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>> No.20868192 [View]
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20868192

>>20867764
That's because ER can't do attrition gameplay. In previous games they knew how many flasks/vials/etc you had, so creating a long stretch of game between bonfires made sense. But since you can start up ER and ride around going to all the churches and Erdtree saplings and get a half-2/3rds upgraded flask right at the beginning, the game has to assume the only way to kill the player is to burst damage them to death. So the map is littered with graces and the enemies are all super aggressive. I miss the old style a bit, trying to make it to a bonfire with no flasks was always super exciting.

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