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First boss is subjective, because it could be 1 of 3 possibilities.
the only difference is that Souls games bosses generally had an attack sequence they'd go through, then stop, giving you a window to attack.
Elden Ring doesn't really do that.
The game is actually geared towards maybe Devil May Cry players more.
Here is what I mean when I say that:
https://www.youtube.com/watch?v=NOZONW-UK0w
Seem... familiar?
Look CLOSELY:
https://www.youtube.com/watch?v=p8DoLcas1o0
https://www.youtube.com/watch?v=JkA6Ai4ZO50
If I should give a tip is, don't get too over-leveled. And also don't use summons or ashes. (At least on fights 1 on 1). This way, you can learn the enemies' movesets better, without accidentally beat him, before learning.
I'm not against the summons or ash system, and anyone should use it really, if wanted. But imo, it creates too much chaos and randomness and you can't really learn much of the boss' movesets.
Thanks for the input
I find it really hard to find an opening with most bosses and if i make use of that opening just hitting him 1-2 times with my sword or halbeard i cant recover in time to make space or block.
That still is here, but you don't get just the one big one. You get multiple small ones, a few medium and very few big pauses. The trick in Elden Ring is getting used to that pacing of sneaking quick hits in the small bits, stuff like quick jump counters for medium ones, and big meaty full charged for those big pauses.
This is not Dark Souls, the pacing is different, the enemies punish bad positioning heavily, and enemies don't read inputs they react to you choosing to heal to drill it in your head "that's not the place nor time to be healing". The easiest way to get tripped up here is trying to fight like DS3 ALL the time. R1 spam is heavily punished unless you're using a properly fast weapon like claws or daggers, and enemies have LONG strings and contextual follow-ups they will only ever use to counter YOUR bad timing.
Focus on observing and trying different starting positions. Where you're in reference from the boss most of the time. Some enemies want you to be directly in front and punish you heavily for chasing their ass as you would’ve in DaS. Don't get back there then, stay in front, react and think when and where to sneak in pokes, and be on the look out for those long pauses to land a heavy hit whenever you can.
Again, this isn't Dark Souls. Enemy aggressivity and long patterns are what shape it up differently, but conversely status effects work on most enemies, including bosses, ashes of war are way more useful and versatile than weapon arts and they also greatly help with mobility, charged attacks and jump attacks are incredibly practical and a better option to R1 spam almost all the time, and stance breaking is one of the easiest ways to semi stun-lock even bosses, build up status effects, give yourself a breather to heal, buff, etc., in ways that only Bloodborne's viscerals really matched in previous games.
So if you dont get a windows to counterattack what do you do?
I really love to find safe attack windows for charged heavy attacks with big weapons. But some enemies are too fast for that. f.e. Godskin Apostle
Fast weapons make things lot easier. esp. with bleed, which make R1's more worth again for the fast bleed buildup. But heavier weapons are more likely to stagger/interrupt an enemy. jump attacks are also quite fast and have long reach, but are slower to recover.
can also just explore gather loot and get stronger
If you need to recover, create space first, or wait until you know the boss is stuck in a recovery animation long enough to heal.