Unironically one of the greatest FromSoft patches ever. The community was so desolate after 1.05 and everyone was CONVINCED the PVP site wouldn't do anything. Hats the fuck off to FromSoft's devs and the English community team at Bamco for listening to the excellent feedback you and the community compiled.
I can't even imagine how difficult it must be to edit this type of video. The Video Timeline must be monstrous! Cheers Amir for all the work you put into your videos ✌️
What an absolute GOD Your channel is like an oasis of clear, concise, data backed information in an endless desert of low effort, half-assed clickbait videos I really appreciate work like this. Thank you
No? Dont undersell other content creators of anything in general , in this case Elden Ring. They are really good too , remove your habit of knocking others off for putting someone else on a pedestal. Have a nice day , also I agree. This is a good video!
@@Moody.Smiruai I agree Crightt is also really good Edit: after giving it some proper thought... nah, some other creators like RageGamingVideos are just putting out junk videos to farm clicks while probiding no actual substantial information and running with speculation or outright lies like putting things like NEW WEAPON DISCOVERED in the title of every video. There's also the ones that offer a breakdown of the patch notes while only reading what's on Bandai Namco's site and running with their descriptions, while giving their own interpretation of what "increased motion speed" means to them without showing the actual animations being changed and how they have been changed (to give an example). And that's fine and there's an audience for that, but I'm tired or pretending entertainment driven content is the same as a proper study and presentation of information It's unhealthy to pretend everything is equal. Sometimes a piece of work can be better than another piece of work when judging them by a given metric, in this case the ammount of actual information probided, the ammount of research carried out and the actual framedata and animation data backing that information When somebody puts out something that is of this level of quality and that requires an incredible ammount of work, I praise them. Exceptional work is exceptional. Looking at the quality of regular Elden Ring patch breakdowns, the information some people probide and what value their videos actually add to the conversation... I just have to draw a clear line and say it: This work is exceptional. Ain't nothing wrong with that
@@StarmenRock right up my alley His videos on the different seal/staff scaling curves are a godsend And the one where he explains how different ash of war skills scale and gives you all the formulas is just 👌😩 cheff kiss
Man, the editing bits and detailed analysis are well worth the wait! It's hard to feel the differences in game when some of these changes are so slight.
Slight changes but big effect, if you review pvp footage especially you can point out instances where you would have been hit/missed a hit beofre a change came in.
Using the second r2 after a light attack is a wonderful idea and looks amazing, it would be good if this mix was used in powerstanced weapons like in ds3, doing the second attack of the powerstanced moveset after doing a regular light attack
20:49 Ayyy it's me! Nice to see another heavy attack enjoyer putting me in their videos. :) Regarding that aimpunch mechanic: that stuff is egregious, dude. Warcry heavy doesn't even land in 50% of trades due to that crap, they desperately need to fix it on bigger weapons.
I love the buff they did to the curved greatsword, i came in the collesuem with the dismounter with storm blade and it was an absolute mix up monster that pretty much carried me to gold on every mode of the arena
Dang the algorithm really blessed me with a new channel today.. I could tell the moment I saw the intro and the guy smashing all that shit in the library with the edits that this was going to be tasty content. GG will re.
Looking forward to your analysis on the more recent patches as well! Thanks for putting in so much work to help us understand the details of these patches, it's really helpful ^^
What ever happened to Dark Souls 3's feature of allowing the player to buffer a weapon's second heavy attack out of a roll? After seeing those second heavy attack followups out of the first light attack (21:12), this feature seems like it would have been right at home in Elden Ring.
Correct me if I'm wrong, but didn't DaS1 have you use your 2nd heavy attack variant if you do a heavy attack after a light attack? They for sure removed that as a conscious decision, and I don't really get why. The snap back to the startup animation of the heavy attack looks very silly, and removes a pretty useful buff to attacks that are pretty slow considering how hard the pace of these games increased.
Finally cgs bae gets the love we deserve. Also I know you probably hear this often but Amir you are a legend my dude between both your math and physics and programming analysis, your editing, and the overall speaking/presentation. seriously folks don’t realize just how many individual skills/researches/analyses/writing/speaking go into a video like this.
these videos are the most entertaining way to understand elden ring, most other videos are just monotone number reading but the quality of these is incredible
Thank you so much for all of your hard work, making these videos but especially the analyses themselves. I always look forward to the latest news from you.
I don't play PvP, but I appreciate seeing the technical breakdown of all the changes for the great weapons. My preferred weapon is the Banished Knight's Greatsword, and I don't dual wield greatswords, so things always felt undertuned to me. More specifically, it's little things like the dodging, hitboxes, and attack speeds I felt was lacking - things you notice in the frantic moments when you have only mere seconds to react. I'm happy to see that a few concerns I had were addressed.
That's something else we recommended in that moveset quality/synergy improvement article! eldenringpvp.net/balance-suggestion-articles/this-change-will-improve-all-weapons
Theoretical couch-game designer question: What if we could move while charging a heavy right up until we released it? We’ve already seen we can do so on horseback, so why not on foot? The biggest problem with heavies is that they are heavily telegraphed, lock you in place, and have severe commitment attached to them. Add some mobility (even limited mobility), and how would that shake things up? Imagine getting chased down by a greataxe/greathammer who’s winding up their biggest attack, or even BEING the guy winding up the attack. It would be TERRIFYING, and rightfully so. You’d essentially turn a dueling situation of “oh, this idiot’s just going to stand there while I get away” into “OH FUCK. TIME TO PLAY A GAME OF CHICKEN WITH THE MOST POWERFUL ATTACKS IN THE GAME.”
Somebody hire this man and then give him a vacation cuz my guy is working mad hard on these videos. This is beyond "in-depth," and I applaud your efforts. Even if I find myself struggling to grasp certain nuances of the minutiae you've unearthed here. Impressive, most impressive.
Do you feel like some weapons should have their base moveset reworked? Like with new (“older”) animations? For example, I miss so much the Black knight Great Axe from DS3, and I feel like some great axes in ER should have their light attacks changed into similar ones to the BKGA, like the Crescent Axe, Godrick’s Axe, maybe the standard Great Axe or even Godfrey’s.
Less of replacing but more of innovating with what you already have. For example, the Prelate's heavy attack could have it's hitbox tracking etc. altered to function like the Black Knight Sword's heavy attack, or you could make attacks like the Crescent Axe's heavy attack actually deal a bit of stagger and damage on the dragging it does early in the animation. The devs could totally play around with it and give them some circumstantial strengths without making them too abusable, like they did with many heavy attacks in DS3 and DS2. Unfortunately they seemed to be very conservative with how they tuned heavy attacks in this game, only a select few have noticeable personality.
i still miss the BKUGS, with the heavy attack you could hit someone to the side/behind you and then whip around for the follow-up launch, looked and felt so good
Thank you for this absolutely tremendous video, it was quite enlightening. I have to say, the singular action of adding a forward step-in animation to the early startup frames of heavy attacks would make a tremendous difference on its own. Too many heavy mixups can be avoided altogether with a hasty back-roll, and you can't even punish them by timing the rollcatches correctly. This would fix that, and compensate for the loss in forward momentum that committing to a slow animation mid-fight causes.
That was one of the most amusing intros I've seen in the Souls community. Drew me into a video that I otherwise have no interest in. Good old Amir. Thanks for all your hard work.
You know what else I'd like? I'd love to see Siluria's Tree get the Darkmoon Greatsword treatment, so its weapon skill tracking works properly on elevations. Having to free aim this thing all the time isn't great, and often hampers its usability in PvP.
Amir, are you able to see how the hitboxes for the dragon attacks are actually displayed? Because at times I question why I'm able to take no damage rolling rot breath with decent latency
Here's hoping for a Greatsword or Colossal sword with a Dragon design that uses fire. Has a cool look to it and a badass, but still good Ash of War in a future DLC.
just one thing I noticed that you may consider constructive feedback: I found this video a lot easier to parse when I dropped it to 95% speed, sometimes information comes out too quick to be properly understood and sections get confusing quickly
After a few playthroughs and well over 100 hours I decided to start with babies first easy mode, the famous bloodhounds fang. I could instantly see why it got so famous
Interesting about the patch notes translation. That's a thing in Europe law (law of the EU). There looking at all official translations and arguing which is the correct one, is a thing among lawyers. Never thought patch notes would have this issue.
hollowslayers was my main weapon of choice for several games and im excited to try the buffed knights GS. i really desperately want the fancy light attacks with the claymore roll and heavy attk
Been using the Knight's Greatsword since before patch 1.06, suddenly feeling very vindicated in my weapon choice lol. Always knew it was strong even if it wasn't overt about it in the way lances and other thrusting weapons are.
Hi, your video is great. I just want to ask where we can alter the timings of attacks, reduce latency, increase the s without affecting anything else (like the horse speed).
Absolutely amazing work as always Amir! Maybe in the future you could do a video on how to improve the colossal weapon class? They're in a bad spot, and I don't think just increasing hyperarmor is enough.
I love how this video points out that CGS were in the best spot they'd been at this point in the game, with more true combos than any other weapon, but only now in 1.09 is everyone SUDDENLY saying they were trash all along lol.
idk if this is new but I couldn't find any documentation of it... roll inputs get dropped when you release directional input and roll input at the same time (video on my channel)
Unironically one of the greatest FromSoft patches ever. The community was so desolate after 1.05 and everyone was CONVINCED the PVP site wouldn't do anything. Hats the fuck off to FromSoft's devs and the English community team at Bamco for listening to the excellent feedback you and the community compiled.
I think you mean despondent
I can't even imagine how difficult it must be to edit this type of video. The Video Timeline must be monstrous! Cheers Amir for all the work you put into your videos ✌️
yes, indeed cdn.discordapp.com/attachments/776176300699811890/1053805609943842896/image.png
@@Amir0 holy shit that looks like a nightmare
What an absolute GOD
Your channel is like an oasis of clear, concise, data backed information in an endless desert of low effort, half-assed clickbait videos
I really appreciate work like this. Thank you
No? Dont undersell other content creators of anything in general , in this case Elden Ring. They are really good too , remove your habit of knocking others off for putting someone else on a pedestal. Have a nice day , also I agree. This is a good video!
@@Moody.Smiruai I agree
Crightt is also really good
Edit: after giving it some proper thought... nah, some other creators like RageGamingVideos are just putting out junk videos to farm clicks while probiding no actual substantial information and running with speculation or outright lies like putting things like NEW WEAPON DISCOVERED in the title of every video. There's also the ones that offer a breakdown of the patch notes while only reading what's on Bandai Namco's site and running with their descriptions, while giving their own interpretation of what "increased motion speed" means to them without showing the actual animations being changed and how they have been changed (to give an example). And that's fine and there's an audience for that, but I'm tired or pretending entertainment driven content is the same as a proper study and presentation of information
It's unhealthy to pretend everything is equal. Sometimes a piece of work can be better than another piece of work when judging them by a given metric, in this case the ammount of actual information probided, the ammount of research carried out and the actual framedata and animation data backing that information
When somebody puts out something that is of this level of quality and that requires an incredible ammount of work, I praise them. Exceptional work is exceptional.
Looking at the quality of regular Elden Ring patch breakdowns, the information some people probide and what value their videos actually add to the conversation... I just have to draw a clear line and say it: This work is exceptional.
Ain't nothing wrong with that
Check out Chrightt too.
@@StarmenRock right up my alley
His videos on the different seal/staff scaling curves are a godsend
And the one where he explains how different ash of war skills scale and gives you all the formulas is just 👌😩 cheff kiss
@@kokorochacarero8003 he's the best, man. straight up good content and he's really nice on discord. His community is really helpful
Man, the editing bits and detailed analysis are well worth the wait! It's hard to feel the differences in game when some of these changes are so slight.
Slight changes but big effect, if you review pvp footage especially you can point out instances where you would have been hit/missed a hit beofre a change came in.
I've always been waiting for great weapons to get adjusted, because I love the Crescent Moon Axe, now I'm gonna go use it everywhere
i'll follow you my dude, i hope to see you in the battlefield.
Using the second r2 after a light attack is a wonderful idea and looks amazing, it would be good if this mix was used in powerstanced weapons like in ds3, doing the second attack of the powerstanced moveset after doing a regular light attack
20:49 Ayyy it's me! Nice to see another heavy attack enjoyer putting me in their videos. :) Regarding that aimpunch mechanic: that stuff is egregious, dude. Warcry heavy doesn't even land in 50% of trades due to that crap, they desperately need to fix it on bigger weapons.
I love the buff they did to the curved greatsword, i came in the collesuem with the dismounter with storm blade and it was an absolute mix up monster that pretty much carried me to gold on every mode of the arena
Tell me more about how you came into the Colloseum
@@niklasmitfussl2639 indeed do tell us how you came in the colosseum with a monster
Wait theres ranks in the game? I thought they didnt bring that back
@@niklasmitfussl2639 The Coomoseum
I haven't even played Elden Ring and was kept glued to the screen for this whole video. Insanely impressive research and editing, earned a subscriber.
it is great game. bit hard but worth it :) give it a try if you are on afence about it
7:36 Finally! I can put all this Murakumo muscle memory to use!
Dang the algorithm really blessed me with a new channel today.. I could tell the moment I saw the intro and the guy smashing all that shit in the library with the edits that this was going to be tasty content. GG will re.
Looking forward to your analysis on the more recent patches as well! Thanks for putting in so much work to help us understand the details of these patches, it's really helpful ^^
I almost never write a comment and subscribe to a channel after 1 video, but man.... What a beautiful work is done here! Im your new fan)
Found the cursed copy
I literally checked off the "uploads" playlist box and it still showed up for some ppl in here wtf.
@@Amir0 Skill issue
How is this from 10 days ago 🤣🤣🤣
This guy took "First" to a whole new time traveling level.
@@ryanbarker4622 Patreon probably, lol.
Thank you for addressing cgs, not many people realise how strong it is now.. Top notch video as always.
What ever happened to Dark Souls 3's feature of allowing the player to buffer a weapon's second heavy attack out of a roll? After seeing those second heavy attack followups out of the first light attack (21:12), this feature seems like it would have been right at home in Elden Ring.
Came for the patch notes.
Stayed for the video.
The quality and production are amazing! 😎🔥
I can only imagine the depth of knowledge you carry. This data dump is precious and appreciated. I LOVE IT>...Moar detail is GREAT!
Correct me if I'm wrong, but didn't DaS1 have you use your 2nd heavy attack variant if you do a heavy attack after a light attack?
They for sure removed that as a conscious decision, and I don't really get why. The snap back to the startup animation of the heavy attack looks very silly, and removes a pretty useful buff to attacks that are pretty slow considering how hard the pace of these games increased.
Yep indeed, same thing with a couple other special transitions between the series.
also correct me if i'm wrong but didnt DS2 also made a R1 swing faster if you followed up from a rolling R1
Finally cgs bae gets the love we deserve. Also I know you probably hear this often but Amir you are a legend my dude between both your math and physics and programming analysis, your editing, and the overall speaking/presentation. seriously folks don’t realize just how many individual skills/researches/analyses/writing/speaking go into a video like this.
Thank you for this video, it’s very nice to see actual number changes.
Also HELL yeah, PREACH the good word of the pickaxe.
these videos are the most entertaining way to understand elden ring, most other videos are just monotone number reading but the quality of these is incredible
lol at the "hitting the books" visual gag in the intro
Thank you so much for all of your hard work, making these videos but especially the analyses themselves. I always look forward to the latest news from you.
I don't play PvP, but I appreciate seeing the technical breakdown of all the changes for the great weapons.
My preferred weapon is the Banished Knight's Greatsword, and I don't dual wield greatswords, so things always felt undertuned to me. More specifically, it's little things like the dodging, hitboxes, and attack speeds I felt was lacking - things you notice in the frantic moments when you have only mere seconds to react. I'm happy to see that a few concerns I had were addressed.
I'd also love it if we got back the rolling heavy being the 2nd heavy in the chain like it was in ds3, that was pretty nice.
That's something else we recommended in that moveset quality/synergy improvement article!
eldenringpvp.net/balance-suggestion-articles/this-change-will-improve-all-weapons
Theoretical couch-game designer question:
What if we could move while charging a heavy right up until we released it? We’ve already seen we can do so on horseback, so why not on foot?
The biggest problem with heavies is that they are heavily telegraphed, lock you in place, and have severe commitment attached to them. Add some mobility (even limited mobility), and how would that shake things up?
Imagine getting chased down by a greataxe/greathammer who’s winding up their biggest attack, or even BEING the guy winding up the attack.
It would be TERRIFYING, and rightfully so.
You’d essentially turn a dueling situation of “oh, this idiot’s just going to stand there while I get away” into “OH FUCK. TIME TO PLAY A GAME OF CHICKEN WITH THE MOST POWERFUL ATTACKS IN THE GAME.”
Very well done in your video edit. I haven't even played Elden Ring, I'm currently playing Dark Souls 2. I must say, your editing is quite good.
Fantastic video and wonderful and soothing voice, instant subscribe!
Cgs feels so good to use now!
Great video dude!
That intro is the best thing I've ever seen
loved the use of the minecraft soundtrack when talking about the pickaxe :)
Had to rewatch that opening 5 times. Good stuff
I don't play Elden Ring but your video editing skills kept me engrossed, keep up the good work!
This has convinced me hollow knight soundtracks will never disappear
0:12 Now THAT, is one absolute unit of a hitbox
I dont give a flying hoot about any of this but the first 5 minutes were excellent video craft so heres a comment and a like.
Somebody hire this man and then give him a vacation cuz my guy is working mad hard on these videos. This is beyond "in-depth," and I applaud your efforts. Even if I find myself struggling to grasp certain nuances of the minutiae you've unearthed here. Impressive, most impressive.
Do you feel like some weapons should have their base moveset reworked? Like with new (“older”) animations?
For example, I miss so much the Black knight Great Axe from DS3, and I feel like some great axes in ER should have their light attacks changed into similar ones to the BKGA, like the Crescent Axe, Godrick’s Axe, maybe the standard Great Axe or even Godfrey’s.
Less of replacing but more of innovating with what you already have. For example, the Prelate's heavy attack could have it's hitbox tracking etc. altered to function like the Black Knight Sword's heavy attack, or you could make attacks like the Crescent Axe's heavy attack actually deal a bit of stagger and damage on the dragging it does early in the animation.
The devs could totally play around with it and give them some circumstantial strengths without making them too abusable, like they did with many heavy attacks in DS3 and DS2. Unfortunately they seemed to be very conservative with how they tuned heavy attacks in this game, only a select few have noticeable personality.
i still miss the BKUGS, with the heavy attack you could hit someone to the side/behind you and then whip around for the follow-up launch, looked and felt so good
19:04 god like mui big brain calculated movement
Thank you for this absolutely tremendous video, it was quite enlightening.
I have to say, the singular action of adding a forward step-in animation to the early startup frames of heavy attacks would make a tremendous difference on its own. Too many heavy mixups can be avoided altogether with a hasty back-roll, and you can't even punish them by timing the rollcatches correctly. This would fix that, and compensate for the loss in forward momentum that committing to a slow animation mid-fight causes.
I dont care about Elden ring BUT the quality of your video ( visual sychronisity with your jokes, the music etc.) is so good I stayed
Lol I think you need the notifications button more than me… kidding, great video props to the effort and detail that’s gone in to this
The dank edits are why you're the best content creator to ever grace Elden Ring.
Thank you so much for your service, sir!
very very nice intro, very fresh, very juicy, the edits are both diagetic and abstracted, the memes are good, it isnt too loud, its so good
That was one of the most amusing intros I've seen in the Souls community. Drew me into a video that I otherwise have no interest in. Good old Amir. Thanks for all your hard work.
You know what else I'd like? I'd love to see Siluria's Tree get the Darkmoon Greatsword treatment, so its weapon skill tracking works properly on elevations. Having to free aim this thing all the time isn't great, and often hampers its usability in PvP.
Crazy amount of work that went into this ty Amir
This video is so well made it’s scary
He added the DSA boss ost 10:36 such a connoisseur
Looking forward to the patch 1.04 rundown video soon!
I beat this prepatch melee with great axe nearly a year ago.
And now they fix it
Thank you for this, Amir!
Damn my pickaxe secret is out now, thanks Ah-mir.
Amir, are you able to see how the hitboxes for the dragon attacks are actually displayed? Because at times I question why I'm able to take no damage rolling rot breath with decent latency
Really glad I found you thanks to Illusory Wall, you do great work!
Here's hoping for a Greatsword or Colossal sword with a Dragon design that uses fire. Has a cool look to it and a badass, but still good Ash of War in a future DLC.
just one thing I noticed that you may consider constructive feedback: I found this video a lot easier to parse when I dropped it to 95% speed, sometimes information comes out too quick to be properly understood and sections get confusing quickly
Great video A-aaamir.
After a few playthroughs and well over 100 hours I decided to start with babies first easy mode, the famous bloodhounds fang. I could instantly see why it got so famous
comments like these are so pretentious and ugly, literally nobody cares how you play
Interesting about the patch notes translation. That's a thing in Europe law (law of the EU). There looking at all official translations and arguing which is the correct one, is a thing among lawyers. Never thought patch notes would have this issue.
Quality content.
Thank you for all the effort you put into this.
Excellent work! I hope they do the light-heavy chain idea.
hollowslayers was my main weapon of choice for several games and im excited to try the buffed knights GS. i really desperately want the fancy light attacks with the claymore roll and heavy attk
Been using the Knight's Greatsword since before patch 1.06, suddenly feeling very vindicated in my weapon choice lol. Always knew it was strong even if it wasn't overt about it in the way lances and other thrusting weapons are.
Man I love your videos, well done, informative, great all around.
subscribed in 4 secs nice intro bro
Didnt you used to be able to roll/R1 and then go into the second combo swing of an R2 in Das3? Am I just hallucinating?
Yes but they did away with that unfortunately. Alternate r2 would be really handy on some weapons.
no wonder my flamberge + bloodflame with swords dance is popping off in duels, I've been really chomping through with much ease
21:11 I hope that will come true one day
incredible effort, incredible video
Oooo it's finally here
3:00 Are you going to talk about the summon sign mechanics in another video, or have you already? I'm very interested!
Hi, your video is great. I just want to ask where we can alter the timings of attacks, reduce latency, increase the s without affecting anything else (like the horse speed).
Very nice. Thanks!
1 min in and you've more than earned my sub
Crouch dual lance is 12 frames? The fastest the eye can react to is 13 frames.
They should nerf it to 16 frames at least
Little did we know we were playing Tekken with swords this entire time
Thanks Ah Mir :)
Amazing video. Thumbs up
That intro was an absolute masterclass. The perfect hook.
Absolutely amazing work as always Amir! Maybe in the future you could do a video on how to improve the colossal weapon class? They're in a bad spot, and I don't think just increasing hyperarmor is enough.
There's always the braggarts roar heavy into light attack true combo.
Your editing is sublime
Great vid, ever thought of making a vid abt different topics?
Now you just need to update the PvP website...
Great vid. I subbed.
I still want that 16 estus murky's song.
www.twitch.tv/napstarf/clip/HorribleDistinctCrocodileTTours
You owe me a sub :)
@@Amir0 thanks
Great informative video, really funny too good job
I love how this video points out that CGS were in the best spot they'd been at this point in the game, with more true combos than any other weapon, but only now in 1.09 is everyone SUDDENLY saying they were trash all along lol.
Excellent quality as always. Thanks!
well made video
Fuck, seeing a jumping version of gavel of haima has got me feeling unwise. Give it to me, FromSoft!!!
I played pvp and while trust weapons and some other stuff is still broken...WOW is it nice not to see bleed spam.
goated explaining ty
I for real starting enjoying the game after 106
Thank you
idk if this is new but I couldn't find any documentation of it...
roll inputs get dropped when you release directional input and roll input at the same time (video on my channel)
Great vid, very helpful 👍