what happens if you die trying to do the bottomless box glitch
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The beginning fourth dimension I saw this logo, I was elated. The second time I saw it, I never wanted to encounter it again.
I've been a day 1 Souls role player from the very beginning. On October half-dozen, 2009 I walked down to the local game store, bought Demon'due south Souls, and the trajectory for my gaming tastes were determined for the next 8 years. However, it may not accept been this way, if it weren't for the massive changes that happened to Nighttime Souls.
When Night Souls kickoff released, I hated information technology. While I felt Demon's Souls was off-white in its difficulty and progression, Night Souls felt like it was specifically designed to be unfair and waste product people's time (might I add that beingness unfair and being difficult are not the same thing). Now, looking back, having played through the game several dozen times, I imagine that I wouldn't take much trouble with the game at 1.0 anymore. I know all its ins and outs, where all the weapons are, all the dominate weaknesses, and how to get anywhere I want from the very showtime of the game. I've come to hold its world and dominate design equally some of the best I've ever played. But especially for a first playthrough, information technology really wasn't enjoyable.
For instance:
- The soul currency was unbelievably sparse, making levelups a once every area sort of affair
- Blighttown's sub 10 fps performance, making the most frustrating area in the game essentially unplayable. (To be fair, information technology's notwithstanding garbage on consoles, I'm just used to it on PC at present, at solid sixty via DSfix)
- Humanity was something that yous but couldn't get a concord of. You desire more than than five estus? Tough shit, aught dropped humanity, and you lot weren't given 3 at the start of the game similar you are now, but I'll get into that a bit afterward.
- Curse stacked, so if yous were unfortunate enough to get cursed multiple times (I was), you were screwed. Kinda like how Nighttime Souls 2 takes a sliver of health away every expiry, except every fourth dimension information technology was 50% of the total HP you had.
- Holding a bow in your offhand immune for information technology to backstab players, which was a guaranteed ohko, along with several other glitches that used the Dragon Head Stone. (These were stock-still in 1.06)
- Enemy aggro ranges were insane, so getting ganged upwardly on beyond what happened in even Nighttime Souls 2 was probable.
I beat it at patch 1.0, but it was a huge chore, and I never wanted to play information technology again subsequently.
Then patch 1.05 happened.
Patch 1.05 was a huge patch. However, its significance may be lost on some Japanese players, who got patch one.04 prior. Patch ane.05 was a more than significant patch in North America and Europe, since information technology was a cumulative patch with the 1.04 patch that Japan received exclusively, which fabricated a bunch of practiced changes, many of which are the nigh notable changes in 1.05, actually. They did overdo a few changes that were reverted a bit in the Artorias of the Abyss patch, simply nothing was changed back to pre-1.05. Only anyways, this patch is what brought me back into Dark Souls, and thanks to it I never left. I'1000 going to go through things by category, trying to keep specific changes grouped together. I'll also talk almost some honorable mentions from patch 1.06, which helped the game a lot besides near the end.
Encounter these guys? Imagine all of them trying to kill you at once, all the time.
Enemy Aggro Ranges
As I said earlier, aggro ranges were insane in Nighttime Souls when it first launched. On top of that and Humanity being rarer than blackness opal, people were destined to get through Lost Izalith the bad mode. There are enemies in Lost Izalith called "Bounding Demon of Izalith", and prior to one.05, they existed to make your life hell. Nowadays, they are entirely avoidable, and really, don't postal service much of a threat to anyone going through the area at all.
However, pre patch, their aggro range was enormous, and then they were all coming after you, all the time, and yous essentially had to outrun them to a loftier betoken where they couldn't hitting you, or dice. Thankfully they can striking each other, and so that thinned out the herd a bit, but jeez, Izalith was horrible thanks to them. This sort of affair happened a lot, if there was a grouping of enemies, chances are they were all going afterward yous all at one time. Aggro range was reduced across the lath in this patch, so all enemies were made a bit more manageable in terms of when they can run across you and how far they'll hunt y'all, but the biggest influence was in Izalith, and turned arguably the worst area in the game into still the worst area in the game, but for a different reason. (CoughBedofChaoscough)
You want souls? Well you won't get them from bosses.
Enemy stats and souls
Enemies in general were made a lot easier, many of which received reduced wellness pools, and lower damage dealt to the player. Several other enemies had poise reduced, so it was easier for players to stun them out of attacks. A big modify was the amount of souls received from enemies. Beyond the board the amount of souls dropped was increased past at least a cistron of 2. That alone would have fabricated the game a lot more manageable, but on top of that the amount of souls that some bosses dropped was changed as well.
The big one that comes to mind was the Bell Gargoyles. Patch one.0 they dropped a measly 500 souls, which fifty-fifty prior to the changes wouldn't be enough for a single levelup for a character, like always. This was inverse to a whopping 10,000 souls, a proper reward for a necessary (and adequately challenging for the point it is) boss. Ghosts, Skeletons, mosquitos and slimes also drop souls now, which wasn't the case prior, making properly going through areas like the Catacombs and Tomb of Giants absolutely horrendous. Bosses dropping items similar Humanity and Homeward bones didn't hurt either, simply a small affair that made exploring the earth a scrap easier and less tedious.
What theFUCK is a humanity?
Humanity
Now, onto the topic of Humanity. Humanity is an of import item and mechanic in Night Souls. Humanity is how you lot go human, information technology's how you lot kindle bonfires, it increases item drib rates, information technology'south a full heal in a pinch, and prior to 1.05 information technology was virtually impossible to get. When the game released, the drib rate for Humanity was 10. This drop charge per unit was increased to 210 in patch 1.05. Now, I know it's actually difficult to contextualize these numbers, as they don't really hateful anything on their ain, only getting exact drib rates prior to the patch is actually hard (largely because the driblet rates were so low.) But, for instance, with a max detail discovery on the well-nigh contempo patch, getting a humanity drop from a rat is virtually 12%. The only real way to get Humanity reliably was to grind areas for hours before going to a boss, since killing a set amount of enemies in an surface area volition give a single humanity. This happens a few times, but grinding isn't fun, grinding is never fun, progress is. In society to get more healing for a boss, you needed to grind an area so much that information technology stopped being fun.
Patch i.05 also increased the amount of item discovery that humanity gave, so even if you somehow managed to get 10, y'all weren't getting a huge item discovery buff from information technology. The biggest changes to the availability of Humanity came in patch 1.06, where 3 humanities were placed at Firelink Shrine for people to pick up, and the Artorias of the Abyss DLC has the cave of humanity sprites which all have a large gamble of dropping Humanity.
Curse is withal a big detriment to newer players, but it isn't that much trouble for veterans anymore.
Thespian
In that location were a few changes fabricated to the player'southward stats and combat mechanics likewise, and while not as enormous of changes as some others, still made a big difference in the long run. Equipment burden was increase beyond all classes, past six-10 points (which at early on levels is massive), and the lock-on range was increased too. Non existence able to be cursed multiple times was dainty, just I can't say for sure that this was in patch 1.05. The removal of curse stacking happened at some point, but it wasn't in any patch notes. However, since the bulk of the patches earlier or after were rather small, I'm going to assume that this change either happened in 1.05 or 1.06.
Equipment
Here's another bunch of big changes, non on specific pieces of equipment, since these were the days before From cared about balancing weapons for PVP, (Praise be to Dark Souls 2 patches) only at that place were a few. For instance, medium shield stability was significantly nerfed to make greatshields more feasible, every bit prior to this in that location was really no reason to apply greatshields; they weren't any more stable, didn't blot much more harm, and were far harder to justify with the depression equipment capacity of early Dark Souls. The Silver Knight Sword likewise lost its lightning issue, but gained the ability to be enchanted. Okay, sure, whatever.
The big changes came to weapon upgrading, bated from fire and lightning upgrades, which received a very slight nerf (2% at +nine and +iv respectively) nigh other upgrade paths got big buffs to damage scaling. Normal, crystal and dragon got five-20% buffs, reaching the 20% modify at different levels, magic and divine got ten-20% buffs, enchanted and occult got 15-twenty%, and raw got a 10% heave at all levels. This all means that almost all weapons got significant damage boosts, nigh 20% more damage fully upgraded than they were prepatch. Add together in the lower HP of some enemies, and things get-go going down a lot quicker. A few weapons got some attribute scaling changes, but a lot of these changes haven't been recorded since nobody cares enough to play Dark Souls prepatch anymore.
Magic
Magic too received some slight changes this patch. These changes were largely for PVP and co-op play, for case resonance signs are viewable for the first time in this patch, so if you are using miracles like Bountiful Sunlight, yous tin can finally see if you're going to receive extra HP recovery from it, or actress harm from Emit Strength and Wrath of the Gods. Vow of Silence'southward range was increased, as a mode to try to brand spellcasters a bit less powerful, Iron Mankind was nerfed a flake, and Tranquil Walk of Peace along with other slowing abilities' durations were reduced to about 10 seconds. That was a big 1, in PVP and PVE (Darkroot Garden anyone?) getting hit with that was a death sentence, since yous couldn't run away, you lot couldn't dodge, and your attack range was reduced. Information technology also added 100% encumbrance prior to this patch instead of 50%, so even if yous had zero on you, you still couldn't practise anything at all.
The other big alter to magic was to sorceries. All sorcery spell impairment was increased in this patch, aside from Homing Soul Mass and Crystal Homing Soul Mass. These spells were nerfed slightly. I personally call back that magic is easymode in Dark Souls 1 equally information technology is, and while I don't think that these changes were why this is, I certainly think that sorceries didn't need whatever buffs, at least taking into business relationship everything else that had to modify this patch.
The pyromancy glove was besides nerfed slightly from 270 to 230, just that isn't very interesting since pyromancy is even so actually powerful.
Yes siwmae, fabricated a bad conclusion? We tin can get you a master fundamental.
Merchants
Run out of transient curses prior to ane.05? Well good luck, since no merchant sells an infinite amount of them in the whole game. So take fun existence chased past a hoard of ghosts that aren't restricted by geometry and tin can't be killed. Domnhall of Zena starts selling the master primal for the first time in this patch, so if you lot made the bad decision of non taking it equally your starting gift, at least you tin catch it once he moves to Firelink Shrine. This was too the patch that actually let people upgrade their weapons, with all the souls they were now allowed to go. Andre didn't really get much in terms of stock, but the Giant Blacksmith started selling titanite shards, large titanite shards, and twinkling titanite.
You want to be a Sunbro? Well y'all can't, since you'll never go to 50 faith, not without at least NG+.
Covenants
Covenants are a big part of the Nighttime Souls franchise's online play, and they did a good job in this game to proceed them unique and useful, but being the first game with them, there were a few wrinkles to iron out. Bated from increasing drop rates for covenant items, at that place was but one change to the covenant system in this patch. If you wanted to be a function of the Dark Souls serial' nigh iconic covenant, the Warriors of Sunlight, you needed to have 50(!) organized religion to join. This patch mercifully reduced that requirement to 25, which made beingness able to partake in jolly co-operation with people in NG more than likely (every bit a Sunbro obviously), since you didn't need to be a NG+ level character to join. (Might I remind you how incredibly difficult it was to level upward before this patch also?)
It'southward freakin' Artorias, what more tin I say?
Honorable Mentions of 1.06
1.06 launched nearly a yr after 1.05, (seriously, the game went a whole year without a patch prior to AotA.) Now, there isn't much more than to say about this patch, since it's the Artorias of the Completeness DLC, and it'southward amazing. Artorias of the Abyss is an incredible expansion and information technology includes the considerately best boss in the series, Knight Artorias (Kalameet is pretty cool likewise), as well as a load of new areas, weapons, and spells. They fixed the Dragon Head Rock glitches, which were responsible for a lot of different things, like the bow backstab oneshots, and being able to use souls for eternity to get to level 711 super quick (i.e. only a couple hours). All ringlet speeds were buffed, parrying while blocking is at present possible (You had to have you shield downward to parry prior) and the bottomless box glitch was fixed equally well, and then no more than level one griefers with lategame equipment (at to the lowest degree information technology was made a lot harder to exercise). Finally, some enemies had their HP buffed, since they were a bit overnerfed in ane.05.
The Aftermath
Night Souls came a long way in a few short patches. The game we know today and the game that launched dorsum in 2011 are completely different beasts. It started out every bit a game that frustrated at every point, and somehow, From was able to see how all these things were wrong, and stock-still them. Night Souls was originally a game that I wasn't wanting to ever play again, to the point that I actively dissuaded some of my friends who also loved Demon's Souls from buying information technology. However, these changes made a huge divergence. Information technology ended up being arguably my game of the decade, a game that I feel should be revered and respected like Ocarina of Time or Super Mario World. Artorias of the Abyss definitely helps it, too. That DLC really solidifies how not bad the game is. It really goes to show how much proficient can be done with but a little patching. I just promise that no 1 ever has to play that game unpatched once again.
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Source: https://www.destructoid.com/changes-how-i-learned-to-stop-hating-dark-souls-and-love-dark-souls/
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