When do sorcery builds get good in DS3?
I love my DS1 spellswords and magic glass cannon builds, but it just doesn't seem to be there in DS3. I started out pew-pewing stuff, but it's so weak, why would I bother when I can just mash R1 stuff to death. I soon moved on to magic weapon sword buffing because of that, but that's so boring to me. I'm now at Aldrich and without looking it up I kind of know he's magic-resistant, but my best spells do crap damage any way, so I might as well just Carthus rouge up and R1 spam like always?
At this rate it looks like it's going to be the Archives until I get some goodies, and that is very late game. Same goes for low level builds - they locked both PW and RTSR in Lothric Castle? Can you defeat the Dancer at SL1 with no weapon upgrade? I know I can't! Now DS1 I could suicide run for both of those right from the start of the game and have done so many times. If they're locking off pvp with weapon upgrades as well as Soul Level, why be so mean with locking off all the fun goodies?
This is my problem with DS3, I feel like they blocked off all the fun ways to 'game the system' that made DS1 so fun and replayable. Less open world at the start, pvp nerfed by weapon upgrade matching, upgrade materials are tightly locked-off by area access etc. It makes it far less fun on repeat plays for me because I always end up defaulting to the same type of character by necessity.
Then there's the Blue Estus issue - No other build has to make a choice between healing and damage output. Just don't use weapon arts, there's absolutely no other disadvantage to non-spell builds vs magic users. I actually think they didn't do a terrible job of balancing this because I rarely run out of Yellow Estus and have enough Blue as long as I'm economical with it in the same way I would be in DS1. But it's a very inelegant way of balancing to me and probably the easy way out for them vs a charges system like in DS1. They could still have a cast charge refill like an Estus refill in DS3 and that would strike the right balance for me. It reminds me of Pyro builds in DS1 vs other spell builds - Pyro was always at an advantage because they didn't have to spend stats for damage output, whereas magic/miracle users had to sacrifice other stats to get decent damage.
It's disappointing because in some ways DS3 is the best of the series, but only in a very narrow playstyle is it so.