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** The so called [[MemeticMutation Dragon Butts]] in Lost Izalith. They are big, they do a lot of damage, and they all stand in a giant lake of lava, meaning you take constant damage while trying to fight them. As of the current patch, they are relatively easy enough to simply avoid, but in the initial release, their agro radius was ''huge'' meaning it was almost impossible to get through the area without all of them wanting to kill you.
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** And ''Scholar of the First Sin'' makes them even worse by more than doubling the amount of knights that you have to face in the same area. It becomes extremely easy to get swarmed by them. You can't even talk to the merchant near the first bonfire of the area without killing at least 4 knights, while you had to kill maybe 1 in the base version.
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** Even worse, the two Royal Sentinels are outside [[ThatOneBoss Ornstein and Smogh's boss room]] and respawn. This, in and of itself, isn't too much of a problem since you can easily sprint past them. However, given the difficulty of the upcoming boss fight, you may want to make use of the nearby summon sign to bring Solaire with you... meaning you'll probably need to kill the sentinels (and silver knight near the summon sign) if you don't want your ally [[ArtificialStupidity to pull a "Paladin Leeroy"]].
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* Going down to the swamp of Farron Keep for this one, we have the giant shamans that hang out there. They have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole. The cherry on the pain sundae is that they also have a powerful area of effect attack that can cost you about half or more of your health.

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* Going down to the swamp of Farron Keep for this one, we have the giant shamans Elder Ghrus that hang out there. They These giant shaman have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole. The cherry on the pain sundae is that they also have a powerful area of effect attack that can cost you about half or more of your health.
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** None are more aggravating than the Frozen Reindeers fought in the Frigid Outskirts. Large, fast, and capable of charging you like a steam train, they also discharge electric attacks that stagger you regardless of poise. Due to the near-perpetual snowstorm of the area, it can be quite difficult to direct your attacks on the enemy, and if you're unlucky enough, you can get swarmed by several of them.

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** None are more aggravating than the Frozen Reindeers fought in the Frigid Outskirts. Large, fast, and capable of charging you like a steam train, they also discharge electric attacks that stagger you regardless of poise. Due to the near-perpetual snowstorm of the area, it can be quite difficult to direct your attacks on the enemy, and if you're unlucky enough, you can get swarmed by several of them. They also guard a long path to the boss with no shortcut. Oh, and they're the only enemy in the franchise who respawn ''on their own,'' not just when you rest at a bonfire.
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* Alonne Knights in Iron Keep have infinite poise, very erratic and fast attacks which are difficult to read and parry, and they have the tendency to all gang up on you.

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* Alonne Knights in Iron Keep have infinite high poise, very erratic and fast attacks which are difficult to read and parry, and they have the tendency to all gang up on you.you. Oh, and some of them have Greatbows. [[ThatOneLevel welcome to Anor Londo 2.0]].
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* Going down to the swamp of Farron Keep for this one, we have the giant shamans that hang out there. They have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole.

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* Going down to the swamp of Farron Keep for this one, we have the giant shamans that hang out there. They have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole. The cherry on the pain sundae is that they also have a powerful area of effect attack that can cost you about half or more of your health.
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** So notorious are the Bonewheel Skeletons that some rampant psycho decided to make [[https://www.nexusmods.com/darksouls/mods/1383 a mod]] that replaces almost every enemy in the game with them.
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** There's also the Alonne Knight Captains. In addition to being just as durable and resilient as the standard knights, they're [[IaijutsuPractitioner Iaijutsu practitioners]] whose katanas are infused with [[ShockAndAwe lightning]], which, coupled with their fast and erratic attacks and combos, makes fighting them even more of a nightmare than the knights. And if you try to run away from them, not only can they catch up to you, but they can hit you with a palm strike once they manage to close in on you, stunning you for a moment. And like the Alonne Knights, they have a tendency to gang up on you. Lastly, should a player be on Bonfire Intensity 2 (whether if they used a Bonfire Ascetic or started [[NewGamePlus NG+]]), the Iron Keep will be populated with red phantom versions of the Alonne Knight Captains, including one in the room after the bridge. [[SarcasmMode Have fun]].


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** Also from the same DLC are the Astrologists. Hexers populating the [[BrutalBonusLevel Iron Passage]] who work in tandem with the Fume Sorcerers, they spam the Profound Still and Promised Walk of Peace hexes, making it hellish not just for melee players but also players utilizing spells, and if any player attempts to get close and attack them, they can retaliate with Sunlight Spear and Blinding Bolt. And, depsite their choice of armor, they have a lot of health, and should they get hurt, they can cast Great Heal, which not only affects them, but also their allies should they get hurt. One way to defeat them is to cast Profound Still before they do, then snipe them from afar; if that doesn't work, the only other option is to run and avoid them (which is easier said than done).
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Bleed is NOT an instant kill


* The Hollow Assassins in the lower Undead Burg. While they may not have much health, they attack in groups of three or four, can fill up around a third of a player's bleed bar which instantly kills a player regardless of current health when filled, can stunlock players with low poise, and have an infinite amount of throwing knives that will stagger most players attempting to use sorcery or pyromancy against them. On top of that, once you get past them, you encounter [[ThatOneBoss the notorious Capra Demon]].

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* The Hollow Assassins in the lower Undead Burg. While they may not have much health, they attack in groups of three or four, can fill up around a third of a player's bleed bar which instantly kills knocks a player regardless of current health huge chunk off the player's HP when filled, can stunlock players with low poise, and have an infinite amount of throwing knives that will stagger most players attempting to use sorcery or pyromancy against them. On top of that, once you get past them, you encounter [[ThatOneBoss the notorious Capra Demon]].

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** If you take the shortcut through the Depths and go straight for the boss, bypassing the Channeler you would have encountered on the normal route, guess what? ''The Channeler can buff the boss''. Although many players consider that particular boss a bit too easy, so maybe you would prefer fighting it this way.



* [[KillItWithFire Torch]] Hollows. Take the ''basic enemy'' of the game, confiscate the broken and rusty sword it normally carries and give it a torch. Torch Hollows have earned as much respect and fear as the Wheel Skeletons to some players, and can do significant damage if it lands a full frenzy attack combo. The Depths bonfire typically hosts the numerous bloodstains of those that tend to forget how much of a threat the single Torch Hollow guarding the corridor out can be.

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* [[KillItWithFire Torch]] Hollows. Take the ''basic enemy'' of ''weakest enemy in the game, game'', confiscate the broken and rusty sword it normally carries and give it a torch. Torch Hollows have earned as much respect and fear as the Wheel Skeletons to some players, and can do significant damage if it lands a full frenzy attack combo. The Depths bonfire typically hosts the numerous bloodstains of those that tend to forget how much of a threat the single Torch Hollow guarding the corridor out can be.


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** The spear-wielding Ghru, though nowhere near as bad, still deserve a spot here for one reason: They can do the same frenzy attack that earned the Torch Hollows from the first game a spot on this page, only it has a ''much'' longer range since they have a spear. A spear that can and will poison you before the frenzy is even finished.
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* Leave it to Road of Sacrifices to make the ''basic enemies'' there this. The basic Hollows wielding long tree branches will ruin your day. They have amazing range with their branches, do enough damage to easily kill those who don't block, and will eat up the stamina of those that do. Not to mention that, if fought in pairs, which they usually come in, they can easily stunlock you between each other with little chance of survival or escape.
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Wrong trope.


Almost every single basic {{mook}} in ''Videogame/DarkSouls'' would qualify as a DemonicSpider in any other game (and you are very likely to die a few times during the ''[[FakeDifficulty tutorial]]'') than [[NintendoHard this one]], but there are some that stand out to the point of making you want to punch the screen in frustration. Without further ado, here are some of those DemonicSpiders:

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Almost every single basic {{mook}} in ''Videogame/DarkSouls'' would qualify as a DemonicSpider in any other game (and you are very likely to die a few times during the ''[[FakeDifficulty ''[[EarlyGameHell tutorial]]'') than [[NintendoHard this one]], but there are some that stand out to the point of making you want to punch the screen in frustration. Without further ado, here are some of those DemonicSpiders:
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* The hollow assassins in the lower undead burg, while they may not have much health they attack in groups of three or four, can fill up around a third of a player's bleed bar which instantly kills a player regardless of current health when filled, can stunlock players with low poise, and have an infinite amount of throwing knives that will stagger most players attempting to use sorcery or pyromancy against them, and on top of that lead to one of the most frustrating bosses in the game during the first playthrough, the Capra demon
* The Undead Balder Knights, who are very swift with their sword strikes, reliable shield, and above all, the ability to parry ''you''. For beginning players, they're almost akin to a {{Miniboss}}, due to the low damage players will be dealing initially. The sole fact that they can parry attacks is frightening, as your mistakes are often punishable by instant death in this scenario.

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* The hollow assassins Hollow Assassins in the lower undead burg, while Undead Burg. While they may not have much health health, they attack in groups of three or four, can fill up around a third of a player's bleed bar which instantly kills a player regardless of current health when filled, can stunlock players with low poise, and have an infinite amount of throwing knives that will stagger most players attempting to use sorcery or pyromancy against them, and on them. On top of that lead to one of that, once you get past them, you encounter [[ThatOneBoss the most frustrating bosses in the game during the first playthrough, the notorious Capra demon
Demon]].
* The Undead Balder Knights, who are very swift with their sword strikes, reliable shield, and above all, the ability to parry ''you''. For beginning players, beginners, they're almost akin to a {{Miniboss}}, due to the low damage players will be dealing initially. The sole fact that they can parry attacks is frightening, as your mistakes are often punishable by instant death in this scenario.
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** The Possessed Armor enemies from the same DLC will be your doom. Their melee attacks deal heavy damage to health and stamina, and can be difficult to interrupt due to their high poise and long range. Their ranged attacks are far more threatening, however, as they are deadly accurate with their powerful greatbows, tracking the player's movement perfectly before firing.

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** The Possessed Armor enemies from the same DLC will be your doom. Their melee attacks deal heavy damage to health and stamina, and can be difficult to interrupt due to their high poise and long range. Their ranged attacks are far more threatening, however, as they are deadly accurate with their powerful greatbows, tracking the player's movement perfectly before firing. Even worse, if these things are anywhere near an Ashen Idol of Nadalia, they can't be permanently killed until the idol is destroyed!
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* The Lothric Knights. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the ''first enemies introduced in the game''? When you run into them again at Lothric Castle, they gain the ability to apply Blessed Weapon or Crystal Magic Weapon for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword which does lightning damage in addition to physical, meaning you can't block 100% of the incoming damage.

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* The Lothric Knights. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the ''first enemies introduced in the game''? When you run into them again at Lothric Castle, they gain the ability to apply Blessed Weapon or Crystal Magic Weapon for even greater attack power, power (in the Grand Archives this gets upgraded to ''Crystal Magic Weapon''), and introduce a third variant wielding an ''enormous'' greatsword which does lightning damage in addition to physical, meaning you can't block 100% of the incoming damage.
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* The Lothric Knights. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the ''first enemies introduced in the game''? When you run into them again at Lothric Castle, they gain the ability to apply Blessed Weapon for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword which does lightning damage in addition to physical, meaning you can't block 100% of the incoming damage.

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* The Lothric Knights. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the ''first enemies introduced in the game''? When you run into them again at Lothric Castle, they gain the ability to apply Blessed Weapon or Crystal Magic Weapon for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword which does lightning damage in addition to physical, meaning you can't block 100% of the incoming damage.

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* For a general example, almost every kind of enemy in the game has a variant with [[RedEyesTakeWarning glowing red eyes]] that is much deadlier than its common brethren. Enjoy getting your ass kicked if you go after one of these guys expecting him to be just like the 20 others you just easily cut down.



* The Lothric Knights. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the ''first enemies introduced in the game''? When you run into them again at Lothric Castle, they gain the ability to enchant their weapons for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword.
** Lothric Castle also introduces the Lothric Priests who are always found in the company of Lothric Knights. They don't attack you directly, but will stay far away from you and constantly cast Sacred Oath and Great Heal to make dealing with the Lothric Knights that much worse. And because the Lothric Knights are so aggressive, it's nearly impossible to ShootTheMedicFirst.

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* The Lothric Knights. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the ''first enemies introduced in the game''? When you run into them again at Lothric Castle, they gain the ability to enchant their weapons apply Blessed Weapon for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword.
greatsword which does lightning damage in addition to physical, meaning you can't block 100% of the incoming damage.
** Lothric Castle also introduces the Lothric Priests who are always found in play support to the company of Lothric Knights. Knights' DPS. They don't attack you directly, but will stay as far away from you as possible and constantly cast Sacred Oath and Great Heal to make dealing with the Lothric Knights that much worse. And because the Lothric Knights are so damn aggressive, it's nearly impossible to ShootTheMedicFirst.ShootTheMedicFirst without his knight buddy clocking you on the back of the head.



** They return once more in the Grand Archives. There are very few ledges where you can fall to your death here, instead their weapons are now [[HotBlade glowing red hot]] and hurt like a bitch. And yes, they still ambush and dogpile you.

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** They return once more in the Grand Archives. There are very few ledges where you can fall to your death here, so instead all of their weapons are now [[HotBlade glowing red hot]] and hurt like a bitch. And yes, they still ambush and dogpile you.

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* The Lothric knights. [[spoiler:Both in the High Wall and Lothric castle]]. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the first enemies introduced in the game? At later stages of the game, they gain the ability to enchant their weapons for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword. And they're often flanked by Clerics, who will buff them up even further as well as heal them.
* The Hollow Slave is an imp-like enemy that carries an axe, or Flamberge and are really great at appearing out of nowhere. They're annoying but manageable in the undead settlement but hit DemonicSpider status in the Cathedral of the Deep, often showing high up on ledges where falling to your death is a constant danger. They also love to ambush and dogpile you!

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* The Lothric knights. [[spoiler:Both in the High Wall and Lothric castle]].Knights. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the first ''first enemies introduced in the game? At later stages of the game, game''? When you run into them again at Lothric Castle, they gain the ability to enchant their weapons for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword. And they're often flanked by Clerics, greatsword.
** Lothric Castle also introduces the Lothric Priests
who are always found in the company of Lothric Knights. They don't attack you directly, but will buff them up even further as well as heal them.
stay far away from you and constantly cast Sacred Oath and Great Heal to make dealing with the Lothric Knights that much worse. And because the Lothric Knights are so aggressive, it's nearly impossible to ShootTheMedicFirst.
* The Hollow Slave is an imp-like enemy that carries either an axe, a Warpick, or Flamberge a Flamberge, and are really great at appearing out of nowhere. They're annoying but manageable in the undead settlement Undead Settlement, but hit DemonicSpider status in the Cathedral of the Deep, often showing high up on ledges where falling to your death is a constant danger. They also love to ambush and dogpile you!you!
** They return once more in the Grand Archives. There are very few ledges where you can fall to your death here, instead their weapons are now [[HotBlade glowing red hot]] and hurt like a bitch. And yes, they still ambush and dogpile you.
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* Alonne Knights in Iron Keep have infinite poise, very erratic and fast attacks which are difficult to read and parry, and they have the tendency to all gang up on you.
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* The Lediya Pyromancers in Undead Crpyt can be this to some, especially if one of the bells is rung. Not only do they have a lot of powerful spells (some of which track you) at their disposal, they can also pull off insane amounts of damage with their three-hit combo, sometimes enough to outright kill you at full HP. To make matters worse, they spawn infinitely until you destroy their statues that are pretty sturdy, and can come at you four at a time when the above mentioned bell situation happens. The only comfort is that they stop spawning once you destroy their statues...besides the ones that can spawn in the room preceding the area's boss chamber - their spawnpoints are unbreakable.

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* The Lediya Pyromancers in Undead Crpyt Crypt can be this to some, especially if one of the bells is rung. Not only do they have a lot of powerful spells (some of which track you) at their disposal, they can also pull off insane amounts of damage with their three-hit combo, sometimes enough to outright kill you at full HP. To make matters worse, they spawn infinitely until you destroy their statues that are pretty sturdy, and can come at you four at a time when the above mentioned bell situation happens. The only comfort is that they stop spawning once you destroy their statues...besides the ones that can spawn in the room preceding the area's boss chamber - their spawnpoints are unbreakable.
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* The hollow assassins in the lower undead burg, while they may not have much health they attack in groups of three or four, can fill up around a third of a player's bleed bar which instantly kills a player regardless of current health when filled, can stunlock players with low poise, and have an infinite amount of throwing knives that will stagger most players attempting to use sorcery or pyromancy against them, and on top of that lead to one of the most frustrating bosses in the game during the first playthrough, the Capra demon
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*Gargoyles return, this time as a normal enemy in late-game areas. They have a habit of hiding on dark cliffs or high rooftops, then swooping down and ganging up on you. They hit very hard, can attack at range with fireballs, have great defense to most melee attacks, can shield themselves (or stun you) with their wings, and they frequently abuse their flight capabilities to stay out of your range. Oh, and they come in groups...and respawn.
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* The Lothric knights. [[spoiler:Both in the High Wall and Lothric castle]]. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the first enemies introduced in the game?

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* The Lothric knights. [[spoiler:Both in the High Wall and Lothric castle]]. If any enemy shows off [[ArtificialBrilliance the new and improved AI]], it's them. For starters, they'll shield bash you if you get behind them and keep track of you very well. If you try to rush them, they can stunlock you to death before you get the first hit. There's also a second version that carries a greatshield and a spear, and those get all the qualities mentioned, plus the ability to hide behind their shields as they poke you to death. Did we mention this is one of the first enemies introduced in the game?game? At later stages of the game, they gain the ability to enchant their weapons for even greater attack power, and introduce a third variant wielding an ''enormous'' greatsword. And they're often flanked by Clerics, who will buff them up even further as well as heal them.
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* The Black Knights are back, albeit much more rare than they were in the first game, and are just as tough as ever. To put it in perspective, one fan hacked a Black Knight as hostile to other enemies and pitted it against such Demonic Spiders as the Darkwraiths, Mimics, Chaos Demons, Iudex Gundyr, and even ''the Abyss Watchers''. The Black Knight destroyed all of them... except the Abyss Watchers, and even then the fight was down to the last sliver of health.
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The Ringed Knights can give the Lothric Knights a run for their money with their strong armor, speed, powerful attacks, and ability to buff their attacks with fire. Said knights also seldom come alone, and carry dragon shields that can both blow you away and torch you with flames. It doesn't help that a lot of their attacks can literally catch you off of a roll, meaning you actively have to time all your rolling​ just to avoid them getting a guaranteed hit on you.

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** The Ringed Knights can give the Lothric Knights a run for their money with their strong armor, speed, powerful attacks, and ability to buff their attacks with fire. Said knights also seldom come alone, and carry dragon shields that can both blow you away and torch you with flames. It doesn't help that a lot of their attacks can literally catch you off of a roll, meaning you actively have to time all your rolling​ just to avoid them getting a guaranteed hit on you.
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** The first enemies you're gonna run into is the murkmen, which come in 2 varieties: the first, which crawls around to whack you with a sickle, and the second, which carries a staff and casts dark sorceries at you. One on one, they aren't an issue. However, from the get go, you'll almost never be surrounded by less than 5 of them. Add to that the absurd amount of damage they do, their tendency to turn into homing humanity suicide bombs if you get too close too quick, and that their aggro range rivals the aforementioned Gravelord curse enemies, and you're in for multiple deaths. The kicker? Often they'll spawn in when you enter an area where either you'll only see one, or no enemies at all, meaning any encounter with them starts with you either surrounded or cornered in by them.
* The angels.they constantly rain down holy light on you, forcing you to take cover constantly. And if they SEE you take cover? They start casting a localized spell in your area that causes curse build up. And they're always so far away from you that seemingly your only option of dealing with them is arrows and spells, and any kind of damage you can hit them with does scratch damage, even your strongest attacks. And if you manage to kill one right away, ''it instantly respawns.'' The only way to deal with them is to kill the shriveled up immobile hollows hiding near their spawn areas, two of which are hidden out of your way and force you to be bombarded by lasers constantly to get to.
** The Harald Knights, dear god, the Harald Knights. Bulbous armored soldiers carrying large cleavers and with a black hole for a head. They barely take any damage to begin with and can only be staggered by being hit in the face (which is rare unless using arrows or certain pyromancies). Their combos are relentless, they have devasting range, and they do so much damage with a single swing that even if you have heavy armor and 40 points in Vigor, you're guaranteed to lose 70% of your health. Did we mention​ that, like the Murkmen they often come in packs and like to spawn out of the ground, meaning you almost never encounter less than 3 of them at a time? The only reliable way of killing them is plunging attacks, which do absurd amounts of damage to them and often can kill them outright. However, if you miss, you're usually placed right next to one of these terrors with enough fall damage incurred to make a single swipe fatal.
** The stone humped hags, hollowed versions of the pilgrims from the base game. Their main attack is a spell with a deceptively long range that drains your health quickly and can even target you when you aren't even able to be seen by them. And their defenses are absurd due to that lump of stone. And if you do manage to get them to low health, they cast a self-healing miracle that can also drain your health faster than the Irythill Jailers ever could. And sometimes they'll hit you with a swioe that can take out more than a quarter of your health.killing these guys often takes constant movement and trying to out damage them before they can heal, which is made difficult already due to their defenses and even worse because they're often surrounded by difficult enemies and in places you can't easily reach, meaning killing​ them can either take forever or be borderline impossible depending on your loadout. Later versions of these enemies also have a deceptively fast spinning attack, which are fast and deadly enough to make the older bonewheel skeleton​ jealous.
The Darksign Knights can give the Lothric Knights a run for their money with their strong armor, speed, powerful attacks, and ability to buff their attacks with fire. Said knights also seldom come alone, and carry dragon shields that can both blow you away and torch you with flames. It doesn't help that a lot of their attacks can literally catch you off of a roll, meaning you actively have to time all your rolling​ just to avoid them getting a guaranteed hit on you.

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** The first enemies you're gonna run into is the murkmen, Murkmen, which come in 2 varieties: the first, which crawls around to whack you with a sickle, and the second, which carries a staff and casts dark sorceries at you. One on one, they aren't an issue. However, from the get go, you'll almost never be surrounded by less than 5 of them. Add to that the absurd amount of damage they do, their tendency to turn into homing humanity suicide bombs if you get too close too quick, and that their aggro range rivals the aforementioned Gravelord curse enemies, and you're in for multiple deaths. The kicker? Often they'll spawn in when you enter an area where either you'll only see one, or no enemies at all, meaning any encounter with them starts with you either surrounded or cornered in by them.
* ** The angels.they angels. They constantly rain down holy light on you, forcing you to take cover constantly. And if they SEE you take cover? They start casting a localized spell in your area that causes curse build up. And they're always so far away from you that seemingly your only option of dealing with them is arrows and spells, and any kind of damage you can hit them with does scratch damage, even your strongest attacks. And if you manage to kill one right away, ''it instantly respawns.'' The only way to deal with them is to kill the shriveled up immobile hollows hiding near their spawn areas, two of which are hidden out of your way and force you to be bombarded by lasers constantly to get to.
** The Harald Knights, dear god, the Harald Knights. Bulbous armored soldiers carrying large cleavers and with a black hole mass of Humanity for a head. They barely take any damage to begin with and can only be staggered by being hit in the face (which is rare unless using arrows or certain pyromancies). Their combos are relentless, they have devasting devastating range, and they do so much damage with a single swing that even if you have heavy armor and 40 points in Vigor, you're guaranteed to lose 70% of your health. Did we mention​ that, like the Murkmen they often come in packs and like to spawn out of the ground, meaning you almost never encounter less than 3 of them at a time? The only reliable way of killing them is plunging attacks, which do absurd amounts of damage to them and often can kill them outright. However, if you miss, you're usually placed right next to one of these terrors with enough fall damage incurred to make a single swipe fatal.
** The stone humped hags, hollowed versions of the pilgrims from the base game.Hollow Clerics, mad Miracle-users that crawl on all fours. Their main attack is a spell with a deceptively long range that drains your health quickly and can even target you when you aren't even able to be seen by them. And their defenses are absurd due to that lump of stone. And if you do manage to get them to low health, they cast a self-healing miracle that can also drain your health faster than the Irythill Irithyll Jailers ever could. And sometimes they'll hit you with a swioe swipe that can take out more than a quarter of your health.killing these guys often takes constant movement and trying to out damage them before they can heal, which is made difficult already due to their defenses and even worse because they're often surrounded by difficult enemies and in places you can't easily reach, meaning killing​ them can either take forever or be borderline impossible depending on your loadout. Later versions of these enemies also have a deceptively fast spinning attack, which are fast and deadly enough to make the older bonewheel skeleton​ jealous.
The Darksign Ringed Knights can give the Lothric Knights a run for their money with their strong armor, speed, powerful attacks, and ability to buff their attacks with fire. Said knights also seldom come alone, and carry dragon shields that can both blow you away and torch you with flames. It doesn't help that a lot of their attacks can literally catch you off of a roll, meaning you actively have to time all your rolling​ just to avoid them getting a guaranteed hit on you.

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** The stone humped hags, hollowed versions of the pilgrims from the first game. Their main attack is a spell with a deceptively long range that drains your health quickly and can even target you when you aren't even able to be seen by them. And their defenses are absurd due to that lump of stone. And if you do manage to get them to low health, they cast a self-healing miracle that can also drain your health faster than the Irythill Jailers ever could. And sometimes they'll hit you with a swioe that can take out more than a quarter of your health.killing these guys often takes constant movement and trying to out damage them before they can heal, which is made difficult already due to their defenses and even worse because they're often surrounded by difficult enemies and in places you can't easily reach, meaning killing​ them can either take forever or be borderline impossible depending on your loadout. Later versions of these enemies also have a deceptively fast spinning attack, which are fast and deadly enough to make the older bonewheel skeleton​ jealous.

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** The stone humped hags, hollowed versions of the pilgrims from the first base game. Their main attack is a spell with a deceptively long range that drains your health quickly and can even target you when you aren't even able to be seen by them. And their defenses are absurd due to that lump of stone. And if you do manage to get them to low health, they cast a self-healing miracle that can also drain your health faster than the Irythill Jailers ever could. And sometimes they'll hit you with a swioe that can take out more than a quarter of your health.killing these guys often takes constant movement and trying to out damage them before they can heal, which is made difficult already due to their defenses and even worse because they're often surrounded by difficult enemies and in places you can't easily reach, meaning killing​ them can either take forever or be borderline impossible depending on your loadout. Later versions of these enemies also have a deceptively fast spinning attack, which are fast and deadly enough to make the older bonewheel skeleton​ jealous.jealous.
The Darksign Knights can give the Lothric Knights a run for their money with their strong armor, speed, powerful attacks, and ability to buff their attacks with fire. Said knights also seldom come alone, and carry dragon shields that can both blow you away and torch you with flames. It doesn't help that a lot of their attacks can literally catch you off of a roll, meaning you actively have to time all your rolling​ just to avoid them getting a guaranteed hit on you.
** The large Locusts deal high magic damage with their grab attacks and have high defenses against most forms of damage. And following a pattern from other enemies in this DLC, they are also capable of emerging from the ground when you pass by and/or get close to them, although thankfully it's reduced to just the swamp.
** The worst offender tends to be the Adjudicator Giants. From far away they spawn phantoms of Ruin Sentinel platoons to bombard you with arrows and turn you into a pincushion, Halflight with his blue flame trail that follows you, Ledo with his stone hammer fully buffed and ready to smash you with (who often spawns ''right next to you''), and very rarely, "an archdragon spewing forth flames from above". Getting close enough to kill them is an effort in itself, and even sniping them out of aggro range will cause them to spawn phantoms in your immediate vicinity to kill you. Fortunately some of the time when you get close enough they resort to easily avoided meele atttacks, but more often than not, they'll summon the Sentinels and Ledo in tandem. Worst part? Contrary to what their restricting passage manner would suggest, they respawn, meaning you that you have to go out of your way to kill them repeatedly if you want to explore certain areas safely.

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** The Harald Knights, dear god, the Harald Knights. Bulbous armored soldiers carrying large cleavers and with a black hole for a head. They barely take any damage to begin with and can only be staggered by being hit in the face (which is rare unless using arrows or certain pyromancies). Their combos are relentless, they have devasting range, and they do so much damage with a single swing that even if you have heavy armor and 40 points in Vigor, you're guaranteed to lose 70% of your health. Did we mention​ that, like the Murkmen they often come in packs and like to spawn out of the ground, meaning you almost never encounter less than 3 of them at a time? The only reliable way of killing them is plunging attacks, which do absurd amounts of damage to them and often can kill them outright. However, if you miss, you're usually placed right next to one of these terrors with enough fall damage incurred to make a single swipe fatal.

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** The Harald Knights, dear god, the Harald Knights. Bulbous armored soldiers carrying large cleavers and with a black hole for a head. They barely take any damage to begin with and can only be staggered by being hit in the face (which is rare unless using arrows or certain pyromancies). Their combos are relentless, they have devasting range, and they do so much damage with a single swing that even if you have heavy armor and 40 points in Vigor, you're guaranteed to lose 70% of your health. Did we mention​ that, like the Murkmen they often come in packs and like to spawn out of the ground, meaning you almost never encounter less than 3 of them at a time? The only reliable way of killing them is plunging attacks, which do absurd amounts of damage to them and often can kill them outright. However, if you miss, you're usually placed right next to one of these terrors with enough fall damage incurred to make a single swipe fatal.fatal.
** The stone humped hags, hollowed versions of the pilgrims from the first game. Their main attack is a spell with a deceptively long range that drains your health quickly and can even target you when you aren't even able to be seen by them. And their defenses are absurd due to that lump of stone. And if you do manage to get them to low health, they cast a self-healing miracle that can also drain your health faster than the Irythill Jailers ever could. And sometimes they'll hit you with a swioe that can take out more than a quarter of your health.killing these guys often takes constant movement and trying to out damage them before they can heal, which is made difficult already due to their defenses and even worse because they're often surrounded by difficult enemies and in places you can't easily reach, meaning killing​ them can either take forever or be borderline impossible depending on your loadout. Later versions of these enemies also have a deceptively fast spinning attack, which are fast and deadly enough to make the older bonewheel skeleton​ jealous.
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** The Millwood Knights are massive LightningBruiser vikings with a lot of different movesets depending on their weapon of choice, with some using one-handed axes that are really good at catching up to you if you attempt to roll away while others use large two-handed maces with massive aoe attacks that deal a lot of damage. On top of it all they tend to back each other up, with some Knights sitting in the distance firing earthquake-causing greatarrows at you while you fight their comrades. Special mention goes to their ambush in the Snowy Mountain Pass, where an uncareful player will find themselves fighting two Millwood Knights at once while a third hounds the player with earthquake attacks.

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** The Millwood Knights are massive LightningBruiser vikings with a lot of different movesets depending on their weapon of choice, with some using one-handed axes that are really good at catching up to you if you attempt to roll away while others use large two-handed maces with massive aoe attacks that deal a lot of damage. On top of it all they tend to back each other up, with some Knights sitting in the distance firing earthquake-causing greatarrows at you while you fight their comrades. Special mention goes to their ambush in the Snowy Mountain Pass, where an uncareful player will find themselves fighting two Millwood Knights at once while a third hounds the player with earthquake attacks.attacks.
* The second DLC, The Ringed City, manages to top this, in that you can count the types of enemies that aren't​ hellishly difficult on one hand.
** The first enemies you're gonna run into is the murkmen, which come in 2 varieties: the first, which crawls around to whack you with a sickle, and the second, which carries a staff and casts dark sorceries at you. One on one, they aren't an issue. However, from the get go, you'll almost never be surrounded by less than 5 of them. Add to that the absurd amount of damage they do, their tendency to turn into homing humanity suicide bombs if you get too close too quick, and that their aggro range rivals the aforementioned Gravelord curse enemies, and you're in for multiple deaths. The kicker? Often they'll spawn in when you enter an area where either you'll only see one, or no enemies at all, meaning any encounter with them starts with you either surrounded or cornered in by them.
* The angels.they constantly rain down holy light on you, forcing you to take cover constantly. And if they SEE you take cover? They start casting a localized spell in your area that causes curse build up. And they're always so far away from you that seemingly your only option of dealing with them is arrows and spells, and any kind of damage you can hit them with does scratch damage, even your strongest attacks. And if you manage to kill one right away, ''it instantly respawns.'' The only way to deal with them is to kill the shriveled up immobile hollows hiding near their spawn areas, two of which are hidden out of your way and force you to be bombarded by lasers constantly to get to.
** The Harald Knights, dear god, the Harald Knights. Bulbous armored soldiers carrying large cleavers and with a black hole for a head. They barely take any damage to begin with and can only be staggered by being hit in the face (which is rare unless using arrows or certain pyromancies). Their combos are relentless, they have devasting range, and they do so much damage with a single swing that even if you have heavy armor and 40 points in Vigor, you're guaranteed to lose 70% of your health. Did we mention​ that, like the Murkmen they often come in packs and like to spawn out of the ground, meaning you almost never encounter less than 3 of them at a time? The only reliable way of killing them is plunging attacks, which do absurd amounts of damage to them and often can kill them outright. However, if you miss, you're usually placed right next to one of these terrors with enough fall damage incurred to make a single swipe fatal.

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