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It's either a punch down on you, sending shockwaves left and right.
A swipe with one wing.
Or a charge at you. This attack spawns slightly away from you.
Your best bet is probably to dodge out of the way immediatly.
Or that's how I deal with them. Genuinely no idea if they can be parried.
The Vulture itself isn't doing much when they attack anyway. Either standing around and, I assume, summoning them. Or RP walking at you.
Since dodging always ended up with me taking the next hit, I just died repeatedly to the ghost attacks (the three-fold and the slow walk one) until I get the timing right to parry them all. The trait that lets you regain health after parrying helped me with a ton of bosses.
On another note, ng+ Fidus made me quit the game. While vulture surrogate was hard, once I got accustomed to every pattern, the fight became enjoyable. However, Fidus has one attack that gets me everytime, it's this little charge it does before spinning its sword. Not only it's fast, but it's also kinda impredictible. But during my 3rd try, he did the little charge and oneshotted me, even though I had 90% of my health (I had 15 in vitality). At that moment I said to myself "okay, lol, nope" and uninstalled the game.
15 vitality in ng+? respec!
That's kinda worrying.
Last night I did regular Vulture. It was doable, but I absolutely hated that new thing were dead worms leave a permanent acid stain. Unwalkable arenas already is the kind of lazy-ass artificial difficulty nonsense that puts most Dark Souls 2's bosses at the absolute lowest tier for me, and any game that pulls that ♥♥♥♥ instantly loses a bunch of points in my book. But making the obstacles be both dynamic at spawning and permanent throughout the entire fight is beyond ♥♥♥♥♥♥♥♥.
So yeah, my initial excitement about NG+ is cooling down worryingly. So far I did 4 bosses, 2 of them I did not enjoy fighting, and all of them felt like they had extra difficulty spikes tacked on without really giving a lot of thought. The original flow of the fights felt more or less ruined in every case, and that seems to be more and more noticeable the further I get into the game.
That's an opinion I share (I'm looking at you, Mohg phase 2 in Elden Ring), but I do think NG+ Vulture handles this correctly. Since the Vulture itself isn't too agressive, what I did was lure the worms to one side of the arena and killed them all there, one by one, so that their marks all fall at the same spot.
However, similar to the acid stains, I didn't enjoy the fact that both ends of the arena are covered with some sort of damaging ground. Mostly because the Vulture would always stand in them and I was like: "Sooo... ya gonna come out or what?".
At least with the worms, you can choose where the stain lands. It's still a pain, but you can influence the outcome and THAT, player agency, is good design in my opinion.
Like you say, it probably doesn't help that the arena is already way too small to begin with, with those lava rocks on both ends.
OK, this is the third time I read about Fidus being on the same level of ♥♥♥♥♥♥♥♥, and it's getting worrying
I've been under the same impression so far. Amalgam's new moves are so well implemented that you'd be forgiven for not realizing exactly what's new and what was already there. The other bosses I tried so far all have these over-the-top new moves that stick out like a sore thumb.
I wasn't a fan of Vulture initially as I got killed by the worm hazards way too often but it does force you to either control where they die or make use of your movement skills.
I liked all the NG+ boss movesets over all, however, when they were near perfect already the extra stuff added will either work for you or annoy you.
The bonus boss...I didn't like at all; there's too much visual noise on screen and it becomes a chore.
Well, in the end I'll have to agree with sethkane here. After fearing it so much, Fidus went down rather easily in just a few tries. I did manage to learn the fight properly and I even enjoyed it.
Hell, all the time I was mindful of Elymnir's comment regarding that new charge attack, and I'm not sure I even realized which one it was. This was, in fact, another boss where I found the new patterns so well merged with the old ones that nothing sticks out too much (with the exception of that frankly ridiculous post-last phase, granted).
ALSO! Am I right in thinking that NG+ Fidus is an optional boss? You're not getting an ability, and the access to the next area is elsewhere entirely. In fact, it would seem as though the entire Carven Palace can be skipped.
And I believe you can finish NG+ by only fighting Vulture, Final Performance and Shidra.
What does that one do? I don't think I've ever used it.
Every stack that you put on the enemy with the Lantern increases the damage they take from Resonance-powered skills and attacks, which includes both the Ancient Limb and Skewer skills for parry + dash ghost damage. And leveling up the lantern passively increases your Resonance stat while you're wielding it, if I understand how that works properly (even without putting stacks on the enemy, compare parry damage of a while wielding a somewhat leveled lantern vs while using another weapon).