Back again with another post that examines the flaws of the Shadow of the Erdtree DLC because I don’t quite have it out of my system yet. In yesterday’s post, I was musing on the cleverness of FromSoft and how/when it goes too far. Also, how frustrating the NPC questlines can be. The video I have included is Doms Roundtable’s five best and worst spirit ashes from the DLC. Not really related to the subject on hand, but just for funsies.
*SPOILER WARNING*
I tried so hard to do Jolan’s quest right. I messed it up and did not get her summon sign in Messmer’s fight. I found out in the RKG Discord that you can also summon her for the Tree Sentinels near the Shaman Village, which makes narrative sense–kind of.
At this point, though. I’ve given up. I knew I would not get all the NPC questlines the first time around because I was just playing as I played without regard to that. I did not expect that I would fuck all but one of them up. It was a huge disappointment as someone who likes the NPC questlines more than the actual storylines most of the time. I get attached to certain NPCs and would do anything for them.
One thing that I think I will never like about this game are the dungeons/caves/catacombs. I appreciate that FromSoft introduced a new kind of underground dungeon to the DLC–the forges–and that they give you upgrade materials. But, I still groaned at the fact that I had yet another one of these tedious dungeons to do. I like that there weren’t bosses in these forges, but I did not like that the golems in them were so dang tanky. Yes, it’s because you’re supposed to hit their weak point (the red glowy bit on their backs), but given that they have a sudden 180 degree hit that does massive damage, it’s dangerous to get up close and personal with them. Granted, my paladin can tank some hits and stun them in three hits or so. But my caster had a miserable time with them because it’s hard for me (specifically) to spell them to their crit point.