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Something to note about [Weapon Arts] is that you have to hold L2 to use some of them and others preform an action instantly when pressed. The Longsword for example, you have to hold L2 or you cannot use it, and while holding L2 you can’t block, heal, etc. It makes timing important. The Axe on the other hand, has a Battle Cry of sorts (I think it is called “War Cry“) that seems to stun nearby enemies and is instantly cast.
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The first thing that we all noted was what seemed to be a “Mana Bar“, a blue colored demons-souls-like bar in between your health and stamina. No spells were cast and it was never used, so we asked “What is this”, and the answer… “This is a WIP and may be a place holder”
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L2 is “Arts/Parry.” You have two stances with your shield, offensive and defensive. Selecting offensive will cause you to use a battle art, rather than parry. From the loading screen:
Arts are unique to a weapon held in right hand or both hands. equip a kite round shield or wield two handed to perform arts. Some arts can be followed up with a special attack. Parries are exclusive to small shields in left hand. Follow up with RB for riposte critical.
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There is a sword symbol under health bar with a number – this is the number of times you can use Weapon Arts, and so is like bullets in Bloodborne (only much more powerful!)
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Poise may determine the length you are staggered when hit, not IF you are staggered, but this has not been confirmed, it was audience observation from myself and those around me.
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Miyazaki wants knights to be strong characters again, having got weaker earlier in series. Knights will move differently when equipped with different weapons.
+ L3 jump option YES
+ Toggle-escape NO
+ Omnidirectional attacking YES
+ No access to inventory/stats menus, only settings menu
+ No humanity bar
+ DS1-style freethrowing of knives and firebombs back, can throw firebomb at your feet to catch roll-backstabbers
+ Knife tracks really tightly and flies fast, tracks strafers but not runners, you MUST react to knives in pvp to dodge them, can hit dogs running around with knives
+ Backstabs are instant, but you must be directly behind enemy, window is extremely narrow, no stabbing from the sides/45-degree angle
+ Poise-break seemed similar to DS1, but enemies had extreme hyper-armor (my note: this contradicts Fextralife's impression that all the enemies stagger easily, maybe a change in the version of the game played?)
+ DS1-style movement, "DS3 feels like an awesome DS1 DLC"
+ DS1-style stamina, running/sprinting cheap, battle actions very costly
+ DS1-style parrying, but you can only parry with small shields (buckler, target, small leather shield, NOT kite shield, other medium shields, etc)
+ DS1-style "instant" estus healing, chugging allowed
+ Kicking is improved, you can guard break and riposte off kicks
+ Jumping R2 can now also be activated while sprinting, while locked or unlocked, character does not stop to do the weapon animation
+ All weapon combos are strung together very smoothly, R1 L1 R1 is faster than R1 R1 R1
+ Weapon Arts is a combination of DS2's power stance and Bloodborne's charge attack systems, never required to use, forgot about it often, will benefit PVP more than PVE
+ Northern Warrior class's starting axe weapon art is a ground pound that stuns enemies
+ Bandit axe weapon art lights hands on fire and does a damage buff
+ Resting at a bonfire did not replenish weapon arts, but dying did
+ Weapon arts change based on stance, for example with shield/sword, if you L2 with shield out you will parry or do the shield's art (depends on shield), but if you two-hand the sword you will do the sword's art
+ Holding R2 does charge attack like Bloodborne
+ DS3 enemy AI is more consistent than in earlier games, DS3 enemy will punish you more for being aggressive
+ DS3 enemy pathfinding is extremely accurate, enemies will sprint around obstacles and find you if you try to cheese them
And the demo was obviously locked to a single area, meaning the wonder of discovery and exploration of a huge interconnected world just wasn’t there.
Having said that, I was surprised and pleased with just how layered the area we explored turned out to be. There were multiple paths through stone buildings, across ramparts and rooftops, with at least two shortcuts to be unlocked (a door and an elevator) and chests and secrets to find in out-of-the-way locations. If this area is a representative microcosm of Dark Souls 3’s world, it’s going to be as dense and interconnected as the original.
And the demo was obviously locked to a single area, meaning the wonder of discovery and exploration of a huge interconnected world just wasn’t there.
Having said that, I was surprised and pleased with just how layered the area we explored turned out to be. There were multiple paths through stone buildings, across ramparts and rooftops, with at least two shortcuts to be unlocked (a door and an elevator) and chests and secrets to find in out-of-the-way locations. If this area is a representative microcosm of Dark Souls 3’s world, it’s going to be as dense and interconnected as the original.
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