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Fordítási probléma jelentése
I´ve said a few times before, you don´t need to block or roll anything in this game. Simply "sidestep" certain attacks that you trigger with your positioning/item usage and punish the boss. It´s not too hard actually. The same works in Sekiro ( a lot harder) and Nioh 2 (bit harder).
Idk man, raiding in WoW has been popular for a very long time, and the main way you beat bosses in raids is by knowing their move set. I think you're blowing smoke. [/quote]
I mean.. you're not very cultured if you play WoW, just saying XD
I think observing attack patterns, learning timing and tells is part of mastering a boss encounter and it is not bad design. Imagine how boring a game would be if all enemies and bosses have the same move sets. There are ways to indicate/signal that moves are unblockable or non-parriable but that is more about design philosophy of a developer.
I much preferred how Nioh games dealt with these types of attacks compared to Soulsborne games. However, if developers opt for different approach I'm fine with it as long as there is a tell of sort.
My main grip with boss encounters in Elden Ring is two-fold: 1.) Variable timing of their attacks and 2.) Long walk of shame to the boss after dying. There are some bosses or monsters that seems to have similar or same attacks with just different timing. This is something I see as a cheap way to increase difficulty. Other issue, which I absolutely detest is badly placed checkpoints before bosses. Elden Ring is decent in this aspect but there were few boss encounters in catacombs that required long runs. I also disliked Radahn's fight since you had to walk to the teleporter, load in, travers to Radahn all under barrage of his arrows only to get crushed by his insanely large hit box attacks (pre-patch). I do not mind learning a fight but spending a longer time to get there than surviving the engagement enrages me.
This is true also for bosses that advantage a playstyle over the other, which is why i can excuse Maliketh's DoT even if it's the thing that most of all would bring it down from a hypothetical "top 5 demigod bosses" (different is instead the readability for both phases, which is terrible and add nothing to the game nor the fight itself except for an extra load of cheap difficulty).
was there, did it..
Margit = Spin-to-win
Tree Sentinel = Shield slam AoE
Godrick = Walking fire breath
Rennala = Summon wolves
Tree Spirit = Fire breath
Crucible Knight = 2h Stomp combo (if I roll backwards on accident, I often get stunned so long by the stomp that I can't avoid the slam)
Crucible Knight (Spearman during the Duo fight) = Grab spike
Draconic Sentinel = Lightning slam AoE
Fire Giant = Fire breath
Godskin Noble = Thrust combo (same thing for Godskin Duo, since I really don't take Apostle seriously)
Maliketh = Blackflame flurry
Black Knife Ringleader = Same as above
Gideon = Triple Discus
Elden Beast = Ball of light
I pointed out Fire Breath attacks a lot because I used a shield, and trying to block Fire Breath is an automatic death in most cases. Sometimes the attack lasts long enough to hit you twice even if you don't block it.
Inb4 someone quotes out Rennala...
Yeah when wow started giving guides and insisting you used add ons for bosses instead of just learning what are pretty easy patterns it went downhill fast in the fun department.
But hey, everyone wants instant gratification and doesn't want to work for it.