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Think it's fine, just a very tight (and therefore directionally dependent) timing because you need to move through two active hitboxes with the one roll.
And then jumps forwards with a variety of gap closers.
Additionally, it's not really fair to judge a fight on the SL1 version because that's not what the game was ever designed for.
It could probably have been animated more reasonably or something, but I think Margit being a really over the top example of tracking and delayed attacks is pretty good - you get to see it very obviously early on so you understand the principle of what's happening when later enemies do it more subtly. Margit's a teaching tool - "Look, player, here is a delayed, tracking attack. You will learn it here from this really high damage attack because everybody after me does it too except way less obvious."
Plus, it's a window to keep damage and poise damage on, which is nice. More bosses could do with opportunities for aggression within their attacks or combos.
Wot? Margit has no insta dagger; there's the one where he throws it at you and the one where he keeps his dagger after a combo string and yeets it as you as he backs up. Both have a clear tell and the latter is even predictable.
Off the top of my head, his leaping gap closer, his double spinny-slash with the stick, the hammer jump, the tail spin, and his overhead slam all have large windows. Others are available; I know there's some way to consistently walk around his slash-slash-groundstab combo, for instance.
Plenty of openings. Maybe if you spent less time trying to position behind him you could punish them?
The rest might have some merit if they were better explained.
POV: you have not fought the Loran Camerabeast in a cursed dungeon.
The newb slayer strikes again. Margit is dummy easy once you figure out his attack patterns.
Ok, it's not like I've done him SL1 torch only no hit. Guess I have no clue what I'm talking about and am completely new to the game.
You know I genuinely appreciate the effort you put into answering all of these. Not a bad response at all and I might try implementing some of this.
To add to it, he's also there to teach you that bosses operate differently than in souls games. While it does wholesale lift the base mechanics and systems from DS games, the enemy and combat work a bit differently in terms of approach, especially in terms of the enemy AI being a bit more complex (for better or worse sometimes). Dodge rolling / circling behind them and poking them in the butt over and over like with Asylum Demon isn't gonna fly anymore. You have to learn not only the boss's attacks but also how they'll react to you (for example Margit's knife stab/throw after his 3 hit combo depending on your positioning). it shows players coming from DS3 that it isn't all just about memorizing the pattern and going through the motions anymore, you actually have to think and react to what the boss is doing, and make strategic choices on the fly like whether to stay in on the offensive for poise damage or back off and play it safe, where with most souls bosses you were pretty much safe to wail on the boss until it's next attack started up and you knew exactly what it was going to be (usually) from the windup animation.
Some bosses do take this a bit far in terms of their AI being a bit.... hyperactive.... (Maliketh literally playing the floor is lava in some cases while just being big slow brute in others being a prime example), but overall Margit is the perfect wakeup call boss.
Also as others mentioned, SL1 torch only is definitely not the standard to judge a boss by.
as someone that enjoys fighting games, knowledgeable trade maximizing is among the highest levels of skill you can ask of a player. Dark souls games are typically so easy that these aren't necessary or have been sub-optimal, but being condescending about it probably says more about your mental than anything.
You're welcome; I hope it makes the fight more enjoyable on future attempts.
Trying to turn a forum response into video game genera preference superiority has got to be the most flaccid ♥♥♥♥-measuring contest I've ever seen.
It's all in how it's used.
For example, the Godskin Apostle (solo fight only!) has input reading used well, where if you try to back off and heal they'll yeet a fireball at you. This encourages the player to stay in close and create healing windows by baiting and dodging attacks - which helps nudge players into realizing that many of the Apostle's attacks can actually be strafed around (whirlwind, jump, etc) from very close range for long punish windows.
It isn't always good (in particular how enemies respond to projectile attacks is absolutely awful on every possible level), but the mechanic isn't awful in and of itself.