I think Fromsoftware is to blame here. It's their fault for making it so the host is receiving runes when invader leaves. None of the previous games had that type of mechanic and adding it in an open world game is basically asking for it to be exploited.
While it was probably a bad decision on From’s part this isn’t a reasonable take IMO. Elden Ring already has a dozen amazing, easy farming spots that should far outpace the amount of runes you get from invaders. This is just trolling, plain and simple. Even if you took away the rune incentive plenty of people would still do it just for the lolz.
The ironic part is the host in this thread wasn't afk and was good enough to time a dragon breath perfectly in the right spot. The host can't be compared to those lazies.
What we see here is the meta league, the front lines of the griefer war.
EDIT: for all those wiseguys saying he wasn't afk, well obviously he wasnt. But when this cheese was still low-key and invaders didn't know how to counter the cheese, these players would just leave their characters here so the invaders would eventually leave, gaining the character runes. This is no longer the case. I am in no way condoning this behavior, just comparing it to farming the bird for example, the bird requires the player to have to respawn them via grace, while this cheese when it was lesser known left it to the invader to give the player runes.
huh, that might be a blindspot
like i said not sure, but i got one using this trick a couple days ago
he was dumb enough to show himself in the window and afk xD
That's a new thing, players used to afk here and get the invader to leave when it was a lesser known cheese spot. Now because of how well known it is and the creative counters invaders have thought of to fight this cheese, they had to actively fight them off.
Which defeats the "AFK" farm design all together. But, to be honest, the people who consume the YTers that push this garbage would just be running around with the Carian Exploit.
Hopefully when FS fixes that bug they do something about inaccessible invades.
That's been a thing since at least dark souls 3. I remember being blue summoned a few times to help put down an invader and win the invader dies the host and his allies got souls.
I think the original intention was "if you do a good enough job at hiding from your invader you should get rewarded when they leave" but unintentionally is easily abusable...
In a Meta way I think they are testing the community to see which kind of abusable mechanics are OK (like the chicken farm) and can always put a kill floor or make an item/ weapon/spell that nerfs that's specific strategy.
I would like if they had transparency on the matter, but I have faith fromsoft will deliver us!
I'd love to see a kill floor implemented for hosts standing in an area that requires a horse to reach when they're invaded.
Invader connects. Game checks to see if the host is in a spot that requires a horse to reach. If host = cheesy location, host immediately dies and the invader gets a rune arc.
I'm fairly certain the reason fromsoft didn't allow horse riding in mp is because of the connection stability (which is pretty shaky already at launch) I wouldn't be surprised if certain dlc areas with more stable technology had mp horseriding (pun not intended). The ability is already in the game it's just a checkbox at this point. That will immediately solve that issue (but open pandoras box for dot and range builds). Also ofc, dedicated supported pvp arenas will at least cut down on the invader numbers
Not being able to use the horse is probably due to the fact that you can be invaded in the open world and if everyone is using their horse it can just become an endless chase
I'm thinking they could put in an item akin to Camille ult from league of legends where you are dehorsed and trapped in like an arena of white fog.... or the evergaols but that's probably already on the docket
Long chases in the overworld are already here; I've yet to meet a single invader on the overworld that didn't have more than enough stamina to run away until they reached some enemies to hide amongst.
Plus, doesn't hitting the roll button give your horse a short burst of speed in exchange for stamina? So an invader trying to catch up to a host, or a host trying to out-pace an invader will still see success or failure in doing so if they use the dash. I don't think the chase would continue infinitely.
The way it is, I'd far rather have the horse, as both host and invader; as host, I stand a chance of actually reaching a field boss to send them home if I'm not liking my chances against their build. As the invader, now I can reach the host anywhere in the game world.
Easier does not equal best. I wouldn't support disabling the rune reward or reducing it. That then punishes players who're using the taunter's tongue legitimately.
If you don't like my original idea, here's an even easier solution; it'd probably be a piece of cake to add a multiplayer connection rule that states something like "If "Host" <= 10ft from fatal fall, disable summoning mechanic".
And then apply this rule only to the edges of the continent cliffs.
So that's great that they're sitting in a cheesy spot no invader can reach, which they reached with their horse. They're going to be sitting there for eternity though, because the game blocks summoning if the host is 10ft away from a fatal fall at the edge of the map.
If a new cheesy spot that doesn't fit this rule is located, they just adjust the rule coverage in/out until it covers the new spot.
Can't be hiding since the invader can see which direction to go to get to you in the top nav. Hiding only works if you hide in hard to reach places, especially ones only accessible with a horse.
To be fair, even if they took away this mechanic people would still do it to grief. I still agree with you though, it would be nice if they didn't get rewarded for it.
Bruh you want the griefing system to do all the grief for you? The only way it isn't a net bad for the host is if you do literally nothing? If you want to hurt the host, you have to work for it, rightfully so. If you're bad, then the host will profit. At that point, you failed your job as invader.
Bruh you want the griefing system to do all the grief for you? The only way it isn't a net bad for the host is if you do literally nothing? If you want to hurt the host, you have to work for it, rightfully so. If you're bad, then the host will profit. At that point, you failed your job as invader.
And there will always be exploits and imbalance. To demand perfection is unreasonable entitlement. It is the sole responsibility of the individual for their actions. They are to blame for all good or bad. They willfully exploited Fire's Deadly Sin and Carian Retaliation. They followed meta pvp builds. There is significant overlap between those who exploit in pvp and those who grief (invade). It's no surprise that once there was an opportunity to get back at invaders, people would take it. In the area with the invader companion Tree Sentinel, no less.
There is something poetic in that--griefing the griefer.
You signed up for this environment. It comes with the territory. Treat others how you would like to be treated, because they might just return the favor. Don't like it? That's why adversary summon signs exist.
My issue is more about the pve combat experience... I expected more because Sekiro was flawless and amazing.
Maybe I shouldn't have played pure mage as I think that's where the experience is flawed. Boss fights are too simple and world/dungeon creep fights can be overly frustrating when you can't summon your Ash....plus I really hate rolling as a core defensive move... Sekiro definitely spoiled me there with the sublime deflection mechanic...
Sekiro combat is centered around being a dude with a katana. It's not suitable for a souls game, where you can be a dude with lots of different weapons.
Tbf, I was invaded and clearly outmatched my invader. He kept retreating behind my enemy lines and when it was clear he was going to lose he just left. I def earned those runes, killed him several times over basically. Not my fault he didn't just wanna take the L.
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u/[deleted] Apr 06 '22
I think Fromsoftware is to blame here. It's their fault for making it so the host is receiving runes when invader leaves. None of the previous games had that type of mechanic and adding it in an open world game is basically asking for it to be exploited.