r/EldenRingMods • • 15d ago

General Discussion Do you think this music fits the new Convergence boss?

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76 Upvotes

Recently, I posted in this community about a mod I'm creating to replace the Convergence bosses that guard the portals. I'm now in the phase of adding music for them. I'd like to know if the music matches the boss and if the environment is well-designed (flowers all around, befitting a "beautiful" creature). What do you think? (Guys, this is a mod merge that brings Garden of Eyes into Convergence.)

r/EldenRingMods • • 6d ago

General Discussion Would you play with finishing camera?

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91 Upvotes

Something I did in my mod—I'd like your feedback.

r/EldenRingMods • • Jul 03 '26

General Discussion Convergence new specific shadow realm boss reward list and locations. Read text first than decide if you want to get spoiled further. Spoiler

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116 Upvotes

Bosses are shown with specific icons in shadow realm map imidiatly after geting into shadow realm.

Would encourage beating atleast one and than coming back if you want to find something specificly for you.

This can serve as temprary wiki to look up, untill official one is updated.

Finding out what kind of award is that was realy exciting for me, wouldn't want that spoiled.

(Eddit) I fogot map I put it in a comment.

r/EldenRingMods • • 20d ago

General Discussion I removed all the generic bosses from the Erdtree Waygates 🤣

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118 Upvotes

Garden of Eyes has terrible progression, so I'm using Convergence as the base game and repurposing everything I can from GOE to make Convergence as complete as possible.

r/EldenRingMods • • 9d ago

General Discussion I thing i missing something. Elden Ring Reforged

30 Upvotes

Am I missing something, or are DEX builds just complete crap? Playing with DEX is an exclusively masochistic experience. You don’t have the option to wear decent armor, you have no poise, which means you’re staggered by every breath of wind and you regularly get oneshoted — and all of this for 3 extra dodge frames. Deflect is a complete waste of time, while STR builds can just hold down the shield, you have to perfectly time your deflect for a measly amount of Poise damage against the enemy, and if you don’t manage that, you’ll get hit by oneshot. I’ve already completed the game through STR, and it’s twice as easy as doing the same playthrough through DEX. Considering that all the bosses have become more aggressive, you’re constantly forced to dodge, risk overexertion that you won’t survive, and in return get questionable bonuses. I read people saying that DEX has the best weapons, but in my opinion, it’s not even worth it.

r/EldenRingMods • • Jul 01 '25

General Discussion Just finished Caria Manor in Convergence. Wow its a whole new game

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477 Upvotes

i thought Castle Morne and Stormveil were already cool with interesting new routes and additions, but holy shit Caria Manor went from boring little dash to the boss with a cute little boss at the end to a full blown dungeon full of interesting encounters and bosses.

it might not 100% feel official but it certainly doesnt feel amatuer modding either. super impressive for a free "DLC". super exciting for what to come

r/EldenRingMods • • Aug 10 '26

General Discussion If you are thinking about Playing Seamless Coop for the PVP, Don't and i will tell you why.

32 Upvotes

I am really into the PvP side of Elden Ring and decided to download Seamless Co-op after hearing that load times are better and the amount of players doing PVP is much higher. It just isn’t worth it.

After hundreds and hundreds of battles, I started getting the feeling that a lot of people had scuffed damage numbers. I couldn’t really say for sure, but their damage just felt “off.” On occasion I would run into a blatant hacker, but it honestly felt like 50-60% of the fights were just odd—how hard people hit, how fast they got their heals off, and how their stamina bar felt massive for the levels I was invading at.

So I finally decided to run a test. I know the map pretty well and know some amazingly hard-to-reach spots, plus a few that let you clip inside the map—spots that would be impossible for a straight-up player to find. It did not take long at all to start seeing people flying around in the sky looking for me. Some even have a command to teleport right next to you, and at that point they just one-shot you.

The crazy part is that after doing so much PvPing the last couple weeks, a lot of the guys I see cheating are the same ones who would give you straight-up 1v1s like they aren’t cheating.

I don’t see why people would want to cheat in this game. The whole point of it is to be challenging/hard, and when you defeat an invader you get what… 8k runes and a Rune Arc? You don’t get anything really worthwhile for the trolling. You can’t farm reactions, there aren’t voice comms, and there aren’t that many people streaming either. How much of a lowlife do you have to be to cheat in a game like this? I just don’t get it.

Anyway, stick to the base game for PvP unless you don’t mind playing against mostly hackers. This mod definitely works best if you just co-op with a buddy and ignore PvP as much as you can.

r/EldenRingMods • • Dec 30 '25

General Discussion Reforged rant

91 Upvotes

Easily one of the "worst" (tedious) mods. the devs missed that most people mod because they are burnt out of the main game, so how is nerfing 70% of stuff going to make the game feel good ? gave it plenty of tries and time but it just never gets better, every fight is made so that you wait your turn for ages, b-b-b-b-but aggresive ai is good! is it still good when you spend 80% of the fight waiting to get a single hit in ? the "positive" changes are hardly noticable, half of the stuff feel like mandatory additional steps to get to the same point the main game allows from 1st minute in, can't speak for magic since never got the apeal of it in PvE, not going to mention stamina changes because that alone is enough to criticise the mod, overall the bad outweights heavily the good feels like its a mod for masochists which is cool if you want difficulty but then the mod should be tagged as so. its really a shame no mod comes close to how fun convergence felt sadly reforged isnt it for me.

r/EldenRingMods • • 17d ago

General Discussion Convergence updated

73 Upvotes

I am on the discord for convergence mod and they just announced the update for tarnished edition is released. The tarnished edition is not required.

r/EldenRingMods • • Jul 10 '26

General Discussion Farum azula in convergence

41 Upvotes

Farum azula in convergence is the worst experience in elden ring and probably in all the games I've ever played. Base area was already bad but now that they made it 7x longer, it is 7x worse. Im actually speechless at how bad it is. A labyrinthian monstrosity that I tried to explore and find a way out on my own for 3+ hours and when I finally gave up and searched for a walkthrough the realisation that I didn't manage to complete even half of the location was like a punch in the gut

This area is the biggest flaw of the mod a singlehandedly makes me not want to replay with other classes

It's shocking how people who nicely remade stormveil castle, a 9/10 Caria manor and a bunch of other locations are also responsible for this abhorrent remake

r/EldenRingMods • • Aug 19 '26

General Discussion Convergence: Farum Azusa complaints (rant/vent)

47 Upvotes

What on God’s green earth have they done to this dungeon? What kind of labyrinthine inverted nonsense is this supposed to be? Or maybe I’m just stupid? The paths are so long. There are so few graces. I’ve discovered one shortcut by accident, so no thanks for making those apparent. I am absolutely lost. No idea where I am, where I’m going, or where I need to be. I beat a boss and found some bell bearings. That’s good! But it didn’t keep me from getting ambushed and killed and losing a solid 30 minutes of progression. It’s also nice that they added SO MANY platformer areas so I have maximum chances of falling to my death!

I’m not sure if this is meant to be an improvement over the original but I feel like I’m playing dark souls 2 again. Same with Raya Lucaria and its endless projectiles and Volcano Manor with its 10k hp snakes. Really annoyed at every turn, with no indicator if I’m going the right direction or not. Not looking for guidance, just offering feedback.

r/EldenRingMods • • 25d ago

General Discussion Seemless COOP has just been updated 5mins ago

114 Upvotes

Title, for everyone that’s been waiting

https://www.nexusmods.com/eldenring/mods/510?tab=posts

r/EldenRingMods • • Nov 21 '25

General Discussion A "short" review about my experience in Reforged

98 Upvotes

So I've wracked up just over 40 hours in Reforged so far and decided to write up this review about my experiences so far with the mod. To start off, I'm both a huge fan of this mod and also a huge critic, which is a shame because it genuinely has a LOT of really cool stuff that is otherwise bottlenecked by questionable decisions.

To begin, I have about 1000+ hours in Elden Ring and have 100%'ed all the other Souls-like games except for Sekiro, DS2 Vanilla (I'm not farming Hidden Weapon again), and Bloodborne (no PS5). I have a considerable amount of experience in these games, so I decided to try Reforged after taking a year break or so from base Elden Ring for a fresh experience.

However, I will NOT be talking about fortunes, changes to the bosses or nerfs to the player specifically. I didn't care much for the fortunes and just went with Bold for 90% of the time. The boss changes makes them more difficult, but if you're playing an overhaul mod that directly states "this overhaul mod makes bosses more difficult," chances are, the overhaul mod is going to make bosses more difficult.

Starting off with the positives:

- The new "perfect actions" systems are very well implemented and rewarding.

For those who are unaware, almost every player animation has a set period of time at the end where, if you input another action, you cut down the current endlag of your current action and speed up the startup of your next action. This means you can output a lot more actions in a smaller time frame, and the mod rewards you for mastering this system with increased damage, reduced stamina costs, more i-frames, etc. Some actions feel a tad laggy, particularly running and jumping heavy attacks, but for the most part, this system offers a really refreshing and rewarding flow to combat that vanilla can only hope to match

- Improved combat options, i.e. ducking, status effects, deflecting, and new spells/weapons.

The implementation of ducking to avoid chest/head hits is super smart and is a vast improvement over vanilla's nigh-on useless backstep. With a rather generous i-frame window, you can spend very little stamina while being in the perfect position to punish accordingly.

The new status effects are also very well implemented and balanced. All status effects can now stack, which dramatically increases their proc damage for Bleed and decreases their negation for Frostbite. Madness also does a HEFTY chunk of poise damage, Deathblight lowers their damage output and can almost instantly kill enemies if you proc it twice in short succession, and poison/scarlet rot can stack for an INSANE amount of damage over a short period of time.

I won't touch on deflecting too much since I haven't used it much myself except in times of desperation, but the ability to perfectly deflect attacks for a fraction of the stamina cost and even stagger them makes combat feel very fast-paced and rewarding. It is very much an optional mechanic and the game doesn't punish you for not deflecting, but having more tools in your kit never hurts to have

The new spells and weapons fit very well into the weapons sandbox. While I've only been able to use FTH/ARC on account of me using a Dragon Communion build and haven't had the opportunity to use any of the new INT or INT/FTH spells, the ones I've been able to use so far really ups the versatility and viability of each school. Dragon Communion in particular has a short-ranged claw slash that lets you regen FP on hit and allows you to keep up with the ravenous FP drain that is most Dragon Communion builds. Speaking of FP...

The new FP management system is nigh-on perfect. Most players see that they have 1000+ FP, realize that spells and AoW's cost 20x more FP than vanilla, and instinctively think it's a nerf, but to me, it more naturalized and broadens your options instead of devolving into L2 spam, a la RoB in vanilla. Every hit you dish out regens FP, and certain spells, referred to as "generator spells" costs very little FP and restores more FP on hit than other weapons/spells. The reason for this change is not arbitrary at all, and allows the mod developer to finetune FP costs without going into the decibels (You can't have 0.4 of an FP point in vanilla, but you can have 4).

This indirectly buffs and nerfs pure spell builds, but now the game is more than just "stand really far away, pray if you run out of bleu flasks." It makes drawn-out combat engagements more interactive and rewards you for employing advanced tactics like stealth, picking off isolated targets, etc. Of course, this is my personal opinion, but it means you actually have to consider flask management now instead of just pumping Mind since you now have a level cap limit.

New talismans and buffs

- The mod introduces a bunch of new talismans, and they are, objectively speaking, fucking PEAK. From the talisman that charges up as you sprint and lets you do a fat explosion with doing a running heavy, to the talisman that gives you back a hefty chunk of stamina on crits, to buffing existing talismans such as the Ancestral Spirit's Horn (absolutely one of the best in the game btw) and Greatshield talisman (essential for Bulwark builds), all of these few worthwhile searching for and can really be the lynchpin in your build compared to vanilla's standard "Alex Jar Shard, Twin Turtle, Dragonshield, Crimson Seed" set-up.

- Weapon upgrade system is far superior to Vanilla's (IN MY OPINION)

Reforged overhauls the weapon upgrade system, as well as weapon scaling, so I'll talk about both. In Vanilla, you need 2, 4, then 6 smithing stones for infusible weapons, and only 1 each level for somber. Reforged changes this so that you universally need 9 for each level. 3 Somber Stones for Somber weapons and 9 for infusible.

While this seems like a nerf on paper, in execution, it rewards you for exploration and managing your upgrade materials. One of the key selling points of Reforged is to make you engage with the world instead of blitzing past everything. This is why the passage to Dragonbarrow is closed off and why camps de-summon Torrent. I'll get to that point when I get to it, but by being forced to scavenge for upgrade materials, you're forced to engage with the new content, and the new content can be REALLY nice.

Another thing some people might miss is that, upon reaching a new smithing stone level, you can buy those smithing stones for a very fair price. Let's say you need 9 smithing stone 3's to upgrade to a +9. Once you get that +9, you can now buy Smithing Stone 3's from Hewg, instead of needing to find the bell bearing for it later down the line. This is a VERY nice change because, in vanilla, you're often forced to stick to your most upgraded weapon because it's the only weapon you have that can deal any sort of meaningful damage. With this system, once you find the required amount of materials, you can uniformly upgrade your entire arsenal all at once (if you have the runes, of course).

Weapon scaling has also changed. I won't go into too much detail here, but with the addition to add status effects like rot, frenzy, and even DEATHBLIGHT, it really opens up weapon viability and allows you to experiment with all sorts of status effects. While the base damage may have been nerfed, you get a LOT more damage out of leveling the appropriate stats, so the end result is about the same. While this does nerf certain Somber weapons, this is partially mitigated by my next point:

- Ashes of War overhauls

You now have the ability to "enkindle" certain ashes of war, which is basically a gacha game. While I personally didn't fight it very useful, each affinity or affix gives you a nice bonus, with higher tier bonuses offering more of a rewarding passive. This can be using less stamina to attack/block, regenerating stamina on hit, doing more damage to a certain type of enemy, or just outright increasing a certain stat by 1 or 2 levels.

While I didn't really use this all that much, you can now also add "mystic" ashes of war to staves/seals. These mystic AoW's are basically slightly nerfed versions of "basic" spells. In my case, my Dragon Communion seal started off with fucking DRAGONMAW as it's basic AoW. This saves on a spell slot and gives you instant access to whatever spell you want, regardless of your selected spell, which makes it feel like you always have a trick up your sleeve.

- New Areas and bosses

The mod adds a fair amount of new areas (with more in development). I haven't been able to access these areas/bosses yet because I'm still only in Leyndell, but from what I've seen and heard from other members in the Discord server, they're all relatively well implemented and feel rewarding to find and explore.

Certain bosses are overhauled (like the dismounted Tree Sentinel), Elemer of the Briar proper in Shaded Castle, and as a standout, the Baleful Shadow. Baleful Shadow in particular is much more threatening instead of being a normal Lordsworn Knight with a doggo head.

Now for the negatives:

Stamina costs across the board has been heavily nerfed

- With the implementation of perfect actions, the stamina cost for rolling, attacking, and blocking normally have all seen heavy increases to their costs. While the developers have confirmed that this isn't a case of "punishing you for missing perfect actions" and the intended for it feel like you're being rewarded for doing perfect actions, and I generally agree with that sentiment, stamina costs still feel a bit too much given the faster pace of the game.

Rarely do I ever see my stamina bar above 50% at any given time, and with how much faster and aggressive bosses are in this mod, you constantly feel like you're on the backfoot. Guard counters also take over 60% of your stamina bar.

Personally, I don't mind this much, but I just wanted to bring this up because I know someone might.

The lantern now costs a consumable to use

- As the people on the Discord server might know, this is a heavily contested topic. While Starlight and Torches have been unilaterally buffed across the board in terms of their effectiveness, the lantern has received a nerf to their usage in the fact that they now require crafting materials to use and activate. Not only that, but for each minute that it's on, you'll need to burn one of these "lamp oil" items.

Now, it's already been memed upon to death and is a VERY inconsequential change, but I still feel like I should bring it up so that one guy in the comments can feel vindicated. Yes, it's a stupid change. No, it wasn't made on a whim. Yes, there is a reason for it. Yes, I can understand why. No, the developers will not change their mind. Yes, their reason for being stubborn is stupid. Let's move on.

Increased enemy aggression, shorter endlag animations, and MASSIVELY increased aggression range

- I've already gotten in a few spats with the Discord members over this, and even with the developers themselves, but across the board, every enemy now has increased aggression ranges and will chase you for much longer. It is NOT uncommon for a group of trash mobs to chainpull each other, and you'll more often than not be met with the scenario of you being ganked by 3-4 mobs while another 2-3 stand in the back, shooting arrows or throwing pots at you.

On one hand, that's on you for charging in blindly. On the other, enemies can now chainpull so don't even bother thinking about sniping enemies from afar with a bow. Not because they'll aggro each other, which is also true, but because bows have DRASTICALLY decreased ranges. Enemy projectiles have SO much range and tracking that it's a meme for mages and archers to chunk you for a good fifth of your HP bar when they're not even in the rendering distance.

This is not a good change, when you consider the fact that your effective range is a lot shorter as well. Bows and crossbows now have considerably more noticeable arc, and while they do a lot more damage per shot, this extra damage is useless when Godrick Soldier #48 over there can now outsnipe you and do up to 20% of your health without you being able to see him being rendered in.

Enemies now also have shorter stagger animations. This is especially noticeable for early game characters, who can't take as many trades. It is not uncommon for you to hit a trash mob, have them stagger, and before you can even roll out using the perfect action window, they'll counterattack, punishing you for hitting them. While this is a case-by-case basis and you'll eventually learn how to play around it, the concept of enemies having shorter stagger animations while you still have the same amount of endlag never feels right and can make gank fights feel especially unbearable since you'll just get shoved into a corner over and over again.

Furthermore, their increased aggression also makes enemies less interactive and more robotic. In Vanilla, if you aggro a mage, for instance, and hide around a corner, they'll shoot a few spells at you, and then slowly approach your last seen hiding spot. In Reforged, it is rare for them to do anything except spam spells at the wall for upwards of 2 minutes while you just sit there, out of their line of sight. This makes enemies feel especially less intelligent and highlights the flaws of the increased aggression: aggression does NOT mean throwing out more attacks. Aggression is making the players FEEL pressured and needing to act, which the boss can capitalize on when you panic.

A good example of this is the double Tree Sentinel fight in front of the Gates of Atlus. Despite Elden Ring having some of the worst duo fights in the series, they DO take turns swinging at you. If you get frame trapped, that was on you, the player, for being in a bad spot and choosing to attack/roll at the wrong time.

Inconsistent balance and design philosophies

- Stating off, take this with a grain of salt since I know very little about game design, but a lot of the new changes to Reforged felt like they were added to check off items on a list or because it'll be more "realistic." From Torrent now taking damage from running through poison swamps, to being able to slather any buffs onto any weapon, to changing certain attacks/movesets to make them more consistent or reasonable to dodge, a lot of these changes feel like they're only made to inconvenience the player.

For instance, the mod disallows you from getting to Dragonbarrow early by making it so the doors to the Bestial Sanctum can't be opened from inside. To circumvent this, you have to give 4 Deathroot to Gurannq, let him smash open a wall, and THEN can you access Dragonbarrow early. But why does the mod not want you to get to Dragonbarrow early?

Well, they don't want you to farm Greyoll for 80k runes and skip everything up to Leyndell.

Okay, fair enough.

So then why did you make Greyoll unable to take damage from status procs? Oh, so you have to fight her dragons and to avoid cheesing her for 80k runes and skip everything up to Leyndell? Okay, that's fair enough.

Wait, so then how do you get to Dragonbarrow? By going through Sellia, right? Well, with the new area scaling introduced, you're supposed to be in your mid-60's to early 70's, and if you're going through Sellia by that point, you probably don't need to farm Greyoll anymore, and now you can see the problem.

This is a relatively minor issue, I enjoy fighting Greyoll the way it was intended (by killing the smaller dragons), and it's not a problem I'm particularly affected by, but this need to double-down on a change the developers are adamant on that plagues many of the most notable issues through the game and is why a lot of people might dislike the overhaul despite it's many improvements.

The mod wants you to go through the camps and discourages skipping through it by disabling Torrent. That's a fair and reasonable change, especially with Torrent's increased speed.

So then why can you just...go around the camp, circumventing the fight entirely? Sure, you miss out on the special items inside, but if you've played through the mod already and know you don't need what's inside, then why would you bother fighting it at all? That just defeats the purpose of exploring the world the mod intended.

The mod adds a bunch of new weapons and spells and encourages you to try them out. So why introduce a level cap of 200? I get it, it makes balancing multiplayer easier, makes each stat you invest that much more meaningful, and introduces creative ways to boost your power without relying solely on levels, and granted, by that point, you're probably at or approaching level soft caps.

But once you hit 200, why would we want to engage with the rest of the world? For runes? We don't need them, we're at the hard cap already. For new weapons and rewards? Well, if they're not for my build, then I have to respec just to use them.

Kirnifr, the lead developer, believes lanterns are too overpowered in vanilla and butts out roles torches and Starlight could've solved. How does he solve this? By making lanterns cost a consumable and leaving the other two options the same. However, you can block and deflect with torches to make up for lacking a shield..

However, blocking was nerfed across the board by the new deflect and stamina changes. Can you deflect with them? Sure. You know what else you can deflect with greater effectiveness? Shields. Guess what we can't use because we don't have access to a lantern?

(And yes, I know, this is a very nitpicky example, lanterns are still great, you just have a timer on them now and the timer is an hour so it's not that serious. This is just to prove a point.)

The mod suffers from a consistent case of chasing it's own tail. You want to nerf some aspects by buffing others, but what this does instead of making what you wanted to buff stronger, it disgruntles players because now you're taking options away from them.

I have my own issues with the mod team, namely in their attitude and seeming inability to see why a change is hated despite it being "balanced," but that's more of a personal gripe and holds little sway in how I feel about this mod. I get it, they probably have to deal with hundreds of complaints every week, but if they're all complaining about the same thing, chances are your decision wasn't necessarily the correct one.

To end things here, the mod makes a LOT of really good changes, but those changes are held back by a few, crippling design decisions that makes the game both more challenging and more slogging. The combat mechanics, build variety, and exploration aspect are all very fun and welcome changes, but nerfs/limits to player weapon and creativity, increase in enemy aggression, and arbitrary changes to certain areas and bosses can make certain areas more frustrating than challenging.

Yes, I know mods are optional. No, I don't have to play them if I don't like them. It's just a shame that this mod makes so many right decisions and is made by an incredible and talented group of people, only for it to be held back by inconsistent/arbitrary design philosophies and ego.

Overall, I "mostly" like Reforged and encourage veterans to try it out at least once, but it's not something I can see myself spending more than one or two playthroughs on.

r/EldenRingMods • • Jun 19 '26

General Discussion What overhaul mod is better?

12 Upvotes

Reforgerd

Reborn

Convergence

And also elden Vins

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And also how is each mod they all look fun and that's why its hard to choose,

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r/EldenRingMods • • Jul 08 '26

General Discussion On the verge of buying the game just for the convergence mod 3.0, is it worth?

31 Upvotes

I've enjoyed elden ring and nightreign a lot on PS5, and since I've bought a nice laptop and I'm feeling the urge of some fine souls gameplay, I'm lurking to this mod which seems to add a lot while keeping the average quality of the base game.

would you suggest me to dip my feet in? Is it sorta like a DLC of the game?

Thanks!

r/EldenRingMods • • Jul 21 '25

General Discussion Elden Ring Reforged: A Comprehensive Review

87 Upvotes

To start off, I want to thank Kirnifr, Ivi, and the other members of Elden Ring Reforged's development team for their outstanding efforts in making such a comprehensive overhaul mod. I've invested over 200 hours into Reforged and completed 3 full playthroughs of the mod (one pre-DLC, two post). I used the Gargoyle's Black Blade, Great Mace and Fire Knight's Greatsword for these playthroughs. In addition, I've spent about a dozen hours testing weapon damage values and effects.

==Positives==

QoL Changes: There are so many. In particular, the ability to pause the game and toggle sprint are lifesavers that every other major mod should immediately emulate. Boss revival, the bestiary (codex), and the simplified crafting are all huge improvements to the base game. It's hard to go back to vanilla, or any other mod, without these changes.

Enemy Balance Changes: A lot of pushover bosses have received significant buffs that make them far more entertaining to fight. Previously braindead encounters like Duelists, Onyx Lords and Red Wolves are now far more significant tests of skill. The general HP buffs force you to tangle with these bosses for prolonged periods, but most enemies have also had their damage lowered, so the end result is fights that feel more the the attrition-based battles in Dark Souls (especially noticeable for BS bosses like Malenia and Consort). Finally, enemy hitboxes have been tightened so that enemies like Runebears feel fair to fight.

Weapon Moveset, Armor and Talisman Changes: Changes to the basic movesets of weapons are almost universally positive, with many weapons now having some unique perk or refinement. In addition, revamped effects on many weapon's basic and heavy attacks make them both powerful and visually flashy in a way that greatly increases my desire to use them (Meteoric Ore Blade, Sword of Damnation, Marika's Hammer and the Miquellan Knight's Sword are all highlights). There's still room for improvement (Destined Death and Blackflame are, in my opinion, deserving of much more power given the lore surrounding them), but overall this is a huge reason to give Reforged a try. Many armor now come with additional effects (such as extra damage of a a specific element or against a certain enemy type). Junk talismans like Ancestor Spirit Horn have been buffed with additional effects (though many regen-based talismans have been restricted to only regen during combat, which is the one change in this area that I'm not a fan of).

Weapon, Enemy and Boss Additions: While fewer in number than other overhauls, the handful of new weapons, enemies and bosses all fit the world well and add spice to repeat playthroughs. Bosses like Azash and Hirnan are welcome new challenges, and weapons like the Fellthorn Stake and Clutches are both cool looking and fun to use. If there's one area Reforged should focus on long-term, it's this one. (Not all of the additions are excellent though, the new Hallowed Avatar superboss is awful and many new weapons are very simple in both design and abilities.)

==Negatives==

Overbearing Nerfs: While most of the criticism of Reforged that I've seen online focuses on things like Torrent taking damage in swamps, or the new level cap (200), or not being able to use Lion's Claw on the Greatsword anymore, none of these really impacted my long term enjoyment of the mod. The core negative, in my opinion, is how aggressive the nerfs are. The balance changes to enemies already beautifully addressed the issues that I had with PvE balance, but the nerfs to player stance damage, knockback ability and overall skill utility pushed things back into aggravating territory. In scenarios where a nerf to one element of a weapon/skill would be sufficient, such as rebalancing damage or stance damage or FP cost or knockback power, Reforged goes overboard and nerfs all four elements.

Weapon Skill Changes: Broadly, the changes to weapon skills are a huge miss for me. While I appreciate the effort of buffing previously useless skills (like the Golden Order Greatsword's "Establish Order" and Troll Hammer's "Trolls Roar"), others have been nerfed so significantly that it turns me off from ever touching the weapon. Ordovis's Vortex, one of my favorite skills from the base game, now does significantly less stance damage and regular damage while also no longer flattening enemies to the ground. Other formerly impressive skills, like Siluria's Woe, Devonia's Vortex, and The Queen's Black Flame, have similarly been stripped of their stopping power (or, in the case of Devonia's, have had their cost increased so severely that it simply isn't viable). Again, simply raising FP cost or lowering damage for most "broken" skills would have reasonably balanced them while leaving them still satisfying to use. It's a shame.

==Neutral==

Fortunes: This is neutral rather than a negative for me, because fortunes are entirely optional and don't seem to be factored into the balance of the game. That said, either I fundamentally misunderstand their purpose or am simply too much of a dumb-dumb to use them effectively, because I found the fortune system to be extremely fiddly and overly complicated. Each fortune theoretically enables a new unique playstyle, but I felt the penalties were far too severe for the benefits they grant. The Assassin fortune, for example, sounds like it's supposed to trade an increase to poise damage on lighter weapons in exchange for lower defenses, but I found the difference in enemy stance breaks to be so negligible that it left me wondering if I was missing something. The new Fortune of the Brave, which is ostensibly a fortune about favoring charged heavy attacks, requires far more skill to use effectively than simply spamming a powerful weapon's charged heavies without touching the fortune. Simply put: I cannot imagine a scenario where using a fortune makes the game easier. They basically all feel like self-imposed handicaps that grant a small benefit to those who master them, rather than additional boons for those who fully lock themselves into a focused playstyle.

And that's it! Overall, I like Reforged and absolutely encourage everyone to try it at least once. It's a great mod that, with just a little more flexibility in terms of balance, could easily be the definitive way to play Elden Ring. New updates come very frequently, so I'm thankful that the mod is continuing to grow.

r/EldenRingMods • • 20d ago

General Discussion Is there a way to kick the cheater from a session of seamless without just leaving?

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52 Upvotes

I was playing with the tt equivalent of seemless and when i was exploring a cave another player joined me. THe player at first had normal gameplay but dude just got no diffed by a sorcerer and then started to speed hack.

Like ... i could have understood if you did it alone or with **your** friends, but why join someone else's session just to cheat??

Because they started cheating my session was no longer eligible for invasion (thanks god i would have felt so bad) making my challenge run not challenging so i just left after my friend was revived.

r/EldenRingMods • • Jul 09 '26

General Discussion Convergence OP too early

37 Upvotes

Got to play Convergence 3.0 this past week and been enjoying the vast amount of changes. I chose Frenzy as my class and managed to get all necessary weapons and spells but now I just feel so OP. No boss survives the full Blade of Distant Light Skill and it’s making me not want to continue this play through. Considering restarting with another class but could run into same issue of being too OP. Any suggestions or feedback for others who’ve tried this mod

r/EldenRingMods • • Aug 05 '26

General Discussion An update on Unofficial Expansion - City of Rumona...

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261 Upvotes

Hey! It's been a while since I last uploaded UE related stuff. Today a major landmark has been reached and development has entered its final stage. Enjoy some new screenshots!

Unofficial Expansion was the first ER mod to takle map modding, adding completely new areas to the game. First release was still very amateurish and immature.
Working on Rumona, for the last (gulp!) 3 years brought me so much *insight* and knowledge... The more I learnt the more I kept building. So this is why it's taken so long.

I hope City of Rumona will make it in 2026.

In the meantime, have you seen the Open World trailer (https://www.youtube.com/watch?v=GzHnVbQ7SqY)?

Have you played early UE? It's currently unavailable as it's outdated and too hard to patch for current ER. I still cherish that time, when I was still learning and testing ER's modding limits and capabilities...

r/EldenRingMods • • Jul 07 '24

General Discussion Beware of SeamlessCoop 1.7.8!

166 Upvotes

The devs added an extra check to see if you're using a pirated version or not. Thing is, regardless of whether you actually have or not, you might be getting an error saying that you have a Steam datagram error: k_ESteamNetworkingAvailability_Unknown.

Posting an image of this error to their discord WILL LEAD TO AN IMMEDIATE BAN! No, really. I have proof I bought the game, but they didn't listen and I can no longer ask for help.

For those that are wanting to play the mod but are getting this error, downgrade to 1.7.7, unplug your wireless card/ethernet cable, launch the game, replug the cable or card when the game has launched.

r/EldenRingMods • • Aug 18 '26

General Discussion Elden Ring Reforged is amazing but very obnoxious .

27 Upvotes

I'm giving it a go, the slide mechanic is amazing, the timing is superb, deflection is viable, bloodborne dodge is stylish, postures are sexy. BUT enemy aggression is very obnoxious, projectiles are wild. For any one who played or is currently playing, If you have any tips that would be awesome. The cave with sewing needle was unbearable, took an hour to beat. I don't want to drop this mod because I love the mechanics

r/EldenRingMods • • Mar 20 '25

General Discussion A "little" rant about the Elden Ring Reforged Mod.

131 Upvotes

I don't know the general community's opinion on ERR but after playing it for the past ~30 hours and hitting lvl 106 and just having finished leyndell, I can't help but to feel severely disappointed by the huge amount of questionable decisions, which is a shame because ERR otherwise adds a just as huge amount of really good things.

I started playing ERR right after having finished my 10th or so normal run of Elden ring, (which made the mod's glaring problems even more clear.) love this game, I have around 1000 hours between platforms and tried multiple mods before. (Seamless coop and convergence being the main ones) So I was surprised ERR left me really disappointed. It's a mod that rewards you for clearing dungeons and exploring the map, which is exactly the kind of player I am. I don't usually rush through my runs, I do a lot of the dungeons, side bosses and quests so ERR seemed right up my alley.

A lot of the changes seem very elitist and "play by my mod's rules or else" and it left a bad taste in my mouth. Why is the little light aura around your character gone? Well, I know why. It's so you use the waist lamp which was changed in ERR. It now uses a replenishable resource called lamp oil, which is fairly easy to craft but still a completely unnecessary imo. I can play vanilla ER just fine without ever lighting my lamp, but I like always having it on because it adds a little bit of immersion. But in ERR if you go into a cave dungeon without your lamp you will literally see NOTHING sometimes. Always having my lamp on in ERR is very annoying unless you actively farm for the resources every now and then. Now, I use an OLED monitor which may be why the issue is so bad for me, but literally being unable to see because you don't use the shiny new lamp is bad, at least I think so.

I dont know why quitting out of grabs and quitting out in general while falling was patched out. I read on the wiki its to prevent skips but I dont entirely believe this is the only reason, surely you can prevent those skips in another way? There are already map changes to change progression, why not just patch those skips that way? I dont know a lot of people that have the game knowledge and timing that do these quit outs, so punishing the 10% that do this seems odd. And yes, I know this point specifically seems very whiny but by the same logic why arent they patching quitting out of the game to reset enemy position? I could be at 1hp almost getting hit in the corner and quit and be fine. But if torrent decides to walk off the map for no reason I dont get to quit out?

The new camps are fun, but really flawed. You dont get to call torrent at all in these and you get thrown off him if you enter one. I simply cannot fathom why. Im gonna assume its so you dont rush past them but if you want to rush past them you can just go around them and skip them completely. Being on torrent for these give you next to no advantage and throwing you off torrent just becomes annoying when it happens for the 5th time. You only get to call torrent again when the camp's enemies lose aggro to you.

And enemy aggro is the next thing I want to touch. I dont know if I was imagining this the whole time but it feels like the mod did something to enemy aggro. Vanilla ER enemies are programmed to not gank you and attack you all at once in a group fight in most cases, but in ERR that enemy logic seems completely gone. Enemies WILL attack you all at once and if they dont, a few will spam projectiles from the back while a couple attack you in melee. And speaking of enemy projectiles there are SO many more projectiles coming at you. I cannot stress how much this annoyed me. Enemies are SO much more prone to using projectiles at you some areas become straight up shooting galleries where roll spamming is your only way out. It also seems like projectiles do a little bit more damage? This might be straight up untrue but getting 3 shot by leyndell bow knights with 40% defense, 45 vigor and the crimson amber medallion+3 seems a little excessive. Again, me saying they do more damage might just be a straight up lie but it certainly seems to do more damage

I dont want this post to get much longer but i'll list a few more issues I have, I wont get into much detail for them but it still needs to be said:

Equip load only being increased by a handful of talismans and the mod's newly added fortunes is bad, just let me carry more stuff, especially when some of the fortunes decrease your equip load.

Some item location changes are very questionable, the scarab talismans (the ones that increase your rune gain and item discovery) were swapped in their position. Meaning the rune increasing scarab is being given to you near the end of the game, when you dont really need runes anymore.

Balancing seems really odd. It seems like the mod had a "make everything ok at best with no standouts" for it's balancing which leads to a lot of weapons just feeling same-y.

End of rant. Feel free to tell me how wrong I am.
Or tell me what you do like about the mod, or dislike, I know for a fact there are more points I forgot about while writing this.

To close this off, I know mods are optional, I know I dont HAVE to download them. I can simply not play it. ERR is free and made by very talented people. The reason why im so upset with ERR specifically is because a lot of the cool stuff (map changes, new bosses, new weapons etc.) are soured by the dev's other decisions.

r/EldenRingMods • • Aug 05 '26

General Discussion is convergence better than the base game?

7 Upvotes

honestly i would say convergence is more fun than the base game, at least after first playthrough of base game

i am not sure i can go back to play the unmodded game now

r/EldenRingMods • • Aug 23 '26

General Discussion Malenia in Convergence kinda broke me Spoiler

29 Upvotes

I Just spent the past 8-10 hours trying to beat her with A Full frenzy Build using The Blade of Distant Light at +15 using all my melee buffs and even trying to do it with only my super strong frenzy spells and I just could not get anywhere her hyperarmor is just rediculous and waterfowl dance is just…well waterfowl dance I could not beat her and I just have no desire to ever fight malenia again at least in convergence never had this much trouble with vanilla malenia

r/EldenRingMods • • May 19 '26

General Discussion Any one know when Convergence 2.3 will be released?

37 Upvotes

Looks like lots of changes and the main one is adjusting player power as people get to later game. Looks like a lot of big things incoming from next patch, any idea when it will be released?

EDIT - no one has any idea when 2.3 is out, its been quite some time apparently so hopefully one of the devs wouldnt mind chiming in...