Game Development: Starting with Healing Players
Chapter 840

Player Controversy

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When many players first got into Elden Ring, they basically approached it with the mindset they used for Soulslike games such as Sekiro: Shadows Die Twice, Bloodborne, and Dark Souls.

In terms of its combat system, stylistic traits, and other aspects, Elden Ring was indeed no different from those Soulslike games.

But its Open World nature gave Elden Ring countless possibilities.

Just like in the Dark Souls prequel, where players could make a mad dash for the Grave Lord Sword, cut off a dragon's tail for the Wyvern Sword, or run over to farm a Black Knight halberd.

Those were also ways to lower the game's difficulty, but Elden Ring offered greater freedom, a broader map, and more content to explore.

This open-ended design meant that Elden Ring allowed many players to find an easy path to clearing the game. It was no longer just a blood-pressure-raising experience; it also had its satisfying moments.

For example, melee players who obtained Loretta's War Sickle Weapon Skill could become Weapon Skill maniacs. With its wide AOE and Frostbite effect, they could defeat bosses that had once been extremely difficult with far greater ease.

Or they could rely on 100% physical damage negation and the Stamina recovery delay provided by Weapon Skills to turtle through everything.

Combined with a special item called the Mimic Tear obtained in the Eternal City, it could sometimes achieve an effect greater than one plus one equaling three.

Although Chen Xu had slightly balanced the Mimic Tear in terms of damage, aggro, health bar, and AI, it was still extremely powerful as a Spirit Ash that could use the same weapons, spells, and Weapon Skills as the player, especially with certain builds.

For example, Loretta's War Sickle, or dual-wielding colossal weapons against enemies with low poise, could batter

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