Scoliosistic: They really nerfed an ash of war and condemned an entire weapon class to Tartarus
Epsonea_482: This is like finding out your favourite player in a game is actually washed
Such a fall from grace
kylehaney8947: Nothing is useless in Elden Ring! Observe as I one shot Radical Dan with the fire perfume bottle because i haven’t updated ER since getting the DLC! (I don’t have Wi-Fi at home)
UnknownGamer-bw3kz: Miyazaki made the bottles op so he could beat the DLC and than nerfed them afterwards.
whatsnewbois9814: You use perfumebottles cause you want to win pvp with glitches, i use them cause i want to roleplay as an alchemist
We are not the same
Brinkmoove: And I was really looking forward to these too
ShadowProject01: This is one of the things I hate about FromSoft: when they nerf anything it’s almost always way too far to the point they aren’t even usable. I get patching out broken exploits but they also decide to nerf dmg, poise, etc.
I mean at least buff the distance a bit and elemental damage since they don’t do physical dmg and you can’t even repost/ crit with them at least let them do good dmg.
DrakewqSouls: Its gotta have more dmg and a lingering hitbox, that'd actually make it work like a perfume. No stagger needed.
Kromosios: I have to say it, but even using the poison perfume as an unalive solution is garbage. With 50 vigor, it took me 2 applications before I passed. Stabbing yourself is far more effective. Heck, I wouldn't be surprised if that one HP absorbing tear you get from the furnace golems was better at the job.
These weapons are so bad even ending yourself feels like a chore :/
anonymousred2048: I never used the exploits. Perfume bottles, namely the firespark bottle, are my favorite weapons from the dlc. I guess I’m in the minority with my perfumer build ._.
catrardellybird2526: Ranni, Please make a video on how busted smithscript cirque is. I don't know if you know, but if you know how to use this thing, you can stay behind the enemy the entire battle and never get hit a single time. Not only this, but there are several nearly-true combos which absolutely destroy the playability for the opponent. This isn't the biggest reason. You aren't supposed to be able to attack while dodging at the same time, then follow up immediately after with more counters and catches right? Well this weapon let's you all of the above completely freely. You can literally force the opponent into situations you punish. If they roll, you catch them. If they attack, you counter them. It's busted as hell and no one is talking about it.
Note: I wrote this next part on a phone. If I repeat myself, make a mistake, or don't thoroughly explain something, it's because I haven't gotten back home to my computer to fix it. I'll be able to do as such one week from when I'm writing this (I'm on vacation). I'll delete this section from the comment once I do fix it, so I guess, this will be your indicator for now. I'll provide much more information on this topic in the future.
Setup: Obviously you'll need blindspot... and make sure it has the bleed affinity.
—Combo number One: This isn't a true combo, rather, a catch combo (as in, you WILL catch whichever of the mistakes the opponent will make. If the opponent leaves themselves open, you catch it. If they instead choose to roll, you catch it either way— all with the same attack). This specific move can become a true combo (but still a catch-combo) if the enemy doesn't roll out of the first hit. Simply, jump over the enemies head with a jumping heavy attack, and follow up with blindspot. Boom— not only did you evade the enemies attack by jumping over them if they tried to hit you, but you countered it by throwing the cirques 180 degrees behind you strait into em— then stabbed them a second time with blindspot. Now, if they roll out of the first jump attack, your blindspot will surely land if you position and time it correctly.
—Combo number Two: This is the somewhat the same as combo one, combo five, or combo six, but use it when the enemy tries to roll out of the first attack AWAY from you (in whatever fashion). You should know to use this, if you tried combo number one, but they instead tried running away with a roll, and you didn't manage to jump over their head. Or for combo number six, they simply rolled away. First, run up to them, jump with a heavy attack, and follow up with blindspot. If they rolled through your initial throw, they'll be hit by blindspot. Technically, this is just a variation of combo one or six, but unlike combo one or six, this one can have some insane follow-up combos.
—Combo number Three: Time for some more interesting techniques. Chase the enemy with running-light attack, if they get hit, follow up with a running heavy, and then end it off with blindspot. If they roll through the first running attack, you can follow-up with blindspot for a quick catch. All has to be done in quick succession. They should get hit by at least two of these attacks if the first hit lands.
—Combo number Four: This one can be a bit tricky, but if you're skilled enough, you can pull it off to nearly 1-combo someone's entire health bar. This isn't a true combo, rather a combo-ing catch combo. If you do it right, every hit meant to land SHOULD land, sortof like a true combo, but it relies on you catch combo-ing the opponent into another combo. Mmkay, first, pull combo number two or three(if it fails and you have to use the back-up blindspot maneuver). If they evade the first attack, whichever it may be, but get hit by blindspot, you can line up the rest of the combo. They will almost certainly attempt to roll away, and with that in mind, this time, do a charged heavy to catch their roll (you have to time the release of your heavy with when you believe they'll get out of their rolling I-Frames), then hit them with another blind spot. If they didn't die already, you can followup with the second part of the combo for a second time, but I'd recommend starting it up like a failed combo number 3.
–Combo number Five: Essentially combo number one but in reverse. Time it for just before when the enemy goes to swing their weapon at you— and instead of jumping over their head, jump backward. This one is useful for those insane poking sticks which can flip you out of the air if you try to go over their head. Follow it up with blindspot of course. This is also useful as a switchup from combo number one or two, so the enemy gets confused. And yes, combo 1 can also wait for the enemy to attack in order to pull it off, which is really busted if used properly, because the enemy (no matter what weapon) won't be able to hit you with a follow-up swing.
—Combo number Six: A devilish combo, but more of a strategy really. This is only for professional use with the cirque, as the timings can be difficult to pull off. Simply, when you go to perform a jumping-heavy attack, instead of jumping over their head or backward, jump directly into em when they go to attack you. This only classifies as combo six if the opponent is actively attacking while you perform this. With colossal swords, this is easier to pull off. With other weapons such as whips or the pata, it might be more difficult. Because of how your hitbox works, when you jump, you can avoid some attacks with your feet. Now, most melee weapons, if you're directly in the opponents face when they use it, will not be able to hit you. Punish them with two swings from your light attack thereafter, and followup with blindspot— or followup with combo four.
Now for some strategies:
—Number one: Always stay behind the opponents back. This indeed, is possible, if you perform combo number one a few times alongside the occasional random blindspot when the enemy re-focuses. Pair this up with some light attacks, and the enemy may just never get to hit you face-to-face (literally) ever again.
—Number two: You control the battle ground. If your opponent attempts to run, don't let them. You are faster. If they try to heal, throw your cirques (if you didn't let up, you should be close enough).
—Number three: Use blindspot, dodging, and running to avoid most magic attacks. Keep a light roll at all times. You should focus your entirety on not getting hit what-so-ever, so armor is generally irreverent. With the weapon you are using, this is completely possible.
—Strategy four: If the opponent has an ash of war, or bow, or some sort of projectile which travels in a straight line, this is 1000% punishable. If you time your jump to when the opponent slings whatever projectile, you can safely land while it blows over your head. Use this to your advantage. If you're close enough, you can perform combo five, or even just jump in place instead.
—Number five: don't perform risky moves. Your combos and move-sets will change heavily depending on the opponents weapon. If it's large and clunky, feel free to use any combo. If it's small and swift, use strategy six around the opponent. If they use magic, you'll be more inclined to simply dodge. If they use some stupid ash of war, stay out of it's attacks while punishing it simultaneously.
—Number Six: Stay outside the enemies bubble. If you can, whenever possible, keep yourself outside the distance of your opponents weapons. Don't trade into each other because you have better means, and try to keep them from stealing free hits. If opportunities present themselves, get in close as long as you have a way out. Don't let yourself get short-sighted.
—Number Seven: If the opponent uses magic, whatever it may be, just use your more powerful magic back. This might be controversial, but who cares. If it's sufficient to countering the magic spams out there, then use it. I present to you... Chain casting. Yep. It's broken, but whatevs. Keep a dragon communion seal in your off-hand. I would highly recommend quick-flame, honed-bolt, and Theodorix's Magma —in that order. Normally, you have to pre-load the attack you want to chaincast before you use it... But, I found a way to preload either attack at the beginning of the match without having to actually cast it. Simply, right before and during the animation where your character comes up out of the ground, spam use spell with your left hand. This requires you to have whichever spell you want to use as the one being currently used, as well as the dragon communion seal to cast said spell. I would recommend just spamming the left hand attack (or use spell) while your on the loading screen and while your loading in— as you won't have to predict when to use it during the start-up process. It should just automatically preload. For theo's magma, you should see this sorta fog at the beginning when you first appear, which indicates that it worked. For honed-bolt, there isn't a que. You'll just have to see if it worked later on. I normally do this with theo's magma at the start of every match no matter what— as I can always pull it out and chain-cast it later in the battle if the opponent starts using scummy tactics.
If you want to see some of the stuff presented here, I have videos on me using these weapons. All on my youtube channel. You'll be able to actually view these moves in action. Although, the videos I made about chain-casting— I don't really explain anything in the videos on how to pull anything off, nor do I showcase what you can do. I just showed all the victories I got. Also, the comment I left describing how everything worked and why I used what I used for my ~100 victories video is out-dated. I believe I even expressed this in another comment under the same video. I'll have to do something in the future with another video to update that information.
LawfulBased: And todays 'Mystery thingy' is
the
siriusmywaifu4043: Perfume and Martial arts are the two main weapons that I use from the DLC.
airiquelmeleroy: If they doubled their range, they may actually have some use, even without changing any numbers.
Little_pug: Bring back the pre patch lightning bottles or atleast make the perfume bottles viable again fromsoftware
MerryBlind: I think they look awesome and are fun to use. Don’t seem very effective though in either PVE or PVP.
Oct 08 2024