# Elden Ring's PvP Problem Exposes A Harder Truth About FromSoftware's Design Philosophy

A veteran Elden Ring player has hit a wall that reveals a mounting tension in FromSoftware's approach to multiplayer combat. After ten hours invested in the Duskbloods covenant, a dedicated PvP enthusiast discovered that despite mastering the game's PvE content, the multiplayer experience creates a skill floor so steep that traditional improvement becomes nearly impossible for certain playstyles.

The Duskbloods covenant positions players as defenders in specific regions, tasking them with repelling invaders and cooperators. On paper, this delivers focused PvP content. In practice, the encounter design punishes passive playstyles and rewards framerate-dependent backstab fishing that benefits high-latency players. For someone built around methodical spacing and parry-based defense, the covenant transforms into a frustration simulator rather than a learning environment.

This matters because it highlights a recurring FromSoftware design choice: their games reward aggressive, framerate-aware play patterns that function differently across connection speeds. Elden Ring amplified this problem by introducing massive maps where invaders control positioning and encounter timing. The Duskbloods system locks defenders into zones, eliminating environmental agency. A PvE veteran suddenly lacks the tools that granted them mastery in boss fights.

The real concern cuts deeper. If FromSoftware's next title doubles down on this multiplayer framework without addressing these balancing issues, significant player segments will face content designed against their strengths. The studio has demonstrated willingness to support niche playstyles in PvE. Their multiplayer philosophy, however, treats PvP as a fixed competitive space rather than an accessible system that accommodates varied approaches.

FromSoftware's history suggests the studio views PvP as endgame content for hardcore players. Demon's Souls established this precedent. Dark Souls refined the formula. Elden Ring expanded the scope while preserving the underlying netcode and latency mechanics that originated in the PlayStation 3 era. These systems work for backstab-dependent builds and latency exploiters. They actively punish players favoring poise, trading, and parry-based defense.

The Duskbloods experience reveals whether FromSoftware intends to iterate on these foundations or cement them. A player capable of defeating Malenia or Maliketh can still fail repeatedly in covenant PvP because the skill transfer stops at netcode interpretation. That disconnect suggests future titles may inherit the same accessibility gaps.

This doesn't demand elimination of latency advantages or competitive stakes. It requires acknowledgment that multiplayer design choices determine who enjoys the content. If FromSoftware's next game launches with similar PvP systems, veterans should expect the same wall. The studio clearly prioritizes hardcore player retention and experimental multiplayer philosophy over inclusive design. That's a valid choice. It's also one that excludes capable players based on their preferred engagement methods rather than their mechanical ability.

The Duskbloods concern signals a larger question about where FromSoftware draws the line between difficulty and inaccessibility in multiplayer spaces.