I kinda miss that feature. So much of DS3, and Elden Ring for that matter, are trivialized by all those easy iframes.
Like, playing a run of DS3 where you fully clear the area before advancing is a very different experience. It’s a good intro to challenge running, IMO.
I know it was unpopular, but I actually liked DS2’s “enemies eventually stop respawning if you kill them enough” mechanic for this reason.
Some areas or boss runbacks were a little annoying and being able to clear out specific nuisances or exploding mummies permanently* was great.
Smelter demon is a great example as that area was annoying until you get rid of a few enemies that I think were just there to harass you.
They could just design the areas better instead though.
It also works as a soft control for balance, since those disappearing enemies can’t be farmed to over-level.
How are supposed to beat it if you can’t over-level?
From what I’ve heard, you sit behind the shield, and investigate the world’s lore to find the boss’s weakness. But I’ve never played it
Covenant of Champions.
Bonfire Ascetic to reset the zone.
At least for Smelter Demon it wouldn’t be necessary if we got iframes on fogwalls
The placement of that captain right in front of the fog door has got to be someone at From who just likes to troll the player.
Probably the same person who put those three crossbow guys within arm’s reach of that one bonfire on the tower.
I kinda miss that feature. So much of DS3, and Elden Ring for that matter, are trivialized by all those easy iframes.
Like, playing a run of DS3 where you fully clear the area before advancing is a very different experience. It’s a good intro to challenge running, IMO.
Well good thing Elden Ring nerfed that by having the messages obscure half of your screen and sometimes block your inputs entirely
I’ve almost died so many times to “Stonesword key was lost with use.”
LET ME ROLL AAAAA