Whilst it is very difficult, there is nothing to complain about. It gives you everything you need to make it easier. Summons, scadutree fragments, revered spirit ashes. So basically people who complain about the difficulty just are terrible at using what they are given to make the game easier
Nothing? Not even Gauis' charge? Metyr's undodgable laser? Rhadan's undodgable attack? Relanna's frame traps? Golden Hippo grab? Camera problems with Divine Beast? Bayle? VFX obscuring the screen in almost every fight? And thats just what im aware of
tbh, the enemies seemed easy (except for those divine beast warriors, they were tough af) and the scadutree fragments were easy to get and rose up with you as you played, and stayed consistent. Tbh the difficulty of SOTE wasnt my problem with the dlc, my problem was mostly just a lot of the lore and bosses that dont seem to par to my expectations (thats just personal but with the death knights and more, i wouldve expected for Godwyn to be the final boss and for Godwyn to be the main attraction with messmer wouldve been way better than what we got) But apart from that, dlc seemed simple and fun, and not too difficult. I absolutely loved the dlc even with its flaws. I mean the Golden Hippo was an easy first attempt, no diff and no bleed build, i was running str with Greatsword of Solitude and Scadutree 6 or 7 if I am not mistaken, so perhaps everyone was skill issue. Also as you mentioned, always use good builds , items and no sham against mimic tear. Great video man!
its super easy. people need to get good. i had a harder time finding the bosses. messmer for example. completely missed him even though i was in the castle.
I've beaten all of From's modern titles, and Elden Ring's DLC 3 times at this point. In my opinion, FromSoft has balanced difficulty and player satisfaction to great success throughout their games and DLCs. While each game had gotten incrementally harder, they still maintained a level of fairness and difficulty that led to great satisfaction upon beating a boss. With Shadow of the Erdtree, though, I think FromSoft lost that balance. I remember when I beat the DLC the first time- historically I would shout a "LETS FUCKING GOOOOOO" or "GOD DAMN I'M GOOD" or something when beating a boss, but when I finally beat Radahn, I literally said "FUCK THIS FUCKING GAME". I believe this criticism is something From would inevitably face. I believe the community would be very disappointed if From went backwards in terms of difficulty- I know I would be. That being said, I think this leads to another issue with the "difficulty" of Shadows of the Erdtree, and that's From's design ethos and the community's expectations. Let me explain. From designed Elden Ring with diegetic difficulty controls in mind- primarily the spirit ashes and summoning systems. The base game, for the most part, balances difficulty and satisfaction, whether you're a solo player or if you interact with the spirit ashes or summons (sans Malenia). SotE, on the other hand, loses this balance, and is balanced more towards the use of spirit ashes. This is evident by providing a specific item that levels your spirit ashes. Couple that with the bosses being ridiculously aggressive, quick, and the flowcharty nature of their attacks, and it's pretty easy to see that these bosses were designed around having something to draw aggro. Utilizing these mechanics generally doesn't jive with the community involved with these games, though. These cats are elitist and look down on the use of anything beyond sword and dodge. This is a community problem- they are not interacting with the tools the game provides, and are complaining about the DLC while actively shooting themselves in the foot. BUT as I stated earlier, FromSoft lost that balance between a player that utilizes these mechanics and those that don't. The difficulty factor increases EXPONENTIALLY if you do not interact with spirit ashes in the DLC. The bosses are ridiculously aggressive, their attacks aren't so much patterns as they are flowcharts, and the reflexes required to beat the bosses border on absurd. None of this is to say that it is impossible to beat the DLC solo (at level one with no scadutree fragments not getting hit and with your fists) if you want to. It's just that the game loses that balance between difficulty and player satisfaction when playing solo. Which leads me to my final point: FromSoft has tried to balance Elden Ring and SotE for two different types of players- solo players, and players that utilize summons and spirit ashes. In my opinion, they largely failed at both. Using spirit ashes (esp. mimic tear, and tiche) absolutely makes the game a cakewalk. On the other hand, beating the game without interacting with these things make it an exercise in extreme patience. I understand the FromSoft and the community largely do not want to implement difficulty modes, but I feel that the systems From used in Elden Ring in lieu of classic difficulty modes are largely a failure. On one hand, they definitely provide a diegetic ability to manage difficulty, but on the other they fail to balance difficulty and satisfaction for a solo player. I do not have a solution to this problem- I don't know if From will ever manage to make enemy AI not completely catch on fire whenever there's more than 1 target. I personally believe that FromSoft is at it's strongest in games outside the classic souls formula (Bloodborne, Sekiro, and even AC6). I believe that the souls formula has been brought to it's logical conclusion with Elden Ring, and if their next game is another dark fantasy romp through hell they'll need to find a way to empower all the different kinds of players who play these games now. I am not envious of that task.
Honestly quite a great take on it, I understand where you're coming from with the logical conclusion of the souls formula as indeed more games like it would just seem like an Elden Ring 2 rather than a standalone good game. Sekiro was an amazing title and fromsoft's first game of the year because they experimented on that formula so indeed they should work on an alternate version of a genre they created themselves. Not an easy task, but with how genius they can be and how even now Miyazaki feels like he hasn't made his ideal RPG, I have full confidence that fromsoft will deliver in this feat and give us another banger of a game, no matter where they bring the genre.
I switch between claws and great katana and use incant buffs. And I got through the dlc at 125. Except the last fight. Which i went to 150 because i felt i was missing out on new items because of stat requirements. If you explore out and gather scadutree fragments. Also adjust your character to pressure boss weakness. You shouldn’t have too difficult of a time. Still a hard game but i feel its on par for standard souls.
Had a good bit of time when the dlc came out. But I beat it in like 3 maybe 4 days? Been a strength main since DS2 so my style of gameplay has always been looking for wide openings in fights, rather than getting round it in some way. I did summon but not for everything in any way, and I am actually a fan of crafting (now they've added the bell bearings for dumb shit like string). Oh and I sat in Mohgwyn to level up like 7 more weapons to +24. So I know I was prepared both mechanically and gear wise. Didn't struggle with anything but pathfinding and Romina onwards, and there was still answers to all of these things. Trying my first rl1 run in any of from's games so my opinion may change soon. But I'm also aware I'm self imposing difficulty here, but I guess just neglecting scadutree frags is the same? Wow okay even just writing this my opinion is now this games only hard if you make it hard, just buy some boiled crab 😂😂😂
Exactly, you prepare and then the game isn't as difficult as others make it out to be. There's so many items you can use in order to make your playthrough easier and it feels as if people are missing some of these.
If you feel mimic is to cheap just use weak ashes. I like to use lone wolf or latenna just as a means to give me breathing room to heal up. Sometimes just a brief drop in aggro is all you need. Especially in the dlc with their heavy pressure and 5 min long combos haha
the dlc was not that hard, a lote of cheap tricks and moves from a lote of bosses and enemys but overall you could deal it it.. now radahn is just bullshit
Problem is not difficulty, that gets leveled by scad frags. Problem is the design of the overall progression system in the dlc. It feels horrible, forced and artificial. Runes leveling is already good as it is, no need to add an additional system than sends your character back to starting square. Then you have the horrible camera that FS refuses to fix again, and the roll - poke gameplay that starts to feel dated. But overall, great dlc specially regarding to environments and new weapons, they are phenomenal.
I totally understand the dated feeling of the roll - poke gameplay. Don't really get why the camera is bad, personally have not had a lot of bad experiences with it. I do think this new progression system is an extra layer that we didn't necessarily need, but with how easy it is to level in Elden Ring eventually, they needed something to try to level every player's strength
@@SuperoVirgino scad frags don't really level different players build, because it's only a multiplier over base level obtained in original. That is, what balance players level is gating dlc behind Mohg and the level caps. FS wanted to extend players progression over original, but imo this was unnecessary and can be annoying in second runs
Exactly fromsoft nerf everyones end game build and add in this terrible new leveling system and scatter them around a giant empty open world that no one want to waste time exploring
The dlc is an end game dlc so instead of giving us bosses with fun and interesting designs and maybe a few gimmicks bosses let just nerf everyones end game build, force them to look for skibbidi fragments and ramp the damage up to 12
@@svenproglhof1768 that is why i specified that it was my opninion, so I was asking why people are calling it because i would like to hear others opinions 👍
Whilst it is very difficult, there is nothing to complain about. It gives you everything you need to make it easier. Summons, scadutree fragments, revered spirit ashes. So basically people who complain about the difficulty just are terrible at using what they are given to make the game easier
Nothing?
Not even Gauis' charge? Metyr's undodgable laser? Rhadan's undodgable attack? Relanna's frame traps? Golden Hippo grab? Camera problems with Divine Beast? Bayle? VFX obscuring the screen in almost every fight? And thats just what im aware of
tbh, the enemies seemed easy (except for those divine beast warriors, they were tough af) and the scadutree fragments were easy to get and rose up with you as you played, and stayed consistent. Tbh the difficulty of SOTE wasnt my problem with the dlc, my problem was mostly just a lot of the lore and bosses that dont seem to par to my expectations (thats just personal but with the death knights and more, i wouldve expected for Godwyn to be the final boss and for Godwyn to be the main attraction with messmer wouldve been way better than what we got) But apart from that, dlc seemed simple and fun, and not too difficult. I absolutely loved the dlc even with its flaws. I mean the Golden Hippo was an easy first attempt, no diff and no bleed build, i was running str with Greatsword of Solitude and Scadutree 6 or 7 if I am not mistaken, so perhaps everyone was skill issue. Also as you mentioned, always use good builds , items and no sham against mimic tear. Great video man!
Really interesting video! and nice take on the whole Elden ring DLC.
Glad you enjoyed it!
its super easy. people need to get good.
i had a harder time finding the bosses. messmer for example. completely missed him even though i was in the castle.
I've beaten all of From's modern titles, and Elden Ring's DLC 3 times at this point. In my opinion, FromSoft has balanced difficulty and player satisfaction to great success throughout their games and DLCs. While each game had gotten incrementally harder, they still maintained a level of fairness and difficulty that led to great satisfaction upon beating a boss. With Shadow of the Erdtree, though, I think FromSoft lost that balance. I remember when I beat the DLC the first time- historically I would shout a "LETS FUCKING GOOOOOO" or "GOD DAMN I'M GOOD" or something when beating a boss, but when I finally beat Radahn, I literally said "FUCK THIS FUCKING GAME".
I believe this criticism is something From would inevitably face. I believe the community would be very disappointed if From went backwards in terms of difficulty- I know I would be. That being said, I think this leads to another issue with the "difficulty" of Shadows of the Erdtree, and that's From's design ethos and the community's expectations. Let me explain.
From designed Elden Ring with diegetic difficulty controls in mind- primarily the spirit ashes and summoning systems. The base game, for the most part, balances difficulty and satisfaction, whether you're a solo player or if you interact with the spirit ashes or summons (sans Malenia). SotE, on the other hand, loses this balance, and is balanced more towards the use of spirit ashes. This is evident by providing a specific item that levels your spirit ashes. Couple that with the bosses being ridiculously aggressive, quick, and the flowcharty nature of their attacks, and it's pretty easy to see that these bosses were designed around having something to draw aggro. Utilizing these mechanics generally doesn't jive with the community involved with these games, though. These cats are elitist and look down on the use of anything beyond sword and dodge. This is a community problem- they are not interacting with the tools the game provides, and are complaining about the DLC while actively shooting themselves in the foot.
BUT as I stated earlier, FromSoft lost that balance between a player that utilizes these mechanics and those that don't. The difficulty factor increases EXPONENTIALLY if you do not interact with spirit ashes in the DLC. The bosses are ridiculously aggressive, their attacks aren't so much patterns as they are flowcharts, and the reflexes required to beat the bosses border on absurd. None of this is to say that it is impossible to beat the DLC solo (at level one with no scadutree fragments not getting hit and with your fists) if you want to. It's just that the game loses that balance between difficulty and player satisfaction when playing solo. Which leads me to my final point:
FromSoft has tried to balance Elden Ring and SotE for two different types of players- solo players, and players that utilize summons and spirit ashes. In my opinion, they largely failed at both. Using spirit ashes (esp. mimic tear, and tiche) absolutely makes the game a cakewalk. On the other hand, beating the game without interacting with these things make it an exercise in extreme patience. I understand the FromSoft and the community largely do not want to implement difficulty modes, but I feel that the systems From used in Elden Ring in lieu of classic difficulty modes are largely a failure. On one hand, they definitely provide a diegetic ability to manage difficulty, but on the other they fail to balance difficulty and satisfaction for a solo player.
I do not have a solution to this problem- I don't know if From will ever manage to make enemy AI not completely catch on fire whenever there's more than 1 target. I personally believe that FromSoft is at it's strongest in games outside the classic souls formula (Bloodborne, Sekiro, and even AC6). I believe that the souls formula has been brought to it's logical conclusion with Elden Ring, and if their next game is another dark fantasy romp through hell they'll need to find a way to empower all the different kinds of players who play these games now. I am not envious of that task.
Honestly quite a great take on it, I understand where you're coming from with the logical conclusion of the souls formula as indeed more games like it would just seem like an Elden Ring 2 rather than a standalone good game. Sekiro was an amazing title and fromsoft's first game of the year because they experimented on that formula so indeed they should work on an alternate version of a genre they created themselves. Not an easy task, but with how genius they can be and how even now Miyazaki feels like he hasn't made his ideal RPG, I have full confidence that fromsoft will deliver in this feat and give us another banger of a game, no matter where they bring the genre.
It was hard at first till I got better at fighting some of the new enemy’s
I switch between claws and great katana and use incant buffs. And I got through the dlc at 125. Except the last fight. Which i went to 150 because i felt i was missing out on new items because of stat requirements. If you explore out and gather scadutree fragments. Also adjust your character to pressure boss weakness. You shouldn’t have too difficult of a time. Still a hard game but i feel its on par for standard souls.
Had a good bit of time when the dlc came out. But I beat it in like 3 maybe 4 days? Been a strength main since DS2 so my style of gameplay has always been looking for wide openings in fights, rather than getting round it in some way. I did summon but not for everything in any way, and I am actually a fan of crafting (now they've added the bell bearings for dumb shit like string). Oh and I sat in Mohgwyn to level up like 7 more weapons to +24. So I know I was prepared both mechanically and gear wise. Didn't struggle with anything but pathfinding and Romina onwards, and there was still answers to all of these things. Trying my first rl1 run in any of from's games so my opinion may change soon. But I'm also aware I'm self imposing difficulty here, but I guess just neglecting scadutree frags is the same? Wow okay even just writing this my opinion is now this games only hard if you make it hard, just buy some boiled crab 😂😂😂
Exactly, you prepare and then the game isn't as difficult as others make it out to be. There's so many items you can use in order to make your playthrough easier and it feels as if people are missing some of these.
This was my first ever souls like and I feel like the DLC was not that hard except for radon Everton really only took me 22
Its not hard, people just make it hard for themselves by not summoning, they are try hards.
exactly. and use the mimic. go super bleed if you must.
It's still not that difficult even without summons. It is significantly easier after I beat it once.
If you feel mimic is to cheap just use weak ashes. I like to use lone wolf or latenna just as a means to give me breathing room to heal up. Sometimes just a brief drop in aggro is all you need. Especially in the dlc with their heavy pressure and 5 min long combos haha
the dlc was not that hard, a lote of cheap tricks and moves from a lote of bosses and enemys but overall you could deal it it.. now radahn is just bullshit
For me the fun is finding ways to cheese these cheap bosses it’s like im spitting in the face of who ever designed this lazy trash lol
If Kai Cenat said the game was easy then damn, get good man, use mimic tears or whatever makes you platy better
Problem is not difficulty, that gets leveled by scad frags. Problem is the design of the overall progression system in the dlc. It feels horrible, forced and artificial. Runes leveling is already good as it is, no need to add an additional system than sends your character back to starting square. Then you have the horrible camera that FS refuses to fix again, and the roll - poke gameplay that starts to feel dated. But overall, great dlc specially regarding to environments and new weapons, they are phenomenal.
I totally understand the dated feeling of the roll - poke gameplay. Don't really get why the camera is bad, personally have not had a lot of bad experiences with it. I do think this new progression system is an extra layer that we didn't necessarily need, but with how easy it is to level in Elden Ring eventually, they needed something to try to level every player's strength
@@SuperoVirgino scad frags don't really level different players build, because it's only a multiplier over base level obtained in original. That is, what balance players level is gating dlc behind Mohg and the level caps. FS wanted to extend players progression over original, but imo this was unnecessary and can be annoying in second runs
Exactly fromsoft nerf everyones end game build and add in this terrible new leveling system and scatter them around a giant empty open world that no one want to waste time exploring
The dlc is an end game dlc so instead of giving us bosses with fun and interesting designs and maybe a few gimmicks bosses let just nerf everyones end game build, force them to look for skibbidi fragments and ramp the damage up to 12
Also why are people calling this dlc hard when ds3 ringed city was in my opninion way harder
where you using the sellsword twinblades?
Because your individual experience is not a generalized standard for other people
@@deathandrebirth-y8x Onyx sword
@@svenproglhof1768 that is why i specified that it was my opninion, so I was asking why people are calling it because i would like to hear others opinions 👍
pogvideo
no, the final boss second phase is just bull shit, I Don't even have any motivation to fight him anymore.
use the rock daddy shield and poke build.
Like I said, I haven't completed the DLC yet so can't speak on behalf of that, but I can understand that there is a boss or 2 that does some bs
And another Tarnished loses sight of the guidance of grace...
Difficult no tiresome and tedious yes the formula is stale and rotten time to put some real effort in and make something NEW!