5/8/2023 0 Comments Objects in whack the boss 2![]() There's also the fact that, if you dodge through an attack, then the timing window of the dodge becomes more generous. However, if you dodged towards the boss, then they'd keep attacking right past you, allowing you to set up a counterattack. For most enemies in that game, if you dodged backwards (like is instinctual), the enemy will keep moving toward you while attacking, requiring you to time a series of dodges perfectly. This was a thing that started in Bloodborne. The direction you dodge can make some attacks much easier to dodge, and can help position you to deal with the next attacks. I haven't seen this posted yet, so I want emphasize that timing your dodges is not everything. ![]() ![]() And this is coming from someone who played and loved the other fromsoft games. If this is what all of Elden Ring is with one or two outliers, I worry I might put it down before completing it. It's like I'm just fighting the "dancer" boss from DS3 again and again and again. Enemies moved in ways that made sense, they didn’t have ridiculous combos that made my brain malfunction wondering how the fuck they could even track that or continue attacking, and it was the right level of difficulty and fairness.Īlso, what happened to bosses limping and getting hurt towards the end of a fight? It feels like every boss just goes ultra aggro and attacks non stop towards the end of their healthbar.īloodborne and Dark Souls 3 was pushing it with 10x combo ultra fast ultra tracky bosses, but Elden Ring seems like the worst offender. Playing Demon’s Souls remake was such a breath of fresh air because Fromsoft didn’t rely on this kind of ultra fast paced enemy design back then. In Sekiro it didn’t matter because the player can deflect at any time while having infinite dodge/sprint. I haven't finished it, only killed a bunch of different bosses in the first castle, but I’m a bit fustrated fromsoft continues to hammer in enemy movesets designed around tricking and frustrating the player.Įxtreme tracking of player’s movements, unnatural bizarre animation timings, and endless “fakeout” attack combos where it looks like the enemy has ended their moves, only to instantly go into another quick attack or yet another combo that no player could ever predict.Īfter endless bosses in Bloodborne and Dark Souls 3, it’s not fun to study these movements anymore, it’s just annoying.
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