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Now like every boss does this shtick, raise the weapon, wait a full second, then it zaps down instantly. I really loved the fatty knight who jumps in the air and just stops up there and floats in the air a while to delay the big stomp. It all means you have to memorize every delay, and often changes the usual gameplay "dodge then counterattack" into "actually attack during the windup and then you dodge".
Chalk it up to ER being very different gameplay wise from what you got used to in Souls I suppose. Souls series is more methodical and slow for sure.
What does that mean? A telegraph, when used in its traditional meaning in these games, is when an enemy animation indicates an attack is about to happen with such timing as to indicate dodge RIGHT NOW.
An excessively delayed attack is when an enemy animation starts indicating an attack is going to happen, but that its happening long enough that dodging immediately is too early. And yes, previous souls games did have some enemies with these. The thing is many enemies with excessive delays also had proper telegraphs in the same animations (taurus demon for example), so it wasn't a big deal.
I think a lot of complaints about mainline bosses in this game comes from excessive delay without a reasonable telegraph (attack animation itself happens too fast to react reasonably). And I kind of agree, I get it and I'm not a fan of that either. But I'm one of the purists who believe that "good" design constitutes that every attack should be eminently readable and dodgeable the very first time the player sees it happen (doesn't mean I can actually manage it, but still).
He can't just copy paste boss design patterns from all the former games (not even more lol). Thats why we can make a drink inbetween some of margits attacks.
I'm not even complaining. Really. But.. at this point I'm scared for later games. How does he want to top himself again? Bed of chaos 2.0 x 5? Maliketh but with 2 whole bars, lifesteal and lifedrain with only half a second of punish windows?
Once we see something like Isshin in a souls combat game I effin quit lol.
The current version of this for Elden Ring is the unconventional attack wind-ups/increased combo aggression, and the new Spirit Ash mechanic.
First introduces more reflex-heavy timings for advanced players who have settled into the Souls formula, and the second is to mitigate the length of time new players have to deal with the increased aggression.
None of this would be a thing if it wasn't for BandaiNamco's ridiculous marketing, and the vocal minority in the Souls community that scream about the games are a badge of honour to complete.
But, i think its worse, if an enemy keeps spamming attacks and you don't find a punish window. Some examples are Gideon on everything, Draconic Tree Sentinel fire ball, Loretta glintblades and the fast magic shot. Morgott to some extend. Malenia repeating the pirate slash over an over. Ranged magic spammers in general.
For example, when the Watchdog enemies raise their sword, they raise it straighter just before smashing it down; the moment you say that extra extension is the moment you dodge. A couple of their other attacks have them pull back their sword before swinging in an arc, and they stop moving it back right before their swing; that moment of stopped movement is your cue to dodge, not the pull back. The Watchdog is an easy example because of how stiff its movement is, but most enemies have something similar. The idea behind the delayed attacks is to punish panic rolling, so you just have to roll smarter instead (or block, that is often an option as well).
Arguably if you play more at mid-range, take advantage of visible openings, use spirit ashes, ranged weapons, shields, etc, the bosses are much more doable.
The moment the players let go of the habits they picked up in the earlier souls games the easier the dodge timings become , input reading on the other hand is still annoying
However i am just at the end of the game and i think the pacing there went downhill. There are just too many bosses in a row where you need to learn the patterns. It's okay if you get 2-3 hours of chill gameplay and then a boss you need to try 3-4 times to get all the timings.
But at the end they throw boss after boss and you allways need to learn new timings. And it made me mad. It's just not a good idea to throw so many bosses at you with basicly no real gameplay between. And everyone of those last bosses can kill you in 2 hits and you don't know the timings when you first encounter em.
I think everyone who played till the very end is absolutly capable to deal with the bosses. It is just the question how many times you die to learn the pattern. I do not exactly think that this is brilliant game design. The game was realy great but i feel the end is just too much.