutely god-awful, and I think it's fair to say that they were some of the worst experiences to any who played this game. This was the time in which cheesing was completely allowed, in my book.
Also, I noticed that in the Crucible Duo fight, and the Misbegotten/Crucible fight, the shield-wielding knight will be much more passive.
I just took them as perfect opportunities to use summons. Made the fights fun because I had to choose exactly what spirit ash to use and how to use them so I could win the fight.
I feel like the changes make them basically pointless now though. Like having a gank boss fight makes zero sense if only 1 of the bosses will ever attack at one time. With one just standing still while the other attacks, makes them way easier to cheese as you just wait for one to enter it's attack cycle and just run over to the passive one and wail on it while it's frozen doing nothing.
i feel they just made a mistake putting them all in the game in the first place, and they did add them all in because they couldn't make enough actually unique boss fights for the game to actually fill all the areas needed, leading to there being a meme worthy number of repeated boss fights and duo boss fights.
Duo fights should be handled more like the demons from DS3. One stays at range shooting projectiles, while the other goes up close harassing you with melee, and they sometimes swap places.
I love that idea, and my little nerd brain makes up non-existent fights for videogames that follow this.
@@grakata5620 i just like it when you have the second party appear after a certain time or damage to the first guy, it has a surprise factor and also a tactical one on how you wanna handle the fight
@@grakata5620 That could actually be really fun. Imagine in the Crucible Knight Duo fight, the shield one stays in a corner making you hop over his tail. It'd be silly, but still.
The crucible knights were the only duo I genuinely loathed going up against. They actually got super aggressive when you healed too.
In regards to Boc, I think the radius is fine as it is now because of the Arteria Leaf. With that alluring shiny, people are going to hear Boc's voice get louder as they go collect the Arteria Leaf, which will allow them to figure out that Boc is in that direction.
Unless you approach from the other side!
His wider radius meant that the first time I heard him, I had no idea where he was screaming from because I was in the middle of an empty road nowhere near him.
I didn't know he existed until 2 weeks after my playthrough started
I spent at least half an hour combing that area trying to figure out who was talking to me and where they were. I never found him. And even after watching this video, I still don't know where to look. Am I incredibly blind? Am I missing something?
@@lordatog He's a bush. Do you play online? Look for messages pointing at a bush.
A tip for anybody having issues with the crystals. I've found that if I stagger them with a strike weapon (excluding flails) that they crack, making them vulnerable to every other damage type and making them super squishy.
Any weapon that staggers them cracks them, though they do have a glaring weakness to strike, but my katanas do the trick
I was wondering if Duo boss fights were changed, and it's good to hear that they did. During my playthrough I was having absolutely no issues with all of the duo fights everyone was calling extremely hard. Their AIs barely attacked me together so I was wondering why everyone was having so much trouble. This explains that it used to be different, so that's good. I personally enjoy the duos backing off a bit given there are so many of them, and so many with very large AOE attacks you can't really give full attention to.
I find it curious that no RUclipsr has talked about how much the statues from Uhl Palace Ruins seem to be the "healthier" versions of the giants.
What do you think about the ones in Mohg's chambers with no feet?
A bunch of enemies were also nerfed in their tracking and attack rate. The Fingercreepers, Wormfaces, Runebears, Marionettes and Revenants come to mind. Some of these were really severe nerfs, like the Marionettes and Revenants in particular.
man STFU(no offense), those marionettes are still stun locking me and those revenants are still slapping the absolute SHIT out of me
That's funny, I remember having so much issues with bears, fingercreepers and marionettes specifically but I couldn't pinpoint exactly why.
@@cupriferouscatalyst3708 fingercreepers are the worst, they have the fastest attack, marionettes are SHIT they use that move where they like malfunction and it's the worst.
Two things I have noticed that I think changed that I haven't heard anyone talk about: The first is with Radahn's AI. After 1.04 f you try to make him crash into the ocean during his phase transition he will now stay up in the atmosphere indefinitely until you return to the center of the arena. The second is with wildlife placement, especially boars. There are packs of boars that didn't exist before. One kind of spread out group south of the Third Church of Marika and another new group in Siofra river. (I uploaded a video about this group.)
Interesting. I did notice when I was playing that boars were extremely rare. I guess they were meant to be in more places.
Not to mention that the boars can now attack you they used to just run away which I found bizarre. Would always try to avoid them since I felt like they should be attacking me guess they fixed that too
@@MarvoloSalazar I played since day one and I recall being attacked by boars in Limgrave very early on, so if they stopped attacking at one point that was a change.
@@d3v1lsummoner That never happened to me I remember even testing out and just standing there and they would just run like the rest. After patch 1:03 I was surprised when one just gored me out of nowhere. Since then they attack me anytime they see me as long as I'm not on torrent
@@MarvoloSalazar I just guessed it was some kind of fear mechanic, because I remember the boars in the woods in central Limgrave attacking me when I first started playing, but when I returned later at like level 120 some of them would run up to me and the battle music would start, but then they'd turn around and run away. I don't remember which patch this was though, and if there was a patch between those encounters.
I hit every single chest anyways, regardless of how it looked. I even managed to roll out of the way of the teleporting smoke, without knowing about it, because I was so paranoid about mimics. (And consequently, I had no idea that these grey smoke chests teleport you, until way later, when someone told me)
You do realize that you can tell a chest is a mimic in all the dark souls games by its chain and the fact that it breathes, right? How tf do people not know any of that and just hit every chest like a dumbass
I dd this because I was used to the DS2 trap chests and all the notes warned about a trap. I got curious and opened it again without moving so I still found out what it did.
Haha yeah I totally rolled back out of the smoke before it could teleport me too. Good times
i've noticed how passive the crystalians were when I met them, my first meeting was the trio one and was surprised that werent more aggressive
As much as I welcome the change, I think they overdone it a bit. Now it's as if they are waiting for their turn.
I thought the weak, poncho-wearing trolls were an interesting detail that probably had some kind of significance I was missing. Sad to see they were just a mistake, and even sadder to see it fixed.
Yup not everything in the game means something. But they were pretty cool
I thought the poncho was for madness related trolls like the one outside volcano manor or in snowfield. Ill have to double check to see if those have the poncho
Was there a horse riding wraith caller around there? I seem to remember getting there at a pretty low level and thinking the weak enemies were illusions set up by this tough horse riding enemy that killed me
@@Ianforcements5669 yes there is. In fact that's the route you need to take to go to Shaded Castle, at least in my experience so thats where I came across these trolls and was one shotting them and wondering what the hell was up here lol
Now it makes sense why the fallingstar beast was so much easier when I came back to fight it later. I fought it for a while when I started and then decided I'd just come back later and was wondering why I had so much trouble with it initially.
Mohg can still be cheese by archers with poison, rot, and bleed arrows. You just need to pause periodically to avoid staggering him out of the reachable attack range
I remember being underleveld and throwing myself at the unpatched Fallingstar Beast...
I felt ashamed as a Souls veteran for getting my ass kicked so much, but I got him eventually!
Well done, I gave up after two attempts lol. It helped that I had already found the exit, so I just thought "this is the game telling me I'm underlevelled" and then I just forgot about that bastard.
I am so glad that the Gank AI change was made. The Putrid Crystalline Trio is INFURIATING and the only way I was able to beat it was with a specific shield using Storm Wall to knock down the projectile spam while killing the Spear, followed by backstab chasing the Staff, lastly dealing with the Chakram. This change might make my second run of the game a lot more enjoyable.
The Crucible Knight duo got me more. They seemed to both aggro as soon as I entered the fog gate. Even tried summons to lessen their focus on me. They just seemed to ignore them.
Square off heavy attack breaks their stance in 2 hits allowing for easy cheek clapping on all 3 of them before any serious damage can be done to you. Easy fight.
Gank AI bosses with normal AI were an absolute pain in the ass. I never felt bad summoning spirit ashes during those fights, they felt so unfair.
I noticed in my 2nd and 3rd playthrough of the game: gank fights tens to be more relaxed 1v1 with a side opponent on the side. Is so much easier.
Not sure about the dou gargoyles, since I always fought them overleveled.
My strategy originally was to spam night maiden's mist. It melts the crystalians, especially the mage one, since it stands around the most.
Well now going into the hero graves might actually be bearable and worthwhile
I think that Old Altus Trolls issue also affected the crabs spawning in the lake just before, they are considerably easier than other crabs
Honestly i like the sound of the group change. The worst fight i've faced in the entire game so far from a frustration viewpoint was the corrupted crystal trio where you're basically inflicted with Rot the whole fight whilst being instagibbed by stunlocks from the melee and whirling blade guy, as the caster winds up their big oneshot spell. It was the closest i've come to quitting the game completely and only beat it eventually when one of my rat summons somehow got the whirling blade guy glitched so he was just standing near the fog door doing nothing whilst i took out the caster and then the melee spear crystal guy then finished him off. He re-aggroed when i got near him so he wasn't completely broken, just bugged out when the rat he was focused on died or despawned or something and i happened to be far enough on the other side of the room that his AI didn't notice me again until i got nearer or something?
For the chariot not one shotting… It kind of makes them less scary since it’s survivable. I liked them because there was always a fear/anxiety of them creeping up on you if you weren’t quick enough with the timing to avoid them.
I agree, I personally felt that it wasn't the damage that made them annoying sometimes, but rather their hitboxes. Not that they have unfair hitboxes, but I feel like most other developers would've made them slightly smaller so that you couldn't get clipped by the tiny spikes at the end of their wheels.
Love your videos, it's so interesting to see breakdowns of the mechanics rigorously tested and having their rules put down to an exact science, like how you broke down how fall damage and death worked, that advice lives in my head rent-free whenever I play now and I've died from gravity a LOT less because of this.
I had no idea that the duo boss AI had been changed, but this does make sense as I watch a lot of channels and streamers play and have noticed they seem to be having an easier time with the duo bosses than was the case a few months ago, like you can watch a patch 1.01 crucible duo fight and a 1.04 crucible duo fight and it's like night and day how different they are, I remember the crucible duo being a fight consisting of me saying "can you both please stop attacking for one second to allow me to get ONE hit in?! IT'S BEEN THREE MINUTES SINCE MY LAST ONE!" because they perfectly staggered their attacks so well that openings were a pipe-dream
Thank you for sharing these! After 1.04, the chariots doing less damage and the group boss behaviour are the only things I noticed myself. I'd love another video like this. Maybe after the next patch?
Funny how you can still shoot a arrow at mogh, the moved tombstones aren't enough haha
I've seen other people talk about the "Dark Souls Chests" in the game, and it's my personal belief that they were just used as placeholders during development and were meant to be replaced by the "New" chest model before release. There are just so many chests in the game that a few were forgotten. This would explain why they are being slowly replaced with the new chest model, as if they were intended to be a call-back or Easter egg, then I don't think they would be being replaced.
Well some could be placeholders and some could be intentional, it doesn't have to be one or the other.
The one in the catacombs was probably changed because that's a holy place/altar so it makes more sense to have the fancy chest.
When i first found boc i thought i was going CRAZY. I was running around the forest looking for an npc and finding NOTHING. I had to look up the dialogue online to discover it was an entire quest
I really like the duo boss change, the double Crucible Knight fight was probably my most hated fight in the game because they were both like normal bosses on their own
Everyone Is talking about the Crucible Knights, but no One Is talking about the real hell
The Three.
Scarlet Rot
Cristalians
I mean on one hand, yes, but on the other hand, can backstab those and get s
I felt they were more a mild nuisance than the absolute roadblock I experienced from the Crucible Duo when I went in there on my first run
Very happy with the changes to Boc. I fully missed him the first playthrough, and didnt even know he existed as a character until halfway through my second.
Took me ages to find Boc even with the extended callout range because I had no idea it was the shrub talking to me. I kept looking in the bushes behind him for a squatting npc.
Also nerfing those stupid chariots ain't making me finish any of those dungeons. Already made peace with those stupid things.
Not a big issue, but I'm pretty sure they also adjusted the radius for Alexander to shout out for you at his Limgrave location along with the Boc radius increase.
I compared 1.02 to 1.03 and found that Alexander's call-out radius didn't change at all with Boc's. But I'll have to double check sometime to see if it was any different in 1.0, maybe it was changed with the day 1 patch.
Thank you so much for making these. I find videos like this extremely interesting. A few days ago I fought those crystal guys and the spear one stood still for the majority of the fight. I was so confused but now it all makes sense.
I fought them a couple weeks ago at my friend's place and oh lord it was madness having the trio constantly trying to gank you with constant staggered hits. It took me a LONG time to kill them all as I was fairly low leveled with a balanced build to try out as many weapons as possible on first playthrough 😅
Hearing they made them less maddening is reassuring though, as I missed some areas by not doing Ranni's full quest line because I killed too many bosses out of order and I have to do NG+ to see certain areas now
I love the way you present information. It is a sin that this only has 5 digit views.
Every source cited, demonstrated, and explained thoroughly. Great stuff!
8:58 Personally I get the feeling that they were getting feedback where people playtesting would expect breakable objects to act consistently and break in one hit and would stop trying and assume those objects could not be broken when they didn't immediately break and they may have found that certain areas were seeing unusually low levels of footfall, people were reporting areas being impossible to get to or not being able to progress due to confusion. It could be any number of things but I'd like to think they simple decided to make breakable objects behave in a consistent and obvious manner across the board as having extra damage state animations or assets to indicate objects being breakable but requiring more than one hit were man-hours they could use elsewhere. The use of this feature specifically on chests was likely a concession to prevent players from accidentally destroying chests instantly during combat and an application where it's utility was positive.
Has anyone covered the white dragon in Farum Azula? When the game first came out the dragon just sat there screaming, now he attacks, even flies, and if taken too long to kill will leave the area until you reset the location. Haven’t seen anything about it and found it interesting
honestly, nerfing the group boss fights was a great idea. One of my biggest complaints with those fights was the general attack spam that came from having poorly coded multi-bosses
Godskin duo still sucks.
As someone who beat all the original Duo bosses solo, I don’t mind the changes. They were some of the most frustrating fights and where the only fights I was avoided in my other runs.
About the Altus trolls, they ALSO had a secondary bug where they were completely unable to damage you in any way. I uploaded a clip of it a while ago, if you wanna see what that looked like.
Honestly that fix made me kinda sad, I always thought they were illusory trolls made to keep the workers in line without actually getting/training trolls to do it. Like the intimidation of messing with a troll was enough to keep the workers in line.
@@spatz2219 I just genuinely thought it was intentional and DESPERATELY wanted some answers as to what the deal with them was. My disappointment upon figuring out that it’s a bug is absolutely immeasurable, but I LOVE your explanation and it is now my own head cannon as well. Thank youz
@@reaper4812 thank you thank you, 5 years of DMing was good for something huh lmao
You probably already know this by now, but I'll mention it just in case. It wasn't just Boc's discoverability range that was increased. Alexander's did as well.
I welcome the group boss fight changes. Some of them, particularly trio fights were definitely more unforgiving than they should have been for the surrounding areas.
Considering that the trio one you are mentioning is where you are sent in Sellen’s questline after you get a spell in *Mt. Gelmir,* you clearly don’t understand what the intended levels are. You think that you can immediately fight everything the first moment you see them even when the area is hidden, something that you’re literally beat over the head over in the first hour of the game. There was no reason for the duo nerfs and anyone could’ve bait attacks and split them apart. Yes, this includes the Crucible Knights and Godskin Duo who are both only mid in difficulty.
@@trutyatces8699 You don't know me. I am the last person you'd say that to if you did. I'm not even going to respond to each of your ridiculous judgements in your holier than thou rant with a real response since you won't listen to them, clearly. Get your head out of your behind and stop judging people's playstyles or skill levels when you never even met them.
@@trutyatces8699 I like how you have to make stuff he never said to have any semblance of an argument.
About visual changes in levels... I never see this mentioned anywhere but in its final patch Dark Souls 3 had quite a bit. Particularly in Farron Swamp and Lothric Castle a bunch of geometry and flags were added and moved around. It had me disoriented for a while after that because I was so used to the previous layouts. There were a few other visual changes to levels and equipment but they only one that jumps to my mind right now is added detail to the knight armor set.
OMG The group bossfight changes are why those particular fights felt much easier in my second and third playthroughs! In patch 1.0 the godskin duo was actually awful to fight without summons!
Godskin Duo was Mid.
When I first encountered bugged Altus trolls, I thought they were some kind of illusion, since there's a mage on a horse near them, and because of that you don't get runes.
I fought the falling star beast in the Sellia cave for hours until I just gave up and left not knowing it was unintentionally harder. I even had a friend tell me it didn't have an eye because I didn't know it was patched until this video! I wrongly assured my friend it had an eye and was super strong cuz it literally bodied me 😅 Awesome video and very helpful!
You’re so right about boc. I approached from the back and had to look it up on google because I couldn’t find where it was coming from
I love these videos so much. It's a shame FromSoft isn't very transparent with all the changes they do to their "fully finished" games. It can be really frustrating to start up the game and notice some of the things they change and fail to tell the community. Thank you for keeping us informed.
the fallingstar beast was HUGE. I remember in my first playthrough being stuck in that tunel after Aghel, with a katana +1 and 5 estus against that boss, and it was hell. By far the most difficult encounter i've ever had in the game. Later i defeated him so easily, now it makes sense. lol, great vid, btw.
Im glad they tweaked the dual crucible knight fight. They constantly spam their running attack, one after the other. Making it a chore to fight.
Another day, another fight ruined by plebs who refuse to learn the fights. Has it ever occurred to you that you could split them apart first? It was more than possible and entirely within your control.
@@trutyatces8699 how'd you expect to do that when both run and both have a phase 2 with multiple hap closers?
@@trutyatces8699 I have beaten them several times, I'm not saying their too challenging. Im saying their a poor boss fight. I bet you think the twin dragonriders was a good boss fight.
@@trutyatces8699 I killed the duo pre patch and considering how aggressively mine would re-group it was just awful. I do wish they maintained their AI though, I just wish enemies with longer reach melee weapons would STOP STABBING ME THROUGH UNBREAKABLE WALLS 😂
I KNEW THAT ARTERIA LEAF NEAR BOC WAS NEW. I did a new playthrough and found it and went "Huh, I don't remember this being here on my first playthrough", but I assumed I had just forgotten...
"They're not as likely to one-shot you"
Given the community's absolute hatred for vigor, I'd say it's still a safe one-shot for the most part.
I delved into vigor just incase one of those things clipped me.
Well it used to be that putting a bunch of points into Vigor might let you survive an extra hit, hence focusing on stats that help NOT get hit and end battles quicker was ideal. However there's definitely a lot more 1-shot attacks that require some extra Vigor to survive, so we're kind of forced to invest now. 🤷♂️
It's also worth noting that extra carry weight allows better defenses which can equate to having the extra health, while ALSO maintaining your extremely important mobility and allowing more equipment options, so carry weight actually kills 2 birds with one stone vs Vigor. Considering you even get stamina with the same stat in this title, it's probably the most important of all.
It's not "hatred" for vigor. It was hatred for having enemies and bosses input read.
@@Celestialbeing21 Input reading doesn't make your vigor below 30 at level 120+.
@@Celestialbeing21 How exactly is that related to vigor exactly? I don't believe input reading influences 60% of the players to decide to have below 40 vigor.
3:38 I've been wondering since my second playthrough how I could've missed him when it was so obvious in every subsequent playthrough to notice he is there with the purple item glow and the large radius for triggering his dialogue...
I'm so confused why they nerfed the two chrystallian and two abductor fight but not the two Cleanrot knights... that fight is absolutely brutal.
The cleanrot knight duo is a 1v1 until the knight falls below 50% hp. Not that brutal when anything that is a greatsword class or heavier will stagger them
The fact that I suffered through the twin crucible knight fight pre patch, before I learned thier parry timings...I want those hours back from soft.
Thank you for your service to the community, these works are much appreciated!
The place was literally called roads end and they used a dark souls chest that could've been a great reference to the end of the darksouls series
I've definitely seen a lot of complaints about duo boss fights so this ai tweak is really interesting. It's the kind of thing that might be hard to compare but it's really nice knowing it's there.
Of course that happens *after* I fight most of the affected bosses...
It's certainly in keeping with how duo boss fights worked in the previous games, so it tracks to have it here too.
@@Manigeitora You can say you beat harder versions of them, what is there to be annoyed about?
I'd be pissed if I DIDN'T kill all of them before the nerfs lol. I can say I experienced it.
Some complaints aren’t worth listening to. These people would nerf ornstein and smough if given the chance, not because it’s unfair but because its “annoying”.
I noticed crucible knight not attacking for the most part during misbegotten warrior duo fight too. It probably goes both ways but I usually just rush down misbegotten before it gets hairy.
0:48 i thought those branches were removed and i was right! yet you can still get in to the boss room from that side by going way above on the cliff side. im honestly surprised that wasnt adjusted as well.
for Boc, at least the direction of his voice and distance from him is very well done. i had that same issue of approaching from behind and i started following his voice as i was very confused until i realized where it was coming from.
9:18 too bad they couldnt keep the cloaks, they look unique. this also half explains why these trolls pull a sword from nowhere
and then the spike in their chest disappears upon doing so...actually i still dont get that. wtf man?
10:17 this explains a lot now. i wonder why i recalled this one having an eye. and also why i recalled it being way harder.
a general "group boss" nerf? wow. im reminded now of the pre-patch clips out there of super pros wrecking the double crucible knights
with back to back perfect parrying.
and a massive nerf to the chariots is great. it means in that lava slide on you can survive escaping that one trap they have where you can get stuck with one going back and forth too fast to outrun and live without extra help like that one physick that severely negates one hit.
I did not know that you could jump DOWN to spirit springs. This changes EVERYTHING.
I knew something was off when mult-bosses stopped trying to absolutely dumpster me
When I started a new playthrough I was confused on some places in the game and the map too. I thought I was going crazy, im glad someone kept track of these minor changes I thought I was creating false memories lol.
LogosJr, best streamer. So talented, so much fun and such a genuine human being.
I hope you do these for the new rapid DLC patches, I've only really heard rumours of buffs and nerfs and would love a breakdown and finding out about those unlisted changes
12:10 When you notice that one of the boss is literally STANDING THERE DOING NOTHING it really makes the fight feel like a pity fight.
Its a crystalian, they walk at you slowly
That's not all that new
Because of how buggy the spirit springs were in the release version I only JUST realized a week ago you can jump DOWN to one for a soft landing because I never tried it after my first one.
It’s kinda sad that there aren’t any mimic chests in this game. There’s teleporters but no mimic chests, they’ve been a mainstay in the souls games and I think they would’ve been a good addition
Mimics are too predictable now, maybe they'll add one in the DLC. but just to fuck with people i want it to be a friendly NPC that you have to "fall" for the trick in order to talk to.
@@robonerd125 That’s true but I find teleporter chests kind of boring as well and don’t really provide any threat. That being said I didn’t get trapped in the one that sends you to caelid so idk
I noticed the Perfumer pre-patch played a flute in the Village of the Albinaurics despite not having a flute, at the time I thought he was playing something else and got the jump on him. Post patches the Perfumer is just waiting to jump on a player, no music playing and no flute play animation. I realise this animation is for the ones in the Capital but I dunno, it was cool the the Perfumer was just vibing in a dead village.
Man, you must have been really tired of having people hit you 9999 times, huh illusory wall?
9:33 When I encountered the 37-hp trolls I became immediately suspicious of the game and was worried something super string was about to wreck me mmy day lol.
10:30 the cave falling star beast was NOT supposed have the AOE to screw us over?
God I hated that fight more so than the full grown version because I’m guaranteed to receive damage from AOE if the beast was somewhere slightly near the middle of the arena
You could actually still avoid the AOE with a well-timed roll. Still difficult, though.
the mohg bug still works, but you need to shoot him with arrows over the wall while standing on some tombstones. you will eventually stance break him and you can safely enter through the fog wall and attack him for free. he will return back to normal however if you break his stance a second time while in the room.