High-Priority Issues That Hurt the Game Right Now

Are the first 10 posts in this thread two gpt responses back and forthing with eachother? This entire post is formatted the same way GPT formats things (as well as Indentical in grammar/syntax usage ).

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Dude, I use GPT to translate because my English is terrible. But just for that, it’s not a crime to not master the imperium language

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Yeah I use it to make my responses a bit cleaner. I write my responses to chat GPT and then I use that. Sometimes it omits some stuff which is annoying but yeah.

I fully agree on this. One solution could be to give the player the option, when they use an ember, to take the new enchant or keeping the previous.

In my case it’s not GPT, but I guess civilized discussions on internet forums do appear strange, as they are too rare.

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Totally hear you on that. There’s definitely a fine line between challenge and cheapness, and Darek’s knockdown seems to lean too hard into the latter. I think a lot of us are okay with getting punished in a boss fight — if there’s a clear way to read or counter it. But when it comes out of nowhere, is rarely used, and ends the run instantly? Yeah, that doesn’t feel like a lesson, it feels like a coin flip.

What makes it worse is how inconsistent it is. Like you said, if it only triggered under certain conditions — close range, after a specific animation, whatever — then at least players could start to adapt. But randomness with lethal consequences just kills the flow. It doesn’t build mastery, it just adds frustration. Funny enough, that’s kind of why I’ve been using Overchat AI lately when I want to really discuss game design or bounce ideas around. It helps distill actual insight from all the noise, which honestly feels way more productive than trial-and-error mechanics that rely on luck. When a system is designed to support clear feedback and real learning — like Overchat does in conversation — that’s when you actually improve. So yeah… knockdowns suck. Let’s build smarter mechanics (and tools).

Games usually teach best through iteration and clarity. If a player dies, they should at least feel like they understand why — and what they could do better. With Darek, the message is muddled, and that’s probably why so many people bounce off that fight or just feel bitter about it.

Honestly, if they toned down the move or made it more readable, I think people would appreciate the fight a lot more. Right now, it feels less like a test of skill and more like bad RNG with a side of “gotcha.”

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You perfectly understood and put it very clear. Thank you.

well, LOL, that’s part of the charm of FromSoft games, and reason the fans even applaud FromSoft… but make no mistake that’s not as replicate-able as many players, and even some devs, think it is…

back on the subject, this:

indeed this… is not even about difficulty, just feels too gamey… XD