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Dark Souls II


Kaleidoscope

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a smart person using GRS will only need 1-2 casts per fight since they wont spam it from a distance like most scrubby mages do. that is very easy to dodge and punish. as it stands, the person getting hit by any melee must predict whether or not the offense will follow up with a 3rd melee hit or a GRS, and must guess whether or not to stand still to be prepared for GRS or if they should roll out to avoid another melee hit. every melee hit thereafter leads to the same prediction dilemma of guessing when the person will GRS instead of melee hit and the offense is at virtually no risk from whatever option they choose. and thats only regarding close range use. it will counter-cast any caster for more damage and can be traded on reaction for greater damage than other spells like lightning spear or CSS. if you know the opponent has no stamina, it is a free hit. if you whiff any attack, you will eat 1500dmg and the offensive end will not be at risk.

 

it is an extremely fast punish that hits for a lot of damage. forbidden sun was the same way and that costed 3 slots, but thats why they still nerfed the damage on it. CSS can be used somewhat similarly but the cast time is slow enough so that it does not auto-combo a person trying to roll out of stunlock. avelyn is similar but it does less damage, costs a very large amount of stamina, and leaves the user open for a solid second after using the weapon, making it fairly easy to punish given the opponent doesnt have 99end. lightning spear isnt even worth mentioning w that spell needs a casting speed buff or hitscan projectile properties

 

theres a few options to nerfing GRS to make it still useful

1. nerf cast speed. this makes it into every other ranged cast spell however, which doesnt make it very unique or different from other casting methods. probably the best and easiest way to nerf though

2. nerf projectile speed. keeps casting speed and option as a close range punish, but greatly decreases its use as a longer range punish.

3. nerf damage. turns GRS into a spell of finesse rather than outright strong. probably hard to do because resonant soul conflicts with this

4. greatly increase stamina usage and/or recovery time after spell use. makes GRS a much more risky spell to use, but maintains its strength as a spell.

5. make GRS projectile have the same properties as affinity orbs, with increased damage. would make the spell a lot more interesting and still maintain a niche usefulness while also getting rid of GRS altogether. resonant soul's damage is an appropriate replacement for GRS if GRS were to change to affinity orbs.

 

FROM will go with all 5 and GRS will be obsolete fk FROM

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Soul Memory will likely be patched. From has never been the kind of company to stand by poor game design if they can help it. I'd hope for a patch by the time of PC release, but thats optimistic. More likely we'll see within the month.

 

theres shit like this everywhere on gfaqs and its goddam glorious

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