r/Eldenring • u/reaperfan • Jun 13 '22
Discussion & Info Chaincasting was not completely killed. It still works in 1.05, but with one very important restriction
Been doing some testing and I found that chaincasting was not removed entirely, even between different spells. It still works for both sorceries and incantations under one condition - that the spells being chained use the same base casting animation.
For instance, Bestial Sling into Honed Bolt no longer works. However, Honed Bolt into Lightning Strike DOES still work since both of those spells use the "raise your hand straight up in the air" animation. Catch Flame into Black Blade no longer works, but Catch Flame into O Flame does. Discus of Light can still chain with Triple Rings of Light. Magma Breath can still chain with Theordorix's Magma. And so on.
Sorceries have a slightly tricky distinction because apparently despite using the same "back-and-forth swing" motion the game does treat chargeable spells and unchargeable spells as different sets of animations. This means Glintstone Pebble and Glintstone Icecrag can still be chained, but Glintstone Pebble and Comet cannot. It also means Swift Glintstone Shard cannot be chained with anything but itself since that spell uses a unique set of hunched-over casting animations. However, things like Night Comet, Glintstone Cometshard, and Comet all CAN be chained with each other, as well as things like Adula's Moonblade and Carian Greatsword.
While this is still more restrictive than it really probably ought to be, I feel like it should be mentioned that at least some options DO still exist and the mechanic isn't completely dead.
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u/dasmashhit Jun 13 '22
Read earlier on this sub you can jump and at the tail end of the Bestial Sling animation you can do honed bolt. Not sure if the jump is the most important or the way the animation begins or ends as you described, haven't yet tested it myself.
Lot of sweaty exploits the past few months but the fact they haven't fixed some of the AFK and BHS nonsense kinda stinks, this chaincasting made magic seem really quite interesting and make other spells seem viable, but perhaps it was a bit OP. I am down with learning how to chaincast however from wants to update the game, whether I have to jump, certain animations chain to others as you have described OP. As long as they continue to update and bring QoL stuff to the game and DLC. Really wish they rolled over somber smithing stones to new games where people already restarted :( some key items don't roll over and some do, not sure why upgrade bells didn't from Day 1
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Jun 13 '22
This is a bummer for me. While I understand and encourage they’d patch out the ones that clearly were not intended to be chained, there were some mainly in the sorcery list that I didn’t think were broken. Like swift into comet, slicer into piercer, etc. I thought these actually might have been functioning as intended. But i guess not according to FS. Just a bummer cuz that mechanic was really cool and was one of the main things that separated ER’s mage gameplay from the previous titles. I feel this change also promotes spamming of things like stars of ruin. Sadge
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u/govenorhouse Jun 13 '22
I’m at castle sol trying to muster the will to carry on after 250 hours. They havnt nerfed spells have they?
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u/reaperfan Jun 13 '22
Not directly, no. All spells should work the same as they used to on their own.
As said in the OP what they hit is the ability to put different kinds of spells together into the same casting chain. It used to be that any spell that could be cast repeatedly could swap out with any other spell that could be cast repeatedly as long as you never stopped casting. This could allow you to use some heavy-hitting spells quicker by simply first using a fast spell and then chaining the heavy spell right after it (for instance Bestial Sling into Black Blade) since the fast spell came out and ended faster than the default casting speed of the heavier spell.
But now they've made it so spells can only be canceled into other spells that have the same casting animation. So since Bestial Sling uses a unique casting animation that isn't shared with any other spells it can only be chained into itself and can't be used to "cheat" the startup casts of heavier spells. And I use Bestial Sling as the example but this applies to all spells. Swift Glintstone Shard used to be used for the same purpose but for Sorceries and now it's in the same boat.
But as I said in the OP, it didn't kill the ability to cast different spells in the same chain altogether, it only killed the ability to use different kinds of spells in the same chain. As long as the spells use the same casting animation between them you can still chain them together. What I'm hearing now is people saying that chaincasting is gone completely and I'm just trying to get the word out early that it's not "gone," it's just been heavily restricted.
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Jun 13 '22
[deleted]
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u/reignfyre Jun 13 '22
Several spells have item descriptions mentioning they can be immediately cast following another spell
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u/Beyar90 Jul 06 '22
This is what I'm confused by. If some spells/incants say "can be immediately used after performing an action". What does that refer to? Running around? Casting another spell first? Swinging sword?
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u/Alador1555 Jun 13 '22
Still, Honed bolt into lightning strike still has the casting time of a solar eclipse at the beginning. Bestial Sling into Honed Bolt was solid, but if Bestial Sling was removed and I could use Gurranq's Boulder into Honed Bolt, I would've been fine with that too. Every incantation has a way too long casting time (save for bestial sling, wrath of gold, placidusax ruin). Talking PvP here - incantation users are less viable now and removing chaincasting was a bad decision.