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DarkSouls2: Enemies do not re-spawn infinitely

post #1 of 5
Thread Starter 
I am a long, long time Souls vet, its basically the only game i play, today im actually heart broken that they have changed such a crucial aspect of the game that makes it what it is.

Am i the only one who feels this way? it has added a hidden easy mode, "oh are you finding it tough getting back to the boss with all the baddies in the way young fella? ok well we will REMOVE them for you after u kill them 15 times"

I know their reasoning for this, to stop people soul farming in one area excessively and to venture out more, but THEY COULD THEY HAVE JUST STOPPED THEM DROPPING SOULS and NOT removed the challenge of killing them.

I hate this feature, it makes the game feel not as hard (even tho the enemies are harder which i'm glad about). So what? soon i'll just be running round in big empty worlds? What if i enjoyed fighting and mastering weapons on certain areas of tough enemies?

This could have been fixed 100% with stopping the soul drops from them.

Please tell me i'm not alone here? Shame they are changing one of the best games of all time to cater for cry baby kids who find it too hard. But then again the loss of infinite re-spawn can make u have less souls which means less leveling up and upgrading weapons - so the game would in fact be harder.

I'm trying not to be a forum ranter, but seriously? anyone agree with me? i wish i knew how to start a petition. Everything else about the game I've been really happy with tho, it's a great installment to a fantastic series.
Edited by repsolRR - 3/14/14 at 9:52am
post #2 of 5
I was watching a channel on twitch.tv where the caster repeatedly ran up, killed one enemy and died due to someone telling him about the despawn. He refused to use a shield / magic / bow / torch to overcome the situation.

From playing the first two games a lot, I thought the point of the game was to be challenging and make you adapt to the game. There were no difficulty settings or mechanics that adapted the game to you. I am not happy with something like this being put in the game. IMO it seems to reward repeatedly using a failing tactic, which is pretty stupid.

It is sad to see this happen to the series. I think it is the first downhill step and more will happen as the series continues in order to make the game more approachable to everyone.
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post #3 of 5
I didn't even know this was a thing, but it sounds pretty terrible in general. And what a lame way to play it, if you were so inclined to take advantage of this tactic to overcome an area.

So the intent was to make it so that you can't farm souls in areas, to make the game harder, I guess? I dunno. Really as mentioned in the OP, leaving the enemies but removing their ability to spawn souls would have been the best way to handle it. It keeps the game difficult and feeling alive/full, but removes an abusable tactic of farming (which tbh, I have less of a problem with, the enemies in areas already used to have static amounts of souls that became increasingly worthless to farm. There's only one place in Dark Souls that had a REALLY farmable area and that could have easily been fixed by fixing the terrain there).
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post #4 of 5
It's really not that big of a deal. People like the caster Azazel mentioned are screwing themselves by trying to run out enemy spawns in an area. If you can't beat a few enemies at once, or learn to pull agro one at a time, no way you beat the bosses in the game. For that caster, it's essentially a difficulty increase. It doesn't seem like a difficulty decrease to me. I've only noticed it once in game, in an area that I ran through a lot. It was more of a convenience.

If you go all the way through this game and think it's catering to "cry baby kids", then you are either God tier or just over exaggerating a very insignificant game mechanic.

It takes absolutely nothing from the game itself, best souls game out of the three IMO.
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post #5 of 5
Thread Starter 
Quote:
Originally Posted by Flatline View Post

It's really not that big of a deal. People like the caster Azazel mentioned are screwing themselves by trying to run out enemy spawns in an area. If you can't beat a few enemies at once, or learn to pull agro one at a time, no way you beat the bosses in the game. For that caster, it's essentially a difficulty increase. It doesn't seem like a difficulty decrease to me. I've only noticed it once in game, in an area that I ran through a lot. It was more of a convenience.

If you go all the way through this game and think it's catering to "cry baby kids", then you are either God tier or just over exaggerating a very insignificant game mechanic.

It takes absolutely nothing from the game itself, best souls game out of the three IMO.

As i'm about 30 hours into it now, i will agree its not really as big of a deal as i initially thought.

The game is fantastic and has many improvements over the first 2 installments.

I'm not going to claim to be at god tier status, cos lets face it i would sound like a jerk, but i;ve been playing nothing but Souls for years now. I really do need all the challenges i can get from it.

I will agree, it is quickly becoming my favourite of the 3, i like how it has implemented a lot of ideas from Demons Souls.
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