DS1 hollowing only prevented you from summoning phantoms, it didn't affect your health. DS2 had the persistent curse hollowing thing and DS3 overfilled your health when you used an ember. If you were trying to control world tendency in Demon's, you were going to be running around in soul form anyway and as you said, with the cling ring it was mostly a negligible difference.Vaako wrote: ↑ May 7th, 2026, 11:00Dont do boss tries if you are shortly before a level up. Then rush to the boss with no xp and ignore the monsters otw. And in later titles they often just place a bonfire directly before the boss already. And demon souls had the ring which put your hp to 75% that you could stay hollow the whole time. I think ds1 and ds2 had something similar too. You could try again and again just with a little disadvantage to hp usually not lose anything except time.rusty_shackleford wrote: ↑ May 7th, 2026, 01:08Flasks that refill at bonfires was the first step towards turning the games into a boss rush genre.
I don't know how to fix the monotony of having to redo a level because you died. I don't think bonfires are a good replacement.
I found bloodborne more annoying since you had to farm or buy blood vials to heal and they didnt recharge.
It's super obvious now but over time there was a shift in the "challenge" of the games from needing to trek through an entire level and fight the boss with enough resources intact to the challenge from the level and the boss being completely separate. Pretty much by Bloodborne the bonfire/lamp/whatever was right in front of the boss room with only a couple of exceptions. Rusty's point about flasks is indirectly correct but I think that everything since was the design reacting to the changes brought about by flasks. Bloodborne aside, flasks almost assuredly became a thing because 1) farming for grass is gay and 2) rolling up to a boss fight with 99 dark moon grass is also gay.
