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I mean a really small change.

For example: Have Fist Weapons in Dark Souls 1 do double damage. That's a small change, which could be implemented by changing a couple of values. A big change would be: Adding the sixth Archstone in Demon's Souls with the Northern Limit area. That's a big change, and it would take a team a couple of weeks to implement, but that's not what this post is about. I'm talking about really small changes that could be implemented in a lazy afternoon or two.

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[-] Chezus9247@lemmy.world 28 points 6 days ago

Bloodborne:

Fucking release it on PC.

[-] MissingInteger@lemmy.zip 6 points 6 days ago

Everyone wants that… But that's not exactly a small change.

Also as a note: If you have a beefy PC, you can try to emulate Bloodborne. It runs decently nowadays apparently.

[-] Starfuckers_inc@lemmy.4d2.org 5 points 6 days ago

the only change I would make as well.

[-] TheOakTree@lemmy.zip 4 points 4 days ago* (last edited 4 days ago)

Add an item that makes you invincible (sans knockback invuln) and incapable of dealing damage when used in front of a fog gate. Upon re-use, return to previous bonfire or outside of gate.

This way, if you find a boss to be frustrating to learn, you can simply observe its patterns without the risk of dying instantly, while also not being able to defeat the boss in said state. It would allow for less experienced players to learn tells and patterns, and it would allow more experienced players to practice difficult dodge/parry timings.

Idea comes from my use of cheat engine to study boss patterns for my level 1 runs.

[-] MissingInteger@lemmy.zip 1 points 4 days ago

Such an item would have been extremely helpful during my RL1 runs. I also wouldn't say no to a Boss-Rematch feature like in Lies of P in Fromsoft games.


Also as an aside: Challenge runners and speedrunners use ERTool in Elden Ring for creating the effects you described. It's easier to use than Cheat Engine and has many more easily enable functions like: Repeat enemy actions, infinite stamina or HP or consumables, Rune Arc always on, RTSR set-up…

There are also other similar tools for other Souls games. I don't know which one is best for which game, sorry. Look up [game] practice tool.

Full disclosure: I only saw other people use these tools. I didn't use them myself, since I'm currently on console.

[-] Coelacanth@feddit.nu 10 points 5 days ago
[-] Baggie@lemmy.zip 5 points 5 days ago

I miss limb cutting, it turns up again in nightreign and it's so much fun having something to do in fights

[-] Coelacanth@feddit.nu 2 points 5 days ago

Wait, they brought back tail weapons? I never played Nightreign.

[-] Baggie@lemmy.zip 3 points 4 days ago

Well they have some dark souls bosses in there that you can do the same tail cuts, or even centipede cuts. They drop stuff when you do.

[-] Skua@kbin.earth 13 points 6 days ago

Add these sound effects to the man-serpent lookout in Elden Ring

Actual answer: I think the small thing that annoys me most about all of From's games is that you often need to use the dialogue interaction several times to hear an NPC out in full but there's no indication for when you have actually heard all of their lines, so you wind up repeating the last one a lot. As such, I'd like a small marker added to the "talk" icon that shows up if the NPC has something to say that hasn't been said yet in this playthrough. I think that just means a tiny icon to be made and one IF check, so I think it fits the premise of the question

[-] MissingInteger@lemmy.zip 7 points 6 days ago

Oh, this is a nice QoL change that I would really like :)

I’ve read many complaints about the need to speak to NPCs multiple times in Souls games, but I really like this behavior; it just feels more immersive for me. But I can’t tell you how many times I’ve repeated the last of the available dialogue. Your change is nice and unobtrusive. I would like for it not to be an icon but a border around the talk button prompt, like, for example, a golden border if they still have something to say and no or a blue border if they have nothing new to say.

[-] Coelacanth@feddit.nu 2 points 6 days ago

I don't know, to me it never really added any immersion. But maybe you can sell me on it if you explain how it works for you.

Seeing as there isn't a dialogue system in Souls games it doesn't really feel like you're actually having a dialogue with the NPC at all, so it's not really immersive for me in any shape. It just feels like an unoiled dialogue dispenser that you need to keep banging on the side of every now and then to keep the gears grinding. "Oh right, gotta remember to keep pressing A on everyone until they run out of dialogue". If anything for me it takes me out of immersion.

[-] MissingInteger@lemmy.zip 2 points 5 days ago

feels more immersive for me

Oh, you put me on the spot here. I never had to really articulate why it feels so immersive to me…

Different topics and different thoughts get dispersed in different dialogue prompts. So the NPCs don't just exposition dump you. You talk to them, they go back to their task - smithing, reading, having depressive thoughts (mostly that); you talk to them again to start a slightly different topic, they interrupt their task and talk to you again. For me, it also adds, in a way, a progression of time to it? Like you talked, you could do something else, then you talk again. But even if my character doesn't do anything in between, it still feels like a progression to me; does that make sense?

But I also really like the dialogue in Souls games. It's well voice acted and well written (for the most part), and I simply like how it's presented with "player-controlled pauses".

I'm not really satisfied with my explanation of why I find it immersive… Maybe I could at least give you a small insight?

AddendumHaving an indicator on the NPCs dialogue would also eliminate the need to listen to the eloquent 'go away' dialogue that so many NPCs have, making the dialogue feel probably significantly shorter and less of a chore.

[-] Coelacanth@feddit.nu 2 points 5 days ago

I mean, I agree that an NPC giving you a whole monologued spiel in response to you saying "hello" is also not immersive. I just don't think the Fromsoft way is particularly immersive either. To me it just feels like a design choice that Miyazaki or whoever wanted because it adds friction, like every part of the game has to actively fight the player. It adds to the sense of "this game is weird and difficult", but (for me at least) not really to immersion.

But then I don't really get that progression feel either. If it was the case that there was a timer built in, then yes I could see it. Coming back later and the conversation progressing because time has passed. But again, that is not what is happening in practice. What is happening is just going up to everyone and pressing A repeatedly until they tell you to go away. Maybe an indicator would be better, but I mean... in itself it's kind of unimmersive that you can mind read that the NPC has run out of dialogue. Though honestly, in a game that does not have dialogue options and has a completely silent protagonist I am unsure how immersive it is even possible to make NPC dialogue full stop. It may just be an unsolvable problem.

Also, none of this has anything to do with the quality of writing or voice acting. I really enjoy the characters in Fromsoft games, they're charming, unique and interesting, even small things like tending to end with laughter in various ways definitely adds a lot to the "strangeness" of these games and their distinctive vibes and atmosphere. Fromsoft do have a way of writing that evokes a mood that very few others can emulate. Closest I've felt to it was Withering Rooms. But that has nothing to do with the way it's integrated into the game mechanically.

[-] Skua@kbin.earth 2 points 6 days ago

Oh, a border around the existing icon is a better idea. That's exactly the kind of subtle-but-useable thing I mean

[-] GrantUsEyes@lemmy.zip 10 points 6 days ago* (last edited 6 days ago)

Bloodborne:

Maybe one of these:

  • fast travel within each headstone without visiting the dream

  • add a "stake of Marika" for the Shadows of Yharnam / Martyr Logarius fights.

  • remove regular weapon durability and leave it only.as a cursed blood gem handicap.

actually:

--60 FPS PATCH

what the heart really wants:

~~add Micolash romance option tied to a secret ending. XD~~

[-] TheOakTree@lemmy.zip 3 points 4 days ago

Bloodborne in 60fps via ShadPS4 is quite lovely. It's even better when using Lossless Scaling to bring it up to pseudo-120fps.

[-] MissingInteger@lemmy.zip 4 points 5 days ago

Resting in Bloodborne at a lamp like resting at a bonfire or grace would be nice: resetting the area, fast travel to every location, access to the stored items, etc.

Okay, I like how it forces you into the hub, since I adore the Hunter's Dream, and you experience the subtle changes, and the design of the headstones is really cool, and it reinforces the connection of the Hunters to the Hunter's Dream. Counterpoint: watching 2 loading screens every time you want to travel...


All praise Marika and her stakes. Seriously one of the best QoL things Fromsoft has done.

What really grinds my gears is that there are nice locations for lamps for the Shadows and Logarius.

  • For the Shadows: the small graveyard where you pick up the Clockwise Metamorphosis rune and can summon the Madaras Twin.
  • For Logarius? There are so many nice and wide places on the snowy rooftops. You could even put the lamp in that small crenellation tower.

I know this comes all from wanting to only have one checkpoint per area, and this philosophy gave us nice interconnected, looping areas, but really, didn't anyone during playtesting have the idea of putting a checkpoint for the Shadows and Logarius like they did with Yahar'gul?


Removing weapon durability was a great decision in Elden Ring. What really annoys me about durability in Bloodborne is that you can only repair it in the hub, and you don't have a repair powder equivalent, meaning you can't repair on the fly, which makes this even more aggravating.


I'm probably in the super minority when I say this, but I don't care that much about 60 fps in Souls games. A steady frame rate is far more important for me, and I don't much care if it is 30 fps or 60 fps.
(yes, 60fps would still be nice though.)


~~Ah, the secret staying in the dream tentacle ending ;)~~

[-] GrantUsEyes@lemmy.zip 2 points 5 days ago* (last edited 5 days ago)

Yeah, I like having to go back to the dream ( to some extent)but some functionality like weapon repair at a lamp or accsess to storage like you say would be seriously awesome. We've been so spoiled by ER.

On the weapon repair thing... Yeah It's incredible that they omitted giving us consumable for it.


I'm probably in the super minority when I say this, but I don't care that much about 60 fps in Souls games.

I agree that a steady frame rate is better... And I was in the same camp as you for a long time but each time I go back to the game it's kinda harder to justify.. Like it's such a minor thing, why can't we have this?


There's a lot of little QoL tweaks that could be a super welcome update in BB. I'm a clown and I still hold hope for a FS remaster u.u

[-] very_well_lost@lemmy.world 2 points 6 days ago

If I could only make one change to BB, it would be too add some way of punishing gun spam in PVP.

Maybe after firing a gun, you have to do a brief reload animation before you can fire again. The window would be small but still long enough that someone could counterattack, like how crossbows already work in a lot of souls games. The reload animation itself could even be parryable, so there's a bit of risk/reward in when you decide to reload.

[-] Janx@piefed.social 4 points 5 days ago

Easily-missable items, quests, and characters. Absolute nonsense. I didn't know I had to go back and talk to a character before progressing to the next area. Or that I was supposed to kill an NPC. Or that by following one quest would make another impossible to complete. Too bad, dozens of hours in, and unique NPCs/items are now gone for good. I also shouldn't have to play the game with the wiki open or fear choosing the wrong dialogue option every time...

[-] apotheotic@beehaw.org 3 points 5 days ago

I dont mind this kind of thing when the gameplay experience of missing a thing or not killing someone/ killing someone you weren't "intended to" is equally enjoyable and theres not a fixed "intended" path. I am quite happy for my play through to look nothing like someone else's, as long as I'm not punished for it. I prefer it, honestly. Let me have an organic play through where consequences matter but are still enjoyable

[-] justdaveisfine@piefed.social 14 points 6 days ago

Petty changes for DS2: I don't know why the hollowing made you more greenish and zombiesque in appearance as opposed to DS1's raisin look. I think it leaned on undead visually too hard and should have kept the original look.

Secondly, they should add something bigger than a knee high barrier at that one shrine mid way through the game.

Lastly, the snow storm unicorn things in the DLC should stop spawning after you kill them like a dozen times. I roughly recall they're set to respawn many more times then standard enemies and they really shouldn't.

[-] MissingInteger@lemmy.zip 7 points 6 days ago

Oh, I actually like the DS2 Hollow look. I realize that I'm probably in the minority here. The way you can still see your character design in the Hollow state is imo best in DS2. Also the Darksign on the back looks really cool when Hollow; you can see it, if you aren't wearing a chest piece or one with and open back like the Prisoner's Tatters.

Yeah, the Shrine of Winter needs some barriers around it and not some sticks and dirt hills. The castle afterwards looks so cool, but the dirt paths after the Shaded Woods definitely need some more love.

The last area in the last DLC is just a giant f' you to the player. It's just so rude that it's almost admirable, almost. Did you know the reindeer/unicorn things have the largest leash distance in the game. Normal enemies usually stop chasing you eventually, but the reindeers will chase you effectively forever. A tip against them is to use a big bonk weapon like a Large Club; you can pancake them with it and defeat them easier. In Frozen Eleum Loyce by the Covetous Demon you can get a +8 Large Club.
You can despawn the reindeers according to the wikis, but I couldn't find a exact number you need to kill (maybe 15?). More complicated is it because of the spawn mechanics of the reindeers since they have many spawn location and just keep spawning. Best strategy for the Outskirts is to simply run along the right hand border and kill the reindeers when they spawn; this way you will only fight one at a time.

^sorry^ ^for^ ^the^ ^long^ ^reply^

[-] MissingInteger@lemmy.zip 11 points 6 days ago

My small changes:

Dark Souls 1

Remove the Golden BarriersJust edit the three Golden Barriers out before the three Great Souls. There is no real reason for them to be there. If you make your way to Nito without the Lord vessel, may the Gods help you, you should be able to fight him. Okay, most people aren't doing that, but I can't be the only one who stood confused before the Golden Barrier in the demon ruins on their first playthrough. The difficulty of the area should be the deterrent and not some arbitrary barrier. This would, imo, really enhance the world traversal.

Now some people might have a gotcha: Aren't you stuck in the Great Soul arenas after their defeat without the Lord Vessel? Well you would be right if not for one small detail: Did you know you can defeat the Four Kings without the Lord Vessel? You aren't stuck in their arena, the bonfire allows you to teleport without the Lord Vessel. No reason the other Great Soul arenas shouldn't have the same ability.

Dark Souls 2

Replace the lava elevator with a teleportOkay, I enjoy DS2's nonsensical transitions and I think, it enhances the feeling of losing yourself in a dream and to the curse. The transition to the Dragon Aerie from Aldia's Keep doesn't make a whole lot of sense, but I really like it. One of my favorite moment's is going from an evil wizard's manse to the spectacular Dragon Aerie.

But enough is enough, the transition from Earthen Peak to Iron Keep destroys even my suspension of disbelief. In what dimension above the peak is the lava lake please? That doesn't even make fantastical sense. The Nightmare in Bloodborne is also fantastically layered, but that world building is at least fantastically build up. This transition to a lava lake is just to jarring. After defeating Mytha have there be a teleport. If you are lazy you could do it like the second DS3 DLC and just have a bonfire there or you could make it a magic mirror to enhance the feel of the evil ruler atmosphere that Mytha has going.

Dark Souls 3

The Grand Archives shouldn’t be lockedSeriously if you defeat Dancer and make your way through all of Lothric Castle and you defeat Dragonslayer Armour, you should just be able to waltz into the Grand Archives. Why the f'ck do you need to go all the way down to Yhorm if you are already there. This change could really enhance the kinda lacking non-linear progression in DS3.

Bloodborne

Remap jumpThis is the only Souls game from Fromsoft where dodging while running is impossible. In every other game it is possible as a matter of course. Yes, even in the original DS1; you just need to block before dodging. Seriously this small change to Bloodborne would help so much, no more stupid jumps while trying to reposition and then taking instability damage (x1.5) on top of that. Just allow us to remap to for example L3 like in DS2 and DS3.

Elden Ring

Activate your equipped Great Rune after defeating a BossI just think it would be neat. It would encourage people to experiment with the Great Rune mechanic instead of just hoarding Rune Arcs. It would also add another dimension to defeating regular bosses beyond the Runes reward.

[-] morbidcactus@lemmy.ca 5 points 6 days ago* (last edited 6 days ago)

For one, mine would be

Put a bonfire in Lost IzalithPut a bonfire in Lost Izalith or something like that. Bed of chaos isn't hard I know but on a first play through especially it's a slog to runback. Chaos covenant shortcut is ok but I swear it's still up there in terms of distance.

Larger change would be do something with the area, I love that you can get glimpses of it from other places but it felt so empty when you finally get there.

I think your idea for one could make for some interesting runs for sure, for sure some would rush the dlc, but I think it could help flow too by letting you do less back tracking. Relevant to my above, I think I'd totally go that way after Quelaag.

Yeah I had no idea why that elevator went up to iron keep, even flipping it as like a descent underground or something could be cool too. For me, let me bulk turn in covenant items please, it's just kinda tedious.

ER - more somber/ancient dragon smithing stones. For me, somber is more of an issue, 14 somber in base plus dlc sounds like a lot, and for most people it probably is, but there's a pile of weapons in the game and sometimes it's fun to experiment. I know you can just roll with the +9 just fine, still would be nice to have an option for more, DS 1 and 2 let you farm max upgrade materials so it's not like it'd be new for the series.

[-] MissingInteger@lemmy.zip 4 points 6 days ago

Yeah, bonfire placement was kinda rough in DS1. My favorite thing about that Fromsoft introduced is the Stakes of Marika. All praise Marika.

Covenant items, I'm getting flashbacks. After grinding the Sun Medals out, you have to spam confirm forever to get the Sunlight Spear, which does look cool, but I'm probably never doing that again.

I see no reason why there shouldn't be a Bell Bearing for Ancient stones. Place them at the very ends of the game, like after Godfrey, the real one, and after Malenia. You could even make the prizes ridiculous like 100k - 200k Runes. It just would be nice to know that there are technically infinite in each Game Cycle. Like with the Soul Vessels in DS2, who are technically infinite, but difficult to get en masse.

[-] robot_dog_with_gun@hexbear.net 7 points 6 days ago

a ui option to show a boss attempt count and total playthrough deaths would be convenient

[-] MissingInteger@lemmy.zip 3 points 6 days ago

Oh, that would be nice. Elden Ring at least tracks both of those and sends them as analytics to Bandai/Fromsoft. Your total death count is saved somewhere in your savefile locally, there are tools online to extract them, but I never had a chance to try them.

But you are right this should definitely be something that should be shown to the player somewhere in the UI. Maybe on the big character info screen? With a subsection/submenu for each boss death and each cause of death.

[-] GrantUsEyes@lemmy.zip 2 points 6 days ago* (last edited 6 days ago)

Maybe on the big character info screen?

I'd rather just have a separate menu that I can avoid alltogether, similar to the one in nightreign but for failure stats.

Perhaps only accesable in a specific location as well.

[-] robot_dog_with_gun@hexbear.net 3 points 5 days ago

i was thinking a toggle, like how slay the spire 2 has an option to always show the timer. people with an audience might want every death to show the number, others might want it on the inventory screen or along the bottom like some arcade games did with fruit for streaks.

[-] MissingInteger@lemmy.zip 2 points 5 days ago

I can totally understand that, not wanting to have the death counter loom over the playthrough.

I personally don't mind having the counter(s) hidden in a submenu. What I really like about Fromsoft games is that when you start the game, you don't have to look at your playtime. I don't want to have the feeling that I'm "too slow" even though I like playing that way; human psychology is weird. Or I don't want to constantly look at the playtime of my max new game save file and see just how many hours of my life I've ~~wasted~~ enjoyed this game.

As for locations where you can access such hypothetical death counters? In Elden Ring, the small Marika statue in Roundtable Hold would be a nice location to access it. This statue is already intractable for the Colosseum, and lore-wise also a nice location.

In Bloodborne, a location for a death counter would be the gravestone where you would be "buried" if you choose the Yharnam Sunrise ending. That is a very fitting location, lore-wise.

For other games? In DS2 and DS3, maybe with the Herald/Firekeeper? Maybe in DS1 also with the Firekeeper(s)?

[-] GrantUsEyes@lemmy.zip 2 points 5 days ago

Those are some good suggestions. :P I honestly wouldn't want to know how many tries bosses took me on my very first run haha.

[-] Kolanaki@pawb.social 6 points 6 days ago

The chain axe thing a couple snake dudes have in ds3 would be usable by the player.

[-] eezeebee@lemmy.ca 3 points 5 days ago

DS1: let us warp back to firelink without the lord vessel

DS2: Delete the soul memory mechanic

DS3: make gimmick bosses less gimmicky (eg Ancient Wyvern is way too tanky to fight normally)

[-] NigelFrobisher@aussie.zone 2 points 4 days ago

Wait, how are you supposed to fight it then (AW)? I don’t remember if I killed that one or just skipped it.

[-] eezeebee@lemmy.ca 2 points 4 days ago

A single plunge attack from the scaffolding above

[-] NigelFrobisher@aussie.zone 2 points 5 days ago

Long hair flows out under helmets so your character design is more visible.

[-] IncognitoMosquito@beehaw.org 3 points 5 days ago

DS1 - remove the dragon butts from Lost Izalith. They serve no purpose, and I think the area would actually be more interesting and thematic without them in it, as a barren wasteland of lava.

[-] Redditmodstouchgrass@lemmy.zip 3 points 6 days ago

Getting hit with the tip of a spear or sword shouldn't do nearly as much damage as getting gutted by the entire weapon.

[-] Ildsaye@hexbear.net 3 points 6 days ago

Quarterstaff. I want the option of a more refined bonker.

[-] natecox@programming.dev 2 points 5 days ago

Multiplayer that isn't ass.

[-] BlackRoseAmongThorns@slrpnk.net 1 points 5 days ago

Dark souls 2 pvp my beloved

[-] Gonzako@lemmy.world 1 points 5 days ago

A GRAPPLE HOOK

[-] toxicbubble@lemmy.world 3 points 6 days ago

Hollow Knight, a proper map and checkpoints

this post was submitted on 25 May 2026
39 points (95.3% liked)

Soulslike - Discussion, News, Memes

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This is a community for discussion, news, and memes pertaining to the video game sub-genre "soulslike".

Given Lemmy's size, the definition of soulslike may be treated relatively loosely. While games like the numerous FromSoft titles, the recent Star Wars Jedi games, Lies of P, Nioh and similar games should be the focus, games that incorporate soulslike elements - like Hollow Knight and Blasphemous, for example - may also be discussed here.

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[BB] This enemy is so difficult!

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[DS1] Anyone struggling with the gargoyles?

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!liesofp@lemmy.zip

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