Review Elden Ring

Two years on, Shadow of the Erdtree is still the best argument for hard games

The expansion nobody could finish has quietly become the one everybody recommends. We went back through it at level 150 to work out why.

A lone knight silhouetted against a golden tree
9.1 / 10

Verdict

Still the high-water mark for difficulty done with intent, and it reads better at a distance than it did at launch.

The short version: the stat spread does more work than the weapon, and almost every build guide has this backwards. Two points of Arcane are worth more than a tier of upgrade material, and you can prove it on the first boss you meet.

Why the obvious version fails

Stacking raw damage looks correct on the character sheet and falls apart the moment a fight lasts longer than fifteen seconds. Status buildup decays. If your damage window is too slow, you are paying for a proc you never land.

Buildup decays from the moment it stops climbing, which is why attack speed beats attack power here.

The three numbers that matter

  • Arcane, which scales buildup far more steeply than it scales damage.
  • Attack speed, because a decaying meter punishes slow weapons twice.
  • Stamina, because the whole plan collapses if you cannot finish a combo.

Setting it up

Get the weapon to a mid upgrade tier before touching anything else, then put the next eight levels into Arcane in one go. Splitting them across two stats is the single most common way to end up with a build that does neither job.

Once that is done the rest is routine. Keep one consumable slot free, keep your stamina above half before committing to a combo, and stop chasing the last ten percent of damage. The fight is already over by then.

What works

  • Boss design that teaches instead of punishing
  • The map rewards curiosity more than any Souls game before it
  • Scadutree scaling fixes the difficulty complaint if you engage with it

What does not

  • The scaling system is explained almost nowhere
  • Performance still dips in Shadow Keep