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Also yeah, Maliketh's relentlessness is designed around the blasphemous claw, Mohg is designed around the tear (tres, duo, unus, nihil turns him into a pinata), both omen bros have the shackle, Malenia is a Sekiro boss (the stab for an easy mikiri counter is literally still there) that was turned into a dodge test last minute, Radagon is "eat a$$, the boss", Elden Beast is seemingly designed for ranged users (and also a test of your... familiarity with the jump and running buttons?), likewise, Fire Giant second phase also seems like it had ranged users in mind
I really think bosses are good when you play a game multiple times and actually anticipate fighting them. When you think "so this one's up next, yeah let's do this". For me in DS that's Kalameet, Gaping Dragon, Priscilla, Sanctuary Guardian, Gwyn, Sif and Artorias, in DS2 it's Looking Glass Knight, Velstadt, Smelter Demon, Sir Alonne and Ivory King, in DS3 it's Gundyr, Dancer, Abyss Watchers, Old Demon King, Pontiff Sulivahn, Elfriede, Midir, Dragonslayer Armor and the Demon Princes (maybe Gael but I haven't fought him enough). In Elden Ring, the only ones that I can honestly say, I anticipate fighting are Radahn, Placidusax, Fia's Champions (and the Jar Warriors for that matter, I love NPC battles), Fortissax, Sir Gideon, Regal Ancestor Spirit, Astel and the Elden Beast. Compared to the total amount of bosses, that's a way lower ratio and is more like DS2 boss quality really.
To test it simply cast the spell against any AI invader/hostile NPC in the game.
They will always roll the spell input but won't respond to the spell actually being launched at them.
Its actually a way to cheese nearly every hostile NPC/AI invader in the game, as they can only respond to the input but not the spell actually being shot at them.
Its so well known for beating the input reading AI that the wiki recommends using it for those enemies.
It was bound to happen ;)
Uh the Crucible Knights are pretty much Artorias - aggressive and in your face and even had mid-fight change ups.
Difference is, Artorias is piss easy.
From a superficial standpoint, this is entirely correct. Under the hood though, enemies are actually reacting to your animation state and not the literal input.
For example, Godskin Apostle will react with a fireball when it reads you as being in the "Drinking Estus" animation, but not when you drink Wondrous Physick.
Enemies that can stepdodge will react to the "Firing" animation state of spells and projectiles, but not to the "Windup" animation state that happens right before that.
And so on and so forth.
Does this change anything about this argument? Not really.
Enemies reacting the way they do does mean that FromSoftware could try to account for it by just forcing a handful of extra frames of delay before an enemy is allowed to react to an animation state.
But they don't.
If I were to hazard a guess why, I'd guess that, simply, the thought that this issue needed addressing never crossed anyone's mind during development.
You want a "civil discussion", but I wonder, why you just ignore posts, which try to do exactly that.
3. Beast Clergyman is annoyingly hyperactive, but his second phase is fine. Godfrey has plenty of openings. Morgott could very well be the least aggressive boss in the game, he quite often just stands there. He is exactly what you would expect from an entry level boss.
4. Multiple boss fights in ER are not the best, but the Godskin duo is not exactly Orstein and Smough, they are tweedledee and tweedledum. They are inflatable buffoons that pop if you poke them. They have so little health you need to kill like 5 of them to win. Most of that fight is 1v1, or 1v0 waiting for another one to spawn.
With duo Gargoyles you get to deal a lot of damage before the second one starts moving, and afterwards you have a lot of time to finish the first one while the second one is walking very slowly towards you.
They are not designed to be fighting 2 of them, they are designed to quickly dispatch one of them and make the fight fair.
"A crown is warranted with strength"
*drops Quality weapon*
Another thread of dark souls players complaining that the game is difficult. Ironic that in community where "git gut" is go-to dismisal of any argument, but when the game is actually difficult that elitism built on beating "difficult" games immediately crumbles.
First of all: YouTube account Rusty has a nice collection of advice for each boss. Be sure to check out the comments for more of the community's wisdom!
1 QUICK TIP vs. EVERY Elden Ring Boss
I think learning boss fights would be more of an exciting challenge if some of the intended ways to fight would be presented to us more clearly.
Two video's have been published on Reddit that I feel sum these up rather well:
Elden Ring is simply NOT dark souls 3, so dont play them the same way
Featuring the 'worst offenders':
Morgott Lord of Infinite Combo's
Godfrey Lord of AOE Spam
Maliketh Beast of RNG And Too Much Damage
Aggression is KEY showing openings can exist during a boss attack.
Bosses, the issues and solutions.
combo's for days. These are invitations to try out the new combat mechanics: break their stance by guard counters, parries, or jump attacks; a melee character can now have options to punish at range, provided by the ashes of war; you may apply status effects quickly by bow ashes Barrage or Rain of Arrows.
health pool too large. I believe the boss's large health pools are compensating for the large damage of the stance-break viscerals. Learning how to get these is essential for game enjoyment!
AoE's. They exist to teach melee players to keep their distance. Also: some can be dodged by jumping, allowing to close distance fast, and with the jump attack deal a lot of stance damage.
One-shot / combo'd to death, for Radahn repeat a looong run back: you are expected to level up HP to match the enemy's damage output, the devs seem to assume that the open world players to level up more than in the previous games.
Delayed attacks: apparently the idea is to add interest to the fight. Don't rely on muscle memory, like in previous games, but steelheartedly look the opponent in the eye, staying calm until it is appropriate to react.
RNG boss (Fire Giant) Check out a rl1 vid and try to find the RNG. Disclamer: the Onebros have found that instances of RNG still do exist, but far less than it would seem for us lesser gamers.
might as well be boss Caelid ball bearing hunter: melee: stick to his back, bait out the shield bash & punish with jumping attack. Lightning for extra spice.