Indeed. Quest markers suck. I think people get it wrong that when elden ring is critiqued for being too hard or not guiding enough, they assume quest markers are what is wanted. It definitely isn't. It's more a reason and understanding of what you're doing. If you meet a guy that says he needs help South of misty woods, there's no loss to have this auto added in a notes/quest log, but that's all. Nothing else given other than the basic information you get from the guy you spoke to.All of that would have been ruined if I could see a quest marker guiding me to it or a quest log giving me precise directions
Your total armour equip and weapon weight affects your rolling or dodging speed.
Crashed for me during the character creation.
I read online that the game has lots of issues... I'm wondering of it's best just to wait a bit for things to get fixed first.
Crashing during character creation is not a good sign.
Plus ideally I want to play it with the RT when ever that comes.
My issue though is my pc is in a loft conversion I've got untill perhaps start of May (depending on how hot and sunny April) to game, after that this pc will be off untill Sep - Oct time.
So game time is now or never.
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Also cant for the life of me choose a class. Did a random pick and ended up with wretch!
Suffice to say I didn't go with that option!
I just beat that guy too. He was quite intense. First time he smashed a glowy hammer into my head to kill me before I had even had time to see what was coming. "Oh, so you can do that can you?"
Second time I gave in to temptation and summoned the NPC, thus breaking my usual rule of never summoning for bosses in Souls games. My first attempt made it feel like this boss might be built for that, and summoning feels a bit more built into this game. Anyway, yes, excuses, excuses, and I will just have to owe this guy a solo kill in NG+!
Anyway, I got him down to maybe 3 or 4% of health without too much bother second time with the old dude grabbing aggro and slinging spells before he inevitably died. But then I got the Souls greed-jitters and took a couple of hits when I should have been more cautious. I tried to calm my playstyle, but then rolled not far enough and took a wild swing. And saw the last of my hitpoints disappear.
I was feeling a tiny bit ragey at how indescribably tiny his remaining sliver of lifebar was, when I noticed... hang on, he doesn't have any life bar at all... "Great enemy felled"... Say what? "You died." Well, duh! But what happens now? I don't think I've ever had that happen before.
Sure enough, he stayed dead and my runes were there waiting for me in the arena, including the ones I would have earned from killing him.
So I guess I won. And lost.
All that is useful information. To elaborate on things the game makes less clear, but is well-known to previous Souls players:
When you look at a weapon's stats, the letters under different character attributes tell you how well that weapon scales with the relevant stat. E.g. if a weapon has B under strength, that indicates "B scaling" with that stat. Which is good, but not the best. It goes (from best to worst scaling): S, A, B, C, D, E.
S scaling is quite rare and A is not very common either, but it means that each point in the relevant stat will add a lot to the weapon's base damage. The amount added by scaling is the number after the + sign and the first number is the base damage.
Upgrading weapons increases the base damage and the scaling. If a weapon moves up a scaling tier after upgrading that is a big bonus (this won't happen every upgrade level).
A weapon with lower base damage but better scaling will be worse for a low-level player or one who hasn't invested in the relevant stat, but much better for a player with a high level in the stat. At low levels you will probably want high base damage and will be less concerned with scaling, but as you get your str/dex/fth/int up into and over the mid-20s or so you will start to benefit more from weapons that scale on your highest stat(s).
Something else I noticed last night when playing around with potential upgrades at the smith: ashes of war not only change your weapon's ability, they can also change the scaling. I haven't quite figure it out yet, but it looks like they also work like infusions from previous Souls games. So it looks possible to make heavy weapons scale off Int for instance, or increase Str scaling in the way the old heavy infusions did. It can also add magic, holy, fire, frost, poison damage at the cost of base physical damage.
I didn't find anything that added enough to be worth it for me yet, but I'd not really paid any attention to ashes of war up to this point and they look they will open up some useful possiblities for augmenting my build.
Unless they've changed the system, split scaling isn't worth it unless you're massively stacked in 1 stat and really want to use a weapon. Say for example your Str scaling weapon has physical 140 +40. You then switch to magical scaling and it now has physical 80 + 23 and magic 80 + 23. On paper that looks great, combined damage is 160 + 43. However, each damage type has to roll against the enemies defence, so with split scaling you have to roll twice, thus drastically reducing your damage potential.