you would disappoint martyr logarius. his true martydom was intended to hide the last vileblood from ever rising to power again for she is immortal and cannot be killed. fleshy and pink or not time can be reversed and the vilebloods will rise again....
>Not embracing Dignified Trick Rapier
>Choosing Gun on pointy stick
The only thing Rifle Spear has going for its physical attacks is the range. Plus the scaling on Reiterpallasch is better, and you shoot a pistol bullet instead of a shotgun spread, which makes it LEAGUES better at parrying than the spear.
Also, Spear is only imitation, you need more eyes son.
Despite my stance on the fact that Pistol does in fact > Shotgun, the Rifle Spear is just leagues better than that queer letter opener with a cap gun glued to it you call a "weapon".
In fact, the only viable thing from Cainhurst you should ever use is the Cainhurst set, not the gay Knight set, the set worn by the Queen's guard.
Spear may be imitation, but it's also improvement.
I think the reason you dislike the Rifle Spear is because it's not easymode like the Reiter.
>Only viable thing from Cainhurst is the Cainhurst Set
>Not Executioner's Gauntlets
>Not Evelyn
>Not Pimp Crown of Illusions
Reiterpallasch is definitely easier than the spear to use, i'll give you that one, but it's not easy to use properly either. Truth be told, I'd rather pick most other weapons over either the spear or the rapier. The thing that puts me over to the rapier side over the two is the moveset is better overall, even though it lacks a really good move like all the other weapons have.
But that's just me. I prefer versatility in any Souls game, and this one is a slash/thrust weapon with a built in pistol for parrying, opens up the left hand for something like a Torch or the Loch Shield. For me it's more useful than the spear, despite its amazing charge attacks and two-handed parry capability.
>Crown of Illusions
>Wearing crown
>Being that much of a *******
Reiterpallasch is easy to use properly, it's a rally weapon, you dodge like a pansy, and then follow up with quick attacks, while there's no wrong way to use the Rifle Spear, you could parry all day, you could sneak up, and do the world's longest dash R2, or you could just swing like a madman.
You don't need to be an expert in fingering a gargoyle while blindfolded using chopsticks to use the Rifle Spear, that's what I like about Powder Keg Hunter weapons, and by extension, Oto Workshop weapons, they're simple and effective.
>Boom Hammer
It's a burny burny smashy smashy, effective against beasts.
>Piercing Rifle
It's a rooty-tooty point'n'shooty that can actually do some damage, regardless of Bloodtinge scaling.
>1967 + 49
>Versatility.
That's you, but I'd rather be so fast that Sanic the Hudgehug gets motionsick, that's why I use the Beasthunter's Saif + Peestol sometimes, but I've taken a liking to the Holy Moonlight Greatsword, AKA Two-tap R2.
>Dodge like a pansy then follow up with quick attacks
Pretty sure that's Hunter 101 with any weapon that doesn't require two hands to wield. In fact, among the ways to play the Rifle Spear, the only way that's unique to it is the long charge R2, which is coincidentally its best move. Also, the nerve of criticizing me for liking Reiterpallasch for "EZ Mode" and then extolling the Boom Hammer.
The Saif is one of the two weapons I carry for general purpose hoonting, and amen on ALWAYS using a pistol over a blunder-of-the-century-buss.
Also I don't get what you were trying to say with the whole "1967+49" bit. I'm assuming that's damage, but I'm not sure which weapon you were referring to.
>Hoonter 101 is to dodge
>Not equipping Executioner's set, Golden ******* of ******* , Spare Tire of *********** , and Golden Rifle of No Parries, just shooting.
The Saif seems like it'd be perfect for PVP considering you can close Gaps like a blowout sale.
I honestly don't like having mainstays in games along the caliber of Souls, because you can never use the same weapon on all enemies, some enemies are too quick, too long range, etc, etc.
I don't PVP much, but the few times I did, I've found that the Moonlight un-transformed sweep combo is great for taking down enemy health, then again, mine was a plus 9.
And yeah, it's one of my favorites, mainly because of the ridiculous Calvary Charge for an R2, but , like I said, I don't like having mainstays, but, uh, if I did, the Rifle Spear would be one of the few.
Fair enough. I know that there comes a point where you have to start specializing your weapons in Bloodborne, but personally I like the Kirkhammer because it's just such a great weapon for any scenario. You'll never be caught off guard against an enemy with a physical resistance; it's got slash, thrust, and blunt damage all rolled into one.
The moonlight sword is actually a pretty awful pvp weapon because of the time between attacks. If you get hit by the sweep, a pistol shot will counter the next hit in the combo 9 times out of 10. The hits hurt a lot though.
And honestly, I don't like the Kirkhammer, the ******* tombstone on your back makes all the armors you wear look like trash, the smash is only good if you surprise your foe, and it's just not good, in my opinion, but you do you.
The Moonlight Sword is not bad at all, or maybe I was just good at adapting, seeing as it was the strongest weapon I had so I had to use it, and it was pretty good if you swung first.
Saw cleaver and R1 forever lol. Started playing again last month and want to finish the game before Dark Souls 3 comes out. Its been going pretty slowly because I can only really play on the weekends.
I really love the game i really do, but i feel like the difficulty it`s kind of cheap, allow me to elaborate:
instead of getting hard as **** enemies and difficult situations, the real difficulty is that if you die you have to start all over again and in my book that`s kind of cheap because they test your endurance instead of your skills, it`s my sincere opinion that game could have been 100% better if it had normal saves mechanics.
Exactly checkpoints as >>#82 said, and made harder than regular games by that if you die you come back to the checkpoint with less than you had the first time.
To get back what you lost it demands you do better than you did last time, in other words more skill, not endurance.
With normal save functions you would lose so much, you could save 2 sec before the boss and just without having a penalty for losing, easier in other words, sure a lot of Lanterns are close to the boss, you still lose vials and echos if you die to the boss this way, and the actions you do have consequences instead of just reloading and doing something differently.
The game isn't Rogue-like. You keep all stats, items, and everything like that. Just lose 'souls' or whatever it is in Bloodborne. Bonfires or lamps are just checkpoints like EVERY other game. It's honestly decently fair.
Do you have the dlc? I havn't finished the game but gone through a few weapons.
I go with a skill build aswell, Beasthunter Saif is my favorite weapon right now, in short form it got an dash at the beginning of the attack, a real dash not just a step forward, it's fast, low stamina consumption and hits pretty hard, in the extended form it got real good range and even better sweeps, slower but hits in arcs so you can handle multiple enemies easily and the fully charged R2 is a knock down attack that works well on bigger enemies aswell. And it's always a 1 hand weapon so you can always use the pistal and you can use fire, bolt paper and phantasm shell to make it stronger too.
As a second weapon I'm using Amygdalan Arm and if needed the Axe for their very long range, plan on replacing them with the Burial Blade later on.
First, choose a primary stat other than Vitality or Endurance (they will be leveled as needed). This will be your damage stat and will widely afect how you play the game and upgrade your weapons. Here's a breakdown of the pros and cons of each stat:
STRENGTH
+Heavy weapons that are slower in general but hit very hard
+Said heavy weapons tend to wound large targets better than others (cause a stagger that leaves them open)
+Smaller enemies can often be killed in one hit with high scaling Strength weapons
-Slower attacks in general
-Stamina costs tend to be higher
-Transformed Strength weapons are almost always two-handed, leaving you without the option to Counterattack
-Wind-up for Charge Attacks tends to be longer
SKILL
+Fast weapons
+Scaling is generally better, Skill weapons tend to have high DPS
+Efficient Stamina usage
-Low wounding power, won't cause a lot of stagger states in large foes
-Knockdown is almost nonexistent in Skill weapons
-Range tends to be shorter, can be a detriment to facing large foes
-Durability is generally weaker, some Blood Gems that lower weapon durability as a side effect can effectively cripple a lot of Skill weapons
BLOODTINGE
+Powerful Guns
+VERY strong Bloodtinge-based weapons
+Not a lot of enemies are resistant to Bloodtinge damage, making it universally good
-Bloodtinge melee weapons are few
-Build takes a while before it gets good
-Enemies that are resistant to Bloodtinge damage can really screw you over
ARCANE
+Spells that can scale really well
+Powerful elemental attacks
+Wider viability of secondary weapons that scale off of Arcane damage
+Higher Item discovery with more Arcane points
-Physical damage is low
-Requires knowledge of enemy weaknesses in order to know how to exploit them
-Quicksilver Bullet consumption is brutal
+/-Build doesn't kick into high gear for a bit, but it goes into overdrive when it does
Pick one of these as a primary damage stat and another as a secondary. You'll put a lot of points into the primary stat to begin with and then put points into your secondary along the time you need to start pumping Vitality and Endurance. The most efficient way to increase your survivability is to level Vitality, as you gain physical defense with every level up and adding health on top of that makes it all the better. Endurance hard caps at 40; after that point you only get 10 points of Stamina between 41 and 99.
Blood gems can massively improve your weapons, but the best gems are not found in the game world. They are hidden away in Chalice Dungeons. They're a pain to start but once you get rolling they start dropping super good rewards. Some bosses are only in Chalice dungeons. If you're lacking for damage and/or need to level in a way that gets you good rewards, hit them up.
Another post due to this one being long, just some pointers:
-For guns, a Pistol is faster, more precise, and can counter from a safe distance. They tend to be inaccurate on foes that move around in eccentric patterns. Blunderbusses fire a little bit slower and have less range, but they can catch squirrely targets easier. Damage on a Blunderbuss is better at point-blank range.
-Rune choice comes down to preference, but it helps to pick runes that benefit your playstyle. You won't be able to use runes right away, as you'll need the workshop rune tool before hand. Runes have three tiers of potency, and two runes equipped of different tiers will stack entirely (i.e. Communion rune that gives you +1 Blood Vials and another that gives you +2 will give you +3 overall). The best Runes will be found in Chalice Dungeons.
-Spells are a ravenous consumer of Quicksilver Bullets. To use a spell you need the appropriate Arcane level and have to equip them as items. If you are going heavy into Arcane, get in the habit of using your Emergency Bullets (Up on the D-pad) to give yourself five bullets as often as possible. You're essentially trading a blood vial for 5 bullets, which is a modest trade.
-Upgrade your weapons at the earliest opportunity. The jumps in weapons every level are significant. A weapon that looks like trash unupgraded can easily become a ridiculously powerful death dealer later.
-Insight does you little good sitting in your inventory. At 40 Insight you see the world for how it really is. The higher your Insight, the lower your Frenzy Resistance and Beasthood is. Frenzy is a debuff that, when the meter fills, will instantly damage you for about 80% of your OVERALL HP. If you are below that point when the meter fills you will instantly die.
-Besthood is a mechanic that increases damage done and taken depending on how full your Beasthood meter is. To get Beasthood running, consume a Beast Blood Pellet and start hitting enemies. There exists a weapon called the Beast Claws that give you a permanent state of Beasthood meter in their transformed state.
-Physical defense on clothing is mostly negligible. When selecting clothing, look at the elemental and debuff resistances. They will help you more than physical defense in most cases. Always dress fashionably.
-Rally potential on weapons is the amount of health you restore on hitting an enemy after taking damage. Weapons with high Rally can often heal you back after sustaining a hit. I can't confirm it but it seems that Rally is directly tied to the amount of Beasthood you get per hit.
-Beasts are weak to fire, slash, and serrated weapons (serrated weapons give a bonus damage modifier to beast enemies. This includes the Saw Cleaver/Spear, Threaded Cane in Whip Form,and Beast Cutter).
-Kin are weak to bolt, thrust, and Church weapons (includes the Kirkhammer, Ludwig's Holy Blade, Simon's Bowblade, Holy Moonlight Sword, and the Church Pick).
-Some enemies are classified as Large. This means that they cannot be counterattacked with a gun, but they can have their limbs wounded. When a limb is wounded, the enemy will recoil and leave themselves open for a short window. A wounded limb takes more damage from subsequent attacks. If enough limbs are wounded, the enemy will be stunned and open to a Visceral Attack. All enemies that can have their limbs wounded can "heal" their wounded limbs, resetting the limbs health but not actual HP. Strength weapons are generally better for wounding limbs.
-There are three variants of every weapon in the game: Standard, Uncanny, and Lost. The damage and appearance doesn't change between the three, but the Blood Gem Imprints differ. All Lost quality weapons have one slot of each Gem type Radial, Triangle, and Waning.
I've put a lot of hours in both DS1 and 2 so im familar with a lot of the mechanics, that said bloodeborne is quite different than the souls games and I appreciate all the tips here. One quick question, how does fire/bolt/arcane damage scale? Is it similar to Dark souls where fire damage=avarage of two stats?(int and faith in that case) Or do those types of damage scale simply with arcane? Like If I were to go full in on bolt damage, would skills would I invest into?
All elemental damage scales with Arcane. Weapons and spells have their own Arcane scaling on them, which amplifies elemental damage Inherent on the weapon. What that means is the weapon must have elemental damage attributed to it to benefit from its Arcane scaling. It's very simplified.
Weapons will either have some elemental damage built in, or not. This next part is important to know, so read it well to avoid confusion.
If a weapon has some elemental damage on it already, it will appear in the weapon's damage stats. This weapon cannot be reinforced with any other elemental damage through blood gems and it cannot be buffed with items that grant bonus elemental damage (like Fire Paper).
If a weapon doesn't come with elemental damage, it can be freely gemmed to support whatever elemental damage you want and it can be buffed with elemental consumables like the aforementioned Fire Paper. However, once you apply an elemental type gem onto a weapon,** it loses ALL of its physical attack and is left with whatever elemental damage it gains**, and no longer can be buffed with consumables.
Now, keeping that in mind, enemies will still be weak to a particular weapon trait and attack type. For example, if you make a Saw Cleaver just fire damage, it will still retain the Serrated Quality and do more bonus damage to Beasts. Similarly, if you make a Bolt Threaded cane, the thrust attack (R2) will do more damage to a Kin enemy, because even though you are not actually doing any thrust attack damage, the weapon still counts as a thrust attack on the damage calculation.
If you were to go full elemental damage, dump everything into Arcane. Once you get a Blood Gem with elemental damage on it, you will see a significant increase in your attack power.
On a side note, all spells scale with Arcane, and Molotovs in all forms scale too, but consumable elemental item damage does not, as far as I can tell. It seems that a Fire Paper will always grant a static amount of fire damage onto a weapon, regardless of what your Arcane level is.
Awesome, great info. I am play through the game with a buddy and he was wondering about this stuff as well, ill be sure to pass it on. Thanks a bunch my man.
I do agree that not using any element buffers is ****** , I find the blades SO fun to use, because they are EXCELLENT at quick attacks, especially right after a dodge.
Using the blades really tought me how to dodge effectively, and to predict what an attack is going to be, and when it's going to hit, so I can dodge it.
But, as I've described, blades require a lot of skill to use. But mainly. . DODGE.