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Rapporter et oversættelsesproblem
On the subject of telegraphs though...there really does need to be a clear distinction between a "charge up animation" and a "telegraph". The former is when you can see an attack coming well in advance but you can't necessarily tell exactly when its coming. A telegraph is "the attack is coming NOW, defend yourself". And yes, some bosses lack proper telegraphs to some of their attacks (Malenia, waterfowl, scarlet Aeonia, shadowclone).
But I would counter this by saying that the boss fights aren't designed to be handled the same way as they were in Dark Souls. You aren't necessarily supposed to be up in their face dodging everything, and the bosses themselves are tuned more for dealing with more than one opponent (the big bosses anyway) so they're balanced a bit different. Not to say that you can't DS a boss, but its gonna be more difficult obviously. Still, lack of telegraphs isn't great design.
Duo bossfights do need an AI overhaul, yes. Two crucible knights attacking a single person at once and not taking turns is pretty much impossible to fight without backpedaling around the room constantly.
And please...do not start this "input reading" thing, you're going to bring in the conspiracy theoriests. Yes, many bosses and enemies react when the player uses estus/items which has been true for every previous souls title. And that's it, its just the AI reacting to the player performing an action, its not "input reading". I've fought every boss you listed in this section many times and I promise you they do not read your inputs, its just confirmation bias.
True, I vividly see Margit's cane in front of my inner eye here. Would be nice to see something like a little twitch or something as a telegraph before he slams down. Also the homing is quite excessive in many cases. You'd think you could just space out an attack like that, nah.
Great for anyone who likes that but I preferred the system in earlier titles. As I said, this feels like Code Vein to me and makes me not want to play through more consecutive NGs since it feels like an ordeal to die to something random to no fault of your own.
Yeah sorry, I didn't mean it like that. What I mean is that the "passive mode" of some bosses make the reading way more noticable (look no further than the Godskin black flame throw) and of course, it's necessary. But the fun ends when this reading can overwrite their recovery and just cancel an opening.
DS3 and Bloodborne tech is of higher quality. ER is more of a continuation of DS2 tech, with inferior lightning, animation, visuals etc.
Even a simple swing of a sword, a roll or a gesture is better animated and more fluid in DS3 and BB.
ER needs all this ugliness to be able to support open world in last gen consoles.
--
And yeah, this bad boss design is another thing reminiscent of DS2. Same strange hitboxes, same unprecise controls, same ugliness all over it.
People learn patterns, they react to them. It's an habit.
By using delays you trick the brain of most people, easily, till they learn that specific pattern themselves.
It's fine. Nothing to be mad about. A good idea, after all. You can't make it perfect with all the weapons, skills, etc. in Souls games.
Look at Sekiro: they actually can do proper boss designs as there are less factors to calculate for. No need to create special delays for something like charged attacks, or slow weapons to have a chance, it can actually be some real fluent combat.
Diversity of choices a player can make means the opposite to world and game design choices: you are limited to what you can do to make it an enjoyable experience.
ER has tons of issues, it's still more fun than DS3. Hope that the next Souls Game actually adresses those properly.
''telegraphs being too short for you to react to'' and the things you listed as an example is entirely a you problem. They are completely fine.
''absence of openings'' again, a you issue. Every single boss has many openings.
''input reading''- has been a thing in previous games as well.
''randomly mixed combos''- makes fights better and more interesting.
The only thing I agree with is with the delayed attacks being too many and too weird to predict sometimes and the duo fights being trash. Everything else seems like the ramblings of a ds3 player that can't handle the fact that he's bad at this game and blames the game instead. If you want a ds3 copy then just replay ds3. They mostly improved the previous boss fights that were too easy and too samey.
Spamming the roll brainlessly when you see any animations in ds3 and getting away with it is not a superior combat design, it's the opposite.
Things are TOO fluid in Elden Ring, creating this constant stream of attacks in a lot of situations. This is why I have been saying Elden Ring is too reliant on I-frames for player survival.
Even compared to something like Monster Hunter (which loves its I-frames) Elden Ring is BEYOND that in terms of the design due to the slowness of the player compared to the enemies.
This is why the bosses of Elden Ring are not good in my opinion, they don't account for the player's abilities/speed, which is why the input reading feels even more egregious than prior titles because there are few moments when most stronger enemies CAN'T immediately react to a player. Add in the usual (if not sometimes moreso than usual) janky hitboxes and the fact that enemies hit like a train compared to older titles (hell even compared to Bloodborne at times imo) and it just keeps adding stress fractures everywhere.
There's a disconnect between player and enemy, and that holds Elden Ring back from being as good as it could be.
To 1. its a matter to learn boss fight and those delayed attacks are very learnable.
To 2. Telegraphs get more obvious, if you know, they can come. Again a matter of learning the boss fight and expect those attacks. I guess, that's also muscle memory.
Also, some attacks are followup of certain combos. So if you spent too long for the punish, you can't get away fast enough (esp. Godrick's wind stomp)
To 3. Most bosses have openings based on your positioning. Some combos only continue, because your are in a certain position. It's a matter to find a way to bait the right combos and then you can attack. F.e. I'm about to get off charged R2s with a large club consistently on Beast Clergyman after a certain combo.
To 4. Agree, Duo boss fights are too random
To 5. Agree, the reaction is a bit too instant.
To 6. See 3.
What you guys never understand is that you skipped the "is this really bad design?" discussion and just assume it is.
You can't keep anyone from giving their opinion, however much you want to control a thread.
So, you have already decided that it's all crap and want to have a serious discussion about this topic by listing four unfounded, biased accusations, and again assume that everyone already agreed on this.
And so it goes on...
Note that this statement doesn't change the issues I just mentioned.
Why did I write this? To show why some folks react badly to this type of hot theory threads.
To suggest DS3 is anything more than a bare bones action RPG is nostalgia blinding.
LOL DS3 had most of it's mechanics ripped apart in it's final year of development. The high praise DS3 gets is incredibly odd to me, that game is a mess.
Some of you still haven't gotten over that you're getting owned by delayed attacks and it really shows.