Dark Souls III

The best strategies for defeating bosses in the Souls games typically involves staying as close as you possibly can to the boss, circling around to their backside, stabbing them in the butt, and rolling under their attacks when necessary. A few bosses in the series will break this convention and force the player to have to find different ways of defeating them. Dark Souls III has one particular boss that makes this go-to strategy almost completely futile. If you're able to circle-strafe around the feet of the King of the Storm boss in Archdragon Peak and then still beat it, then I am impressed.

Dark Souls III - The King of the Storm
The Nameless King and his storm drake require a different strategy than the typical Dark Souls boss.

Why you should keep your distance

The King of the Storm is one of the rare bosses in the series that actually requires the player to keep your distance from the boss and avoid getting in too close. There are actually quite a few reasons for this, but there are two that stand out as making this boss particularly frustrating for any player who tethers themselves to the boss's feet. The first is that you'll end up forcing yourself into battle with the most ever-present of Souls games' most formidable foes: the camera. Locking onto the enemy is impossible when directly below him, and so you won't be able to see any of what he is doing. He also moves very quickly and can cover a lot of space, so you'll end up spending a lot of time having to micro-manage the camera as you try to manually keep it focused on the dragon.

The second reason is that the dragon has a potent defense against this sort of strategy: its fire breath. If you hang around under the dragon's belly, it won't wait too long before flying up into the air and unleashing an area of effect fire breath attack that can often mean certain death if you get caught in it. Even a health bar that stretches most of the way across the screen can be more than halved simply by being hit with this attack. But that isn't the worst of it. The attack will also knock the player prone, but the fire spray also persists long enough that it can frequently trigger a second hit once you stand up. This second hit will almost certainly kill you.

Dark Souls III - flying fire breath
Getting caught in this flying fire breath attack means almost certain death.

These two reasons should be enough to keep you out from under the dragon, but there are other reasons why keeping your distance is the better option....

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Dark Souls III

Table of Contents

What the hell does poise do?!!

In my review, I noted that poise seemed to have been turned off in the game's code. Well, FROM Soft has apparently stated that poise is working as intended. Really? How? What does it do? FROM was not forthcoming (so far) with any details on what the stat is supposed to actually do, other than to say that it is "more situational". Ok, whatever. So I guess it's up to the community to try to figure out how this stat apparently works, since it doesn't work in any way comparable to the previous games, nor does it seem to solve the problem that the original implementation of poise was intended to solve.

UPDATE Nov 16, 2016:
It looks like we've finally figured out what Poise does in Dark Souls III. It seems to only be activated when using large weapons that provide Hyper Armor.

I had previously believed that Poise functioned as an "escape method" from quick, stun-locking weapons (like daggers). My early interpretation of Poise was that a higher Poise value may allow the player to escape from a stun lock and be able to roll / counter-attack / parry after 3 hits rather than 5 or 6 consecutive hits. I even remember testing this hypothesis out and finding it to hold true. This would also apply to situations in which a player gets attacks from multiple enemies simultaneously (or in quick succession). Higher Poise would allow you to escape from the 3rd enemy's attack, rather than the 4th or 5th. But according to the Wiki, this doesn't seem to be the case. Am I wrong?

If it is true that Poise only affects Hyper Armor, then I'm still not happy with the mechanic, as it only applies to very specific builds, and might as well be a stat on the weapon rather than a feature of armor. But if it does also affect the ability to escape stun locks, then I guess I would be a little bit more satisfied.

Poise was originally intended to act as a counter to extremely fast weapons like daggers, rapiers, and so on, that could quickly hit and stagger an opponent and put them in a stun lock from which they couldn't escape (so long as the attacker still had stamina). It was also intended to give players with slower weapons an opportunity to tank their way through hits with such fast weapons. You'd still take damage, but assuming your attack with a stronger, slower weapon did more damage than your opponent's weaker, faster weapons, then the trade-off would still be in your favor. If you were going to use a very slow weapon, then it behooved you to also equip heavy armor and other poise-boosting equipment so that you could tank through opponents' hits. That doesn't seem to be the case anymore. A knight in full heavy armor should not get stun locked in a 10-hit combo from a dagger. It simply shouldn't happen. This is what poise was designed to prevent, and it's not doing its job. If an invader shows up in your world with an estoc, and you aren't an expert at parrying, then you might as well just offer up your head on the chopping block and get it over with.

Dark Souls III - dagger stun lock
Without poise, heavy armor is worthless, and daggers are incredibly overpowered against slower combatants.

Without poise in this form, heavy armor simply isn't worth its weight encumbrance, especially since you can't even upgrade it to increase its damage resistance. This was a problem in Demon's Souls, which didn't have poise. Heavy armors generally didn't reduce damage enough to be worthwhile, they prevented the player from effectively rolling, and they were so heavy that they prevented the player from being able to pick up all the loot in a level because that game also had an item burden. Rolling was the end-all-be-all of defense in Demon's Souls, and that was one of the game's greatest weaknesses. It was easy to overlook because the developers didn't know better at the time. But they do know better now. Was poise exploitable in Dark Souls? Sure. It was really exploitable in Dark Souls II due to its connection to hyper armor and the inclusion of farmable healing items. But whatever FROM Soft did to it in DSIII seems like a severe overreaction.

Once I learned that poise wasn't working the way I expected it to, I gave up on trying to engage a lot of enemies with my slow halberd. Instead, I started fighting the knights in Lothric Castle and the Grand Archives with my flame-infused barbed straight sword - which I also spent a bunch of titanite to fully upgrade. This speedier weapon allowed me to attack these knights as fast (or faster) than they could attack me, giving me enough of an edge to reliably beat them. The ones with the tower shields and lances still gave me trouble, but the swordsmen fell swiftly to my +10 Barbed Flame Sword. Even Yahtzee noted in his Zero Punctuation review the starting long sword seemed better than any of the numerous boss weapons that he found. I imagine that this is because he also had trouble with the lack of poise, but didn't quite figure out that poise wasn't working.

Dark Souls III - estoc
Lack of proper poise allows the estoc's reach and speed to make it a deadly PvP weapon.

So this leaves us with the question of "what, exactly, is poise intended to do?"...

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Dark Souls III

PC elitists now have yet another bragging point. Considering that Bloodborne ran smoothly at 30 frames per second on the PS4 (from my experience), and that Dark Souls III was supposedly built upon that same engine, I expected that the PS4 version would perform on par with (or maybe even better than) the PC version. I was wrong. Both console versions of Dark Souls III are capped at 30 fps, but their actual performance doesn't even meet that standard. This is a big problem considering that the game plays almost as fast as Bloodborne. Dropping a few crucial frames of enemy attack wind-ups can mean the difference between a successful dodge or parry, or losing a third of your health to a single attack. Bloodborne had the load screen issue that was that game's near-debilitating "known shippable"; and now Dark Souls III has its console framerate as being the major launch issue that must be fixed. At least Bloodborne's problem didn't impact actual gameplay...

Table of Content

A challenge to Souls fans

This is probably the hardest game in the lineup. In fact, it may even be too hard in some ways. Enemies are very aggressive and relentless, they are very fast and swift at attacking, and they are very good at tracking your movement during an attack. I feel like the game is sadly front-loaded with excessive difficulty. Oh, don't get me wrong! It's hard throughout, and there's still some definite mid-and-late-game peaks of difficulty. But this game easily has the highest barrier to entry of any game in the lineup.

Dark Souls III is very hard and very much front-loaded with difficulty.

It's one thing to provide a challenge, but the early levels of this game maybe cross the line into outright cruelty. If I weren't already invested in the series, I might not have even made it past the Lothric knights in the High Wall. Yeah sure, Demon's Souls had the Red Eye Knights, and Dark Souls had the Black Knights, and Bloodborne had the warewolves; but in those cases, those difficult enemies were blocking optional paths and items. This is why I can kind of tolerate the mutating tentacle monster on the rooftop that hits very hard, has a ton of HP, obscures half the screen, and causes an annoying framerate drop. Yeah, it's located in a critical path of the level, but it can be easily avoided and is basically just guarding a crystal lizard. The difficult Lothric knights, on the other hand, are placed in critical bottlenecks that must be passed as part of the necessary path of progression through the level, and they will shred new players to pieces! Heck, even that fat, winged knight going around in circles in the courtyard is easier than the Lothric Knights.

And then you get to the Undead Settlement, which is a maze full of ambushes and difficult enemies. Those fat evangelists and the large cleaver undead hit hard and have deceptively long reach and multi-hit combos. This is at a time when your HP and stamina are so low that you can't reliably block their attacks. Their long reach and relentless aggression means you can't back away either. So you're stuck having to stick to close range and roll through their attacks - a maneuver that can result in a quick death if you make but a single slip-up. I had a lot of trouble handling these enemies (as I was still getting used to the new timings for dodging and parrying, and the stamina requirements for blocking), and so I imagine that many rookies will likely be completely overwhelmed.

Dark Souls III - parry
Dangerous enemies have narrow windows for parrying their attacks, making it hard to practice this technique.

There's a higher skill floor than in previous titles, and the game demands a further degree of mastery of rolling, stamina management, i-frames, and weapon movesets that previous games simply didn't require. Bloodborne also toes with this line, but Dark Souls III seems to go a bit further. The problem here is that enemies become far too fast and deadly far too early in the game, and the player character remains slow and relatively weak. What's worse is that the game breaks with the original's insistence on fair difficulty by apparently completely failing to enforce the rules regarding stamina for enemies! This was also a problem in Dark Souls II, but it didn't bother me quite as much because those enemies had slower attacks that were generally easier to dodge.

There's no gradual ramping up of challenge for the player to learn things like roll and parry timings, and there aren't any large, slow enemies to practice these techniques against. Bloodborne had very fast enemies to go with its very fast combat, but the character was also equally fast. Bloodborne also had the Brick Trolls, whose telegraphed attacks gave plenty of opportunity to practice parrying in the very first level while still making progress. Dark Souls III simply doesn't have this. There's the undead spearmen that are easy to parry, but they're so slow and defensive that you'll likely just get bored waiting for them to attack and miss your opportunity to parry. Sure you could go back to the tutorial level to practice parrying, but then you're not making any progress. There's also a lot more instances early of mobs, including the presence of difficult casters (or even bosses) being among those mobs. Fortunately, the boss is very slow and lumbering, and the casters have good audio cues for when they're casting that help to make these mobs less frustrating to deal with.

The big, armored elephant in the room

Dark Souls III - hyper armor
Poise has been disabled for players, which means enemies will always stagger you, but you might not stagger them.

Perhaps the biggest contributor to the game's difficulty early on is the completely baffling way in which poise and defense work - which is that they don't. In addition to not being able to upgrade armor to improve its defenses, the poise stat appears to have been completely disabled for all players in the game's code for ... some reason. Poise was one of the best additions from Dark Souls 1, and its apparent removal completely baffles me. Is it bugged and they're planning on fixing and enabling it later via a patch? Is it planned to be part of DLC? "Hey, want poise back? Pay $15 for this DLC!" The value still shows up in the UI, and there's still rings and weapons that exclusively improve poise, so it definitely seems like FROM intends for poise to be in the game. The enemies seem to still have poise, so this situation seems completely unfair. This might be part of the reason why the start of the game feels so difficult, since those damned speedy Lothric Knights can hit through your attacks, but you can't hit through theirs!

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Dark Souls III

Players of the Dark Souls III Network Beta have revealed some information from the parts of the game that have been playable. I was able to play the Dark Souls II open network beta a few years ago, but I missed the beta for III. So I haven't seen any of this information first-hand; I'm going off what I've read and seen from the internet. Anyway, according to the Dark Souls III wiki on fextralife, there are gravestones throughout the game that have epitaphs that provide some amount of game lore (similar to the lore notes from Bloodborne). One of these gravestones apparently says "Grave of a nameless retainer. Raised his sword for the Lord of Cinder". This is one of several references to the Lord of Cinder that are present in Dark Souls III.

Dark Souls III - gravestone epitaph

The following blog will speculate as to the identity of this "nameless retainer" and the Lord of Cinder mentioned in the Network Beta test. This is only an educated guess being made by a fan a month prior to the game's release, but it may contain significant possible spoilers for Dark Souls III. There will also be spoilers for the previous Dark Souls games. Read ahead at your own risk.

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