
Ever since the launch of Shadow of the Erdtree, FromSoftware has been making notable changes to the overall balance of both the expansion and Elden Ring itself, and now patch 1.13 delivers a long list of adjustments and fixes for Xbox players.
Available now on all platforms, Elden Ring update 1.13 has been fully detailed by the dev team. We've got equipment changes, skill tweaks, general balance adjustments and more in here - we'll drop the team's full patch notes down below.
ELDEN RING Patch Notes Version – Version 1.13
PvP-exclusive balance adjustments
Equipment
- Increased poise damage of normal attacks for the following weapon types:
Light Great Swords / Backhand Blades / Hand-to-Hand Arts / Beast Claws - Increased poise damage of dual wield attacks for the following weapon types:
Straight Swords / Thrusting Swords / Curved Swords / Katanas / Spears / Whips / Fists / Claws - Increased poise damage of the Claws of Night throwing attacks.
- Decreased the backstep invulnerability window when the Fine Crucible Feather Talisman or the Talisman of All Crucibles are equipped.
Skills
Savage Lion's Claw
- The second hit of the follow-up attack is now easier to land.
- Decreased damage animation of the first attack against other players.
Raging Beast
- Decreased invulnerability window against other players' attacks.
Blind Spot
- Decreased invulnerability window against other players' attacks.
Palm Blast
- Decreased poise amount generated when charging this skill.
Spell and Incantations
Miriam's Vanishing
- Decreased invulnerability window against other players' attacks.
Knight's Lightning Spear
- Increased attack power of the initial lightning spear.
- Decreased attack power of the spears launched after the first one.
- Decreased poise damage of all spears generated by this spell.
General balance adjustments
- Increased damage animation of the Light Greatsword charge attacks against enemies (other than players).
- Increased the stats & status of the following NPCs that can be summoned in some areas:
- Needle Knight Leda / Pureblood Knight Ansbach / Thiollier
- Increased the attack power and damage negation of summoned spirits, excluding the Mimic Tear, when the Revered Spirit Ash Blessing is at [5] or more.
- Increased the attack power and damage negation of summoned spirits, excluding the Mimic Tear, when upgraded to “+8” or higher.
Armament
Increased attack power scaling when upgrading the following armaments.
Repeating Crossbow / Spread Crossbow / Rabbath's Cannon
Shield of Night
- Increased damage negation when blocking physical attacks.
Euporia
- Increased Holy damage when the weapon has its luster restored.
- Decreased the number of attacks required to restore the weapon’s luster.
- Increased the duration of the luster restoration effect.
Golden Lion Shield
- Increase guard strength.
Golem Fist
- Added a damage hitbox to the hand portion of the ranged fist attack.
Smithscript Greathammer
- Increased poise damage of the swing portion of throwing attacks (the projectile is unchanged).
Spread Crossbow
- Decreased the generated status buildup when used with Bolts that have status effects.
Ailment Talisman
- After the onset of a status ailment, the status build up (or duration) of said ailment will now also be reduced immediately by a certain amount.
Clarifying Horn Charm / Clarifying Horn Charm +1 / Clarifying Horn Charm +2
- Increased Focus resistance.
Skill
Savage Lion's Claw
- Increased attack power and poise damage of the first attack.
Swift Slash
- Reduced movement distance when using this skill
- Extended recovery time.
Overhead Stance
- Increased attack power against enemies (other than players).
Aspects of the Crucible: Wings
- Increased attack power.
- Increased directional control, as well as amount of poised generated when using this skill.
Lightspeed Slash
- The additional light attacks are now affected by the attack power and ability scaling of the weapon.
Rancor Slash
- Increased attack power of the vengeful spirits.
- Increased stamina damage against guarding enemies.
Revenger's Blade
- Increased directional control for follow up attacks after a strong attack.
Horn Calling
- Increased attack power against enemies (other than players).
Horn Calling: Storm
- Increased attack power against enemies (other than players).
Weed Cutter
- Increased the speed of attacks.
Romina's Purification
- Increased poise value when using this skill.
Red Bear Hunt
- Increased attack power.
- Increased poise value when using this skill.
Rancor Shot
- Decreased status buildup generation when used with Arrows that have status effects.
Repeating Fire
- Adjusted attack power to compensate for increase in weapon damage
Feeble Lord's Frenzied Flame
- Reduced Frenzy status effect buildup against enemies.
Revenge of the Night
- Increased poise damage and attack power when this skill is used immediately after guarding against an enemy attack.
Spell
Glintblade Trio
- Increased attack power.
Blades of Stone
- Adjusted attack power of the first, second and third charge attacks.
- Increased attack power of the non-charged attack.
- Increased attack power of the first hit of the charged attack, and reduced attack power of the second and third hits.
- Increased attack range and attack speed.
Glintstone Nail
- Increased attack power and improved enemy tracking.
Glintstone Nails
- Increased attack power and improved enemy tracking.
Impenetrable Thorns
- All generated Impenetrable Thorns will now track enemies.
- Decreased attack power and poise damage.
- Decreased the Hemorrhage status buildup and stamina damage against guarding enemies.
Rings of Spectral Light
- Increased attack power and Frostbite status buildup.
Vortex of Putrescence
- Increased attack power and Frostbite status buildup.
Incantation
Minor Erdtree
- Increased HP recovery amount.
Land of Shadow
- Improved enemy tracking.
Spira
- Increased attack speed.
Watchful Spirit
- Improved enemy tracking.
Divine Beast Tornado
- Increased attack power.
- Enemies hit by the tornado will now be launched upwards.
- The tornado will be less likely to disappear due to collision with the terrain.
Rain of Fire
- Increased attack power.
- Reduced the interval between each hit.
Roar of Rugalea
- Increased poise damage and attack power.
Furious Blade of Ansbach
- Increased attack power.
Rotten Butterflies
- Increased Scarlet Rot status buildup.
- Reduced the interval between damage ticks.
- Increased attack range.
Ash
Wandering Noble
- Will no longer stagger as easily.
Noble Sorcerer
- Will no longer stagger as easily.
Nomad Ashes
- Will no longer stagger as easily.
Putrid Corse
- Will no longer stagger as easily.
Skeletal Militiaman
- Will no longer stagger as easily.
Skeletal Bandit
- Will no longer stagger as easily.
Albinauric
- Will no longer stagger as easily.
Winged Misbegotten
- Will no longer stagger as easily.
Demi-Human
- Will no longer stagger as easily.
Clayman
- Will no longer stagger as easily.
Oracle Envoys
- Will no longer stagger as easily.
Man-Fly
- Will no longer stagger as easily.
Lone Wolf Ashes
- Will no longer stagger as easily.
Rotten Stray Ashes
- Will no longer stagger as easily.
Giant Rat Ashes
- Will no longer stagger as easily.
Warhawk
- Increased HP, physical attack power and Fire attack power.
- Increased Stance status.
Land Squirt
- Increased HP.
- Will no longer stagger as easily.
Spirit jellyfish
- Increased HP, physical attack power and poison status ailment buildup on enemies.
- Will no longer stagger as easily.
Spider Scorpion
- Increased physical attack power, poison status ailment buildup on enemies and damage negation except for strike and fire attributes.
- Will no longer stagger as easily.
Fingercreeper
- Will no longer stagger as easily.
Fanged Imp
- Will no longer stagger as easily.
Bigmouth Imp
- Increased HP and Fire attack power.
- Will no longer stagger as easily.
Gravebird
- Increased HP and magic attack power.
- Will no longer stagger as easily.
Soldjar of Fortune
- Will no longer stagger as easily.
Archers
- Will no longer stagger as easily.
Greatshield Soldiers
- Will no longer stagger as easily.
Page
- Will no longer stagger as easily.
Vulgar Militia
- Will no longer stagger as easily.
Marionette Soldier
- Will no longer stagger as easily.
Avionette Soldier
- Will no longer stagger as easily.
Kaiden Mercenary
- Increased HP and physical attack power.
- Will no longer stagger as easily.
Mad Pumpkin Head
- Increased physical attack power.
- Will no longer stagger as easily.
Fire Monks
- Increased HP and Fire attack power.
- Will no longer stagger as easily.
Ancestral Follower
- Increased physical attack power.
- Will no longer stagger as easily.
Horned Warrior
- Increased HP and damage negation except for pierce attacks.
- Will no longer stagger as easily.
Azula Beastman
- Increased HP and lightning attack power.
- Will no longer stagger as easily.
Man-Serpent
- Will no longer stagger as easily.
Crystalian
- Will no longer stagger as easily.
- Increased physical attack power.
Kindred of Rot
- Will no longer stagger as easily.
Bloodfiend Hexer's
- Increased hemorrhage status ailment buildup on enemies.
- Will no longer stagger as easily.
Glintstone sorcerer
- Will no longer stagger as easily.
Twinsage Sorcerer
- Will no longer stagger as easily.
Inquisitor
- Increased HP.
- Will no longer stagger as easily.
Godrick Soldier
- Will no longer stagger as easily.
Raya Lucaria Soldier
- Will no longer stagger as easily.
Leyndell Soldier
- Will no longer stagger as easily.
Radahn Soldier
- Will no longer stagger as easily.
Haligtree Soldier
- Will no longer stagger as easily.
Mausoleum Soldier
- Will no longer stagger as easily.
Messmer Soldier
- Increased Hp and physical attack power.
- Will no longer stagger as easily.
Stormhawk Deenh
- Increased HP and physical attack power.
- Will no longer stagger as easily.
- Increased duration of effect to increase the attack power given to allies.
Banished Knight Oleg
- Increased physical attack power and damage negation against physical attacks.
- Will no longer stagger as easily.
Banished Knight Engval
- Increased physical attack power and damage negation against physical attacks.
- Will no longer stagger as easily.
Bloodhound Knight Floh
- Increased HP, physical attack power and damage negation against physical attacks.
- Will no longer stagger as easily.
Black Knight Captain Huw
- Increased physical attack power and damage negation against physical attacks.
- Will no longer stagger as easily.
Black Knight Commander Andreas
- Increased damage negation and guard boost against Holy and Physical attacks.
- Will no longer stagger as easily.
Fire Knight Hilde
- Increased Fire attack power.
- Will no longer stagger as easily.
Fire Knight Queelign
- Increased Vigor and Faith.
Swordhand of Night Jolán
- Increased Vigor and Dexterity.
Jolán and Anna
- Increased Vigor and Dexterity.
Battlemage Hugues
- Increased physical attack power and magic attack power.
- Will no longer stagger as easily.
Latenna the Albinauric
- Increased HP, physical attack power, and magic attack power.
- Will no longer stagger as easily.
Perfumer Tricia
- Increased HP.
- Will no longer stagger as easily.
Depraved Perfumer Carmaan
- Increased fire attack power.
- Will no longer stagger as easily.
Omenkiller Rollo
- Increased HP, physical attack power, and Fire attack power.
- Will no longer stagger as easily.
Blackflame Monk Amon
- Increased HP and Fire attack power.
- Will no longer stagger as easily.
Curseblade Meera
- Increased HP and physical attack power.
- Will no longer stagger as easily.
Demi-Human Swordsman Yosh
- Increased HP, physical attack power, and magic attack power.
- Will no longer stagger as easily.
Ancient Dragon Knight Kristoff
- Increased Lightning attack power and damage negation against Physical, Lightning, and Holy Attack affinities.
- Will no longer stagger as easily.
Redmane Knight Ogha
- Increased physical attack power and damage negation against Physical and Fire attack affinities.
- Will no longer stagger as easily.
Lhutel the Headless
- Increased physical attack power and damage negation against physical attacks.
- Will no longer stagger as easily.
Cleanrot Knight Finlay
- Increased physical attack power and damage negation against Physical, Magic, and Holy Attack affinities.
- Will no longer stagger as easily.
Black Knife Tiche
- Will no longer stagger as easily.
Divine Bird Warrior Ornis
- Increased HP and damage negation against Physical attacks except Pierce attacks.
- Will no longer stagger as easily.
Ancient Dragon Florissax
- Increased Arcane.
- Increased damage negation against all affinities.
- Increased Skills and Incantations usage rate.
- Increased the speed and poise values during some attacks.
Finger Maiden Therolina Puppet
- Increased Vigor and Faith.
Jarwight Puppet
- Increased Vigor.
Dolores the Sleeping Arrow Puppet
- Increased Vigor.
Nepheli Loux Puppet
- Increased Vigor and Strength.
Dung Eater Puppet
- Increased Vigor.
Nightmaiden & Swordstress
- Increased HP and physical attack power.
Bug Fixes
- Changed the default selection of the OK / CANCEL prompt that shows up when using the “Spectral Steed Whistle” while the spectral steed is dead. The default selection position is now OK.
- Adjusted the placement of NPC summon signs in certain boss fight areas.
- Changed the NPC summon signs in certain boss fights to allow the user to summon NPCs simply by pressing the action button once.
- Fixed a bug where the damage of some normal attacks of the Dark Moon Greatsword were lower than intended.
- Fixed the physical attack attribute menu display of the “Warpick” weapon.
- Fixed a bug where some attacks of the “Swift Spear” weapon were different than expected in terms of power, damage motion and hitbox generation timing.
- Fixed a bug that prevented the “Twinblade Talisman” from affecting the Perfume Bottles weapon type when equipped and used in the left hand.
- Fixed a bug where the physical attack attributes of some attacks of the Thrusting Shields weapon type were different than expected.
- Fixed a bug that allowed the use of Arrows / Great Arrows / Bolts / Great Bolts that should not be usable for the following weapon types:
Light Bows / Long Bows / Greatbows / Crossbows / Ballistas - Fixed a bug where the effect of increasing the power of the Incantation “Light of Miquella” of the “Circlet of Light” helmet was not applied correctly.
- Fixed a bug that caused FP consumption when using the "Unending Dance" Skill while not meeting the ability requirements of the weapon "Dancing Blade of Ranah".
- Fixed a bug where the physical attack attribute of some attacks of the “Deadly Dance” Skill was different than expected.
- Fixed a bug where the physical attack attribute of the “Scattershot Throw” Skill of the “Claws of Night” weapon was different than expected.
- Fixed a bug where the following Skills did not change correctly when performed with or without FP.
- Dynastic Sickleplay / Raging Beast / Repeating Crossbow Fire
- Fixed a bug where a different Rage Art was sometimes performed when following up with a strong attack after using the “Raging Beast” and “Dynasty Sickleplay” Skills.
- Fixed a bug that caused certain Skills to perform differently than expected under certain circumstances.
- Fixed a bug that prevented some Spells / Incantations that can be used in the air from being used in the air under some conditions.
- Fixed a bug that caused the "Golden Arcs" Incantation to generate attacks slower when cast with the left hand.
- Fixed a bug where the “Rain of Fire” Incantation sometimes did not hit enemies.
- Fixed a bug where the “Furious Blade of Ansbach” Incantation did not apply Hemorrhage status build up.
- Fixed a bug where under some circumstances, the move distance when casting some Spells / Incantations was different than expected.
- Fixed a bug that sometimes interrupted the cast of the “Roar of Rugalea” Incantation.
- Fixed a bug where the “Cherishing Fingers” magic attack sometimes did not hit.
- Fixed a bug in the behavior of the Mimic Tear spirit when casting Spells, Incantations and Skills.
- Fixed a bug where NPCs could be summoned when the maximum number of cooperative multiplayer members had been reached.
- Fixed a bug that caused some items to display different icons than expected.
- Fixed a bug where exiting the game or going through a loading screen immediately after defeating “Count Ymir, Mother of Fingers” could make the dropped items unobtainable.
- Fixed a bug that prevented the player from performing Critical hits on some enemies.
- Fixed a bug in which some attacks on certain enemies were interpreted differently than expected.
- Fixed a bug that prevented rune gains when defeating some enemies.
- Fixed a bug that prevented some enemies from working properly under certain circumstances.
- Fixed a bug where the Multiplayer area borders were different than intended in some areas.
- Fixed a bug where the player would spawn in a different place than intended when invading another player’s world
- Fixed a bug in the map menu that caused some NPC icons in the Realm of Shadow to not display properly.
- Fixed a bug in the design of the map of Realm of Shadow and the “Map Fragment” icon.
- Fixed a bug where some cutscenes were not displayed correctly under certain circumstances.
- Fixed a bug where some sound effects did not play correctly.
- Fixed a bug where some effects were not displayed correctly.
- Several performance improvements and other bug fixes.
Steam-only adjustments
- Fixed a bug where “Anti-aliasing Quality” was unintentionally set to “High” each time the game was restarted.
Correction of end credits
In update 1.12, an error was included in the credits of the game.
This issue will be corrected in the next update.
Possible unstable performance fixes
- For the PS5 version of the game, unstable framerate may be improved by using the "Rebuild Database" option from the device’s safe mode.
- In some PC versions, Ray Tracing may be unintentionally enabled and cause unstable performance. Please check the Ray Tracing setting in the "System" > "Graphics " > "Ray Tracing Quality" from the title screen or in-game menu.
- In the PC version, the message "Inappropriate activity detected" may appear without cheating.
- To fix this issue, please verify the integrity of the game's files before restarting the game.
- In the PC version, unstable framerate may be caused by third party applications that control mouse behavior. Deactivating these third party applications may improve performance. The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 1.13
Regulation Ver. 1.13.1 - In PS4, PS5, Xbox One and Xbox Series X|S versions, Regulation files can be downloaded by logging in to the server.
- If the Regulation Ver. listed in the lower right corner of the title screen is not1.13.1, please select LOGIN and apply the latest regulation before enjoying the game.
Still playing this? Will these changes have a big affect on your experience? Tell us down below!
Comments 31
Why insist on saying it makes changes for Xbox? This is the patch note for all platforms - would it really hurt your identity so much to say so?
Regardless, it's good to see them continually trying to fix bugs and come up with the best balance for us.
@Titntin It's more for SEO if we're honest. We don't need Xbox in the heading, but getting it in there helps us with search results and whatnot - having Xbox in our site name etc.
And yep, another big old patch by From!
@Kezelpaso Cheers for the answer dude - that makes perfect sense!
@Kezelpaso @Titntin Yeah that's a huge pet peeve of mine across these sites for ages. I get the need for SEO, and that the family of platform specific sites has to differentiate the search and all but there really must be a better way, it makes the headlines sound really awkward, or "fanboyish", or even misleading when it makes things look like one platform is affected differently from others on a multiplat game. Not a criticism of this specific article, I know it's a Hookshot standard headline convention across the sites, and I know its practical and functional purpose, but it's still nasty!
Besides, wouldn't adding "PC, and PS5" to the headline really boost search rankings/SEO for an Xbox site by like 4000%? lol
Without reading the full list of patch notes, I wonder if this means I'll finally be able to beat the end boss of the DLC?
Still no easy 'story' mode then??
I have been back and forth to Elden Ring so many times but it’s just stupidly hard.
@johnK unfortunately for some that will never happen it's not really that to hard anyways just takes concentration and patience for me anyways!
@Ricky-Spanish For a 50 yo, coming from a time you had one button to press, it is in fact - VERY HARD.
I play games to enjoy them, not to throw the controller through the TV screen.
I'm old enough 38 I had the some old school machines aswell games played on tapes and the like ha but I get where your coming from and I was a lot younger playing dark souls back on the 360 so probably a lot of muscle memory helps ha 👍
@johnK Never completed a Souls game and I'm 60 in 3 weeks.
But I Finished this game and did it 3 times for the platinum (no save scumming here).
You can over level in this game to the point where its doable - I believe I was level 420 last time I played and I needed to be to allow for my age old reactions
This game was totally worth the effort. I understand it if you never do of course, but this game can be done even by us oldies and I can say I absolutely loved every second of exploring this fantastic world. Its well worth the effort.
Still really believe all these souls like games should have an easy mode. Do they not realize all the money they are leaving on the table?
I got dark souls free with games with gold years ago . Not even touched it. The difficulty is just not worth it.
If I truly wanted to deal with high difficulty and accomplish nothing but to frustrate myself - - I'd just go to work.
I play video games to relax and forget about life.
@Titntin But is the game difficult? If it is, I'm out.
The game could be the greatest game ever made and with free lap dance from Ariana grande, and I STILL would NOT even bother playing it. I'm way past dealing with games like that.
@Titntin wow - level 420. Maybe it's me, I proabaly don't have the patience. Constantly spending, days, weeks or months just leveling up is not my cup of tea. I agree, it's a fantastic world though.
@mcdreamer INFURIATINGLY HARD.
Difficult like nothing else in this DLC, in the rest of Elden Ring, or in Dark Souls 1-3. What the F*** was he thinking with this fight? I finally beat it but only by looking up a super unsatisfying cheese strategy.
That said, the rest of the DLC is perfect and Bayle is up there for my favorite boss fight in any game, ever. So take the good with the bad.
@Jenkinss Agree, it does seem like a crazy jump over everything else. It feels like it makes no sense at all, as if a chunk of the content leading up to it is missing. Some of the other DLC bosses are hard, but nothing approaches the final boss. Overall though the DLC is absolutely fantastic.
As for difficulty modes, I know it's a controversial topic, but they really have no place in these games. If it was too easy, I'm pretty sure it wouldn't actually be fun. It's all about the sense of achievement which would be gone if the enemies were trivialised. I know this argument gets trotted out a lot but I do think it's true. If you want an easy mode, you're probably not really missing out as the game was never for you. And just to throw it out there, I'm also an older gamer.
@GuyinPA75 Believe it or not this game like dark souls before it are really relaxing games for me not because I'm super amazing at the game because I'm not but just the feel of the world no other games do but the ones from..... fromsoftware
@mcdreamer If "It's fun because its hard" was true, the game wouldn't let you grind and level to level 400 to make it easier, summon outsiders to assist, cheese bosses, or even upgrade gear and stats, it would be a linear story game with fixed battle difficulty kind of like FFXIII where everyone basically had the same XP stats and gear at a given boss so the difficulty was controlled. I don't buy the whole difficulty is what makes it good malarky for an instant, it's clearly not actually designed around that, that's just sort of a cult mentality that's formed around it and they're afraid to change it for fear of their market revolting.
The games are good DESPITE the unbalanced difficulty, not because of it. Some people enjoy that. Some people enjoy speed running. But it doesn't mean it's an essential component of the design except to the cult that's formed around that notion. They're just well designed environments regardless of the "difficulty." I still think it's a shame that the obsession with "must be frustrating to be fun!" keeps a lot of people from seeing their immaculately designed world. It really doesn't need to.
@GuyinPA75 Thats fine mate, Im advising someone that it is extremely enjoyable if you put the effort in. If you simply like free rides, then avoid it, this is not final fantasy.
The only reason Id encourage anyone at all is that this is an exceptional game that rewards on many levels. Ive played and been obsessed with video games since their inception when I was a teenager. Ive owned just about every games machine since the Atari vcs and spent more than 2 decades making AAA games for all the big players. Elden Ring is one of the best examples of games craftmanship Ive ever seen or played, and I dont make that statement lightly. A game with no effort could never hope to match the feelings you experience playing this, and overcoming challenges is part of that equation.
Acting offended that a game might offer a challenge seems like an own goal to me, but if you prefer your games to be non thinking movies, you have that choice too. I can also play and enjoy such games, but they never reward you the way this does.
We are just 'chewing the fat' of course... have a great day!
@NEStalgia I wouldn't say that "it's fun because it's hard" is really cult thinking, or even the underlying point. It's more that the challenge feels like a key component of the games. Sure, there's plenty to enjoy outside of that but I personally enjoy overcoming those challenges, as do a lot of fans of this genre.
It's interesting that you mention linearity, as the earlier games such as Dark Souls are indeed quite linear. Sure, you can grind, but those games are very much linear and have a define difficulty curve. All these games have some balance issues, but the fact that they're on the difficult side doesn't mean they're unbalanced generally.
Elden Ring sort of does have an "easy" mode in that you have a lot more freedom to work around the map how you like. If you find you're hitting a brick wall, there's usually some other content you can go and find and complete first. And as you mentioned, there are various ways to help outside of that, such as summons (which actually raise boss HP for balance), cheeses and more.
@NEStalgia @mcdreamer @Titntin Including some other people as hope hear their thoughts too. But I'm not looking for free ride or non thinking movies. Maybe I should elaborate more.
This all pertains to me and how I view gameplay. If I have spend over an hour going thru level fighting hordes of enemies that take forever to kill, and their only purpose is to lower my health before a boss fight and then. This occurs....
The boss fight consists of me having to wait for the boss to blink, then I must roll left, two times (not three or boss's eyelash will fall and one hit me to death and I'm forced all waaaay back just to start level over again), then light attack the boss's third toe, then wait for the boss to pound his chest twice, before stomps the ground four times (not two, but four) then I have jump, once left, twice toward the boss, perform one light attack, two heavy attacks on boss's bracelet ONLY when changes color from green to purple (if attack while bracelet is glowing green a lightening bolt one hits me...all waaaaaaay back to start of level), then I have to wait for boss lunge toward me after laughing menacingly, then I must roll two times past boss, jump once, drink a potion so my sword becomes fire, and perform two light attacks (not one, or I'm going all waaaay back to start of level after the one hit death). Now the boss changes form to a snake that begins to fart and I can only attack if the gas is without scent (a blue mist will one hit me and I'm all waaaay back to start of level), but all attacks must be in the order of, light attack, then heavy, then light, then heavy, and if I double the attack in error (case was trying jump over the boss swinging tail attacks) a yellow ball shot from boss's mouth with uncanny accuracy one hits me and I'm all waaaaaaaaaaaay back to start of level...again. This, of course, continues on forever as the boss has 72 forms I must fight through and my attacks only remove a sliver of health from the boss, despite boss's one hit kill attacks that forces me, all waaaaaaay back to start of level. And by forever, I mean a completely clean shaven member of ZZ Top could start the boss fight, only to finally finish the boss fight by time said ZZ Top member's beard at right length for concert performance.
That is just not fun. That is just not relaxing. I'm not enjoying any of this at all.
Now, granted if I'm one that's fond of wearing a leather mask, with zippers for mouth, and meeting random people every other Saturday night in secretly disclosed location that plays dub step music on loop as I swing glow sticks before taken to a room with cat of nine tails. Then, yes. And only, yes, would I enjoy that type of game.
It really all comes down to this. All the dedication, great work, lush environments, fantastic character models, interesting lore, and significant amount of time invested by developers into these games will indeed go unplayed, all due to majority of gamers, like me, not want to endure this sadomasochistic activity of suffering for, hundreds of hundreds of hours, ONLY to advance 2 minutes of the story.
An easy mode would not only bring more players into the game, but most likely double the game's sales. That's all I'm saying. And highly doubt I'm alone in these wishes and thinking.
@mcdreamer I still say that's a sort of one track mind among a particular fan base of a particular element that's kind of ballooned into a rigidly dedicated market. The people that enjoy that aspect of it are enjoying it, yes, but I'd kind of liken that to if the people that like to speed run BotW entirely as shirtless Link decided that's the only way to play the game and it wouldn't be fun unless forced to play the game that way as though there's nothing else worth enjoying in the game, and that shirtless link as a mandated always-on play style is an arbitrary road block to enjoying anything else in the game.
There's a lot in these games that a lot of people that don't like throwing themselves against that brick wall "for the challenge" could enjoy, people who's reflexes are not at the same level as others etc. I know the argument becomes "not everything needs to be for everyone" which is true, but locking everything else about the games behind the (faux) "difficulty" is just an unnecessary restriction that accomplishes nothing in the game other than letting people feel superior for doing it as though it's something more useful than playing a video game.
Now, PERSONALLY, I don't find the games especially "difficult", I find them obnoxiously time wasting and therefore infuriatingly frustrating, by making you repeat things you've already done rather than respawn right at the challenge you failed, and nothing infuriates me and turns me off a game more than that. That, too would be aided by an "easy" mode, not because the challenge itself is frustrating but because I'd be able to escape that frustration. Not a challenging game per-se, but I like the way FFXIV does it, you die on a boss, it asks if you want to try again on normal, easy or very easy. I'll throw myself at normal for a while, but if it's clear that I just don't have the right equipment or the mechanics of that particular boss are obnoxious for playing as a particular class (black mage main - ouch.) I'll throw it in easy after enough failures for that one fight just to end the frustration and move on. And unlike Fromsoft games that's one where "skipping" challenges without learning the skills could negatively impact other players if you don't actually know what you're doing, once you get to high end trials.
@GuyinPA75 Your characterisation of how to win a Boss fight in Elden Ring shows quite clearly that you have not played it. I wouldn't put myself through that either, but fortunately the game doesn't require that at all.
I guess maybe if you are attempting a really strong boss and you are minimal level maybe you would need to do some of that, but the whole point of it being open world is so that you simply do not need to do any of that. You can go elsewhere engage with other characters, do other objectives and come back when you are strong enough to get stuck in without any of that nonsense.
I've never completed another 'souls like game' precisely because I couldn't go elsewhere and get stupid strong like you can in Elden Ring. But I completed this beauty three times and never ever used a summons or relied on any help of any kind and my reflexes are definitely nearer my age of 60 than early twenties.
What you are describing is not what this game is. I should just say I'm referring to the game and not the DLC as I have not played the DLC yet.
At 25 million sales, the studio doesn't need to take any lessons in how to create a winner from someone who has not even played its titles.
@GuyinPA75 ROFLMAO That is the absolute best description of a Soulsborne battle I have ever read! Well done! That really does characterize the whole "it does not respect your time" aspect that infuriates me so. Elden isn't quite as dire as prior as classic Soulsborne. It's still Fromsoft, but it's not as...obtuse?
Also, I now need to play the game with a Billy Gibbons mod. It needs to replace Torrent with the Eliminator or no buy. And naturally the only weapon is an axe.
@Tintin Elden Ring being open world does allow a more traditional RPG grind, for sure, but @GuyInPA is actually pretty spot on for most other Soulsborne games and its clones. Demons Souls is painful. The difficulty is really false, it's stupid mechanics, memorizing exact timing sequences, and wearing you down by attrition of repeating annoying sequences repeatedly more than "difficult." Elden ring does more or less just let you hulk smash through it with grinding, which is exactly why a lot of the Soulsborne purists were already revolting against how "easy" the game was.
IDK, I'm in GuyinPA's campe regarding Soulsborne overall, but Elden Ring has a "something special" that feels more like a Zelda 1 remake than even BotW did.
Once I get my PCVR rig set up I intend to try the Luke Ross VR mod. This game in VR would be an amazingly breathtaking experience. Though I've heard that it can get even veterans with VR legs of steel a bit green with all that dodge rolling. That definitely sounds like another chance for you to grind to level 400!
@Titntin Never bothered with elden ring really as it's touted as a souls like game. And my description of boss fight is from every souls like games I've ever played.
I did play elden ring beta for about 15 mins tops being a Martin fan, so was curious. Started in some crypt, crawled my way out, walked around and some guy on horse came by and slaughtered me with incredible ease. Said to self, yep, played games like this rubbish before.
Deleted from hard drive. Never played again.
That's why I asked if elden ring was easier after last update. I want to relax, enjoy, and play a game to forget about life for while. If game is that frustrating and stressful, I'd just rather go to work then. At least I'll get paid for my torture.
@NEStalgia Thank you. Lol Really just wanted to summarize in best possible way that those games are just absolutely ridiculous and are difficult just for sake of being difficult. Which is pointless.
An easy mode where I'd at least have a chance to enjoy it would entice me. There is ABSOLUTELY no reason why there isn't an easy mode. It wouldn't hurt or hinder any gamer's experience. It would only serve to grow the game and open it to a much, much, much, larger audience.
If someone can convince me, or provide an argument that it would hurt the game, I've not heard it.
@NEStalgia Oh I wanted to touch on your breath of the wild comment.
What and why did Nintendo think it needed to add the breakable weapon game mechanic? I stopped playing the game just because of that. It's annoying and not in any other Zelda game in my memory. I could be wrong though.
I really wanted to enjoy the original dead island series, but I spent hours of hitting a zombie with machete twice, it broke, then spent hours searching for materials to repair or create new weapon. Breakable weapon mechanic in games is just ridiculous!
Granted dead island 2 has that mechanic but it does not hinder the game at all. Actually I loved playing that game and enjoyed every moment. Hope dead island 3 is out soon.
@GuyinPA75
Hey if dying in a video game is that stressful for you, you have the wrong hobby mate!
I grew up playing schumups and the like. Death is simply a sign that you need to figure out a better strategy, not that you need to throw a tantrum.
But I digress. The humongous sales figures for the title more than prove it doesnt need to change for those people who cant handle dying. But also its true that there are loads of titles these days where winning is essentially just staying the course, pushing forward or hitting a parry button at the right time, so there are loads of easy titles for those who do not wish to think, strategise or learn skills as well - and I enjoy many of them. Horses for courses as they say. The popularity of more challenging titles clearly shows there is a big market for those who don't want passive entertainment.
Have a good one.
@GuyinPA75 FWIW, while Souls stans will gatekeep their superiority of rising to the challenge of accomplishment in a video game, and how letting anyone do it easier would diminish their accomplishment and make them feel like they wasted their time to the ends of the earth, it's worth considering Elden Ring and all Souls games (barring Bloodborne and Demons Souls) considerable sales on Steam and Epic and remembering that easy, and even invincibility mods exist on PC...........not everyone played through the challenge..... the gatekeeping is already meaningless outside people's heads. Sadly I think the fights could be fun if you'd just respawn INTO the fight rather than slog your way back into it again. The "difficulty" really isn't difficulty. Nioh? That's difficulty. Fromsoft isn't difficulty, It's a lack of functional checkpointing of progress. If the "difficulty" is generated not by the chanllenge but just by testing your endurance of wasting time between repeats of the challenge, it's not hard, it's just frustrating design that strokes some people's egoes. It set out to emulate the challenge of the NES era. Well...that was mostly bad design too... But it's built its fan base. Like Ghosts n Goblins. Which was designed mostly to eat quarters.
To be TOTALLY fair to Nintendo, I think the breakable weapon system could be considered an extension of the way the Master Sword always weakened whenever you took a hit (no beam shooting, etc.) And I get how the design of the weapons system was supposed to compel your to keep the loop up, but I also found it annoying, and mostly it led to me hoarding all my weapons, rarely using the good ones, thus slogging through fights with weak weapons so I didn't use up the good ones, and then trying to use the master sword for everything, then just running in circles killing time while it recharged. It's not a design that worked for me, however, I adore it compared to my contempt for TotK. The first zelda game I can say I can't actually stand and didn't bother finishing since Zelda II. And I'd rather play Zelda II. Between ACNH, ToTK and now the new one Nintendo is leaning REALLY hard into "make everything into Minecraft/Fortnite, because kids like building stuff." To be fair the game was clever and innovative, and I think with VR controls where you could actually use your hands to assemble things instead of tring to line them up with analog sticks and shaking them to separate them, it may have been a great game. I'm sure the inevitable Virtual Boy 2 gets a $90 remake of TotK and it will be amazing.
TotK REALLY jumped the shark with it's obsessive crafing and materials gathering. Similar to ACNH. Which I also don't like while I love love love ACNL.
@mcdreamer 100% agree with everything you said. "Difficulties" are video-gamey and unimmersive, the antithesis of Fromsoft games, by far the most immersive games I've ever played.
They're not for everyone, and that's ok, although they'll never stop moaning about it.
There's a bunch of people here complaining about Elden Ring who clearly didn't play Elden Ring. Like, at all. Google Stakes of Marika, then pretend you played the game but slightly more intelligently. Very few bosses require running/fighting for repeated attempts. This isn't Dark Souls.
Leave A Comment
Hold on there, you need to login to post a comment...