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They launch themselves at you while doing long, rapid combos, usually with deliberately weird timing in order to bait a rollcatch.
It becomes very boring. Glad I'm playing a mage, not looking forward to melee character playthrough.
At least the Furnace Golems aren't like that. They do a lot of damage but they're easy enough to deal with.
The final boss phase 2 is insane. I don't even get how you're supposed to damage him. He just keeps attacking.
They're going to nerf him (like radahn).
I think this just speaks to how rigid and stubborn gamers have gotten more than anything about the game, people don't seem to want to learn even simple patterns, or change their stats or even talismans to make a boss easier. I think the real issue is people want a any build can beat anything easily experience and the devs wanted people to think, adapt, and use all of the tools at their disposal.
I agree with the spirit of your post
1. Learned how to fight the boss.
2. Refuse to play!
I think everyone here has a problem with what you did on step 2 there. Nice going!
I don't know, the whole game is designed to build a specialized character and get very familiar with it to be efficient. It doesn't feel like it's made to be that adaptable. For instance respecing is not unlimited, you can rebirth about 10-12 times so there's not a lot of room for experimentation. You can play with weapon infusions and talismans and it doesn"t make that much of a difference, much less than putting more hours learning boss's patterns
For Bayle and some other large bosses you can't really block with a shield I pulled out the mimic playing aggro ping pong and whenever the boss doesn't focus me I'll use the special from the dragon slayer large katana which is a projectile attack from a short to medium distance. I got all but one of the major bosses down but it involved a lot of suffering. I hate the Bayle fight even though it looks cool.
That St.Trina skeleton+horse fight also was extremely stupid. Just like that boss there are a lot of other bosses pulling out huge AOE attacks that simply cannot be avoided. That skeleton at the 50-60% pulls out a huge frostflame AOE attack that goes through the whole arena. I tried to go far away => it hit me. I went close and it still hit me even though the animation for the attack wasn't even below me. I tried dodging and it hit me. Jumping? It still hit me. The only thing working to some degree was blocking as it reduced the damage. Still it seems like unavoidable damage and there are other attacks like as well.
I now finally gave up when I reached Radahn phase 2. I have no idea how to deal with all these AOE and other special attacks. I watched a video but I don't see myself pulling off what that player did. It's to much. Just reducing the damage also wouldn't do much because it's still to many attacks and mechanics flying in. And then you have that ability where Miquella pulls you up and gives you a kiss or something like it. Got hit twice and lost the fight. There's not even a visible warning sign of that coming (or it exists and I just can't see it due to all the other stuff happening).
Even in phase 1 Radahn has that gravitation ability that first pulls you in and then he just slashes the area in front of him and triggers a purple colored ground attack at the same time that can't be dodged or jumped over. Blocking also doesn't really work there. It's stupid and way over the top.
What the hell is that even supposed to mean?
The game gives me a lot of tools to fight the bosses. I pick what I like and use it. If you're telling me I most change the entire tool belt because most of the tools are useless against certain bosses then there is a major problem in terms of mechanical design.
Yeah, those are the main issues in Elden Ring's boss design:
Flowchart combos (multiple different combos having the same startup hits but different endings) make it very hard to read and punish combos.
And of course many bosses nonstop looping 10 hit combos, without giving you any attack window in between.
I'm all for difficult boss designs like Gael, Isshin and Midra, but at least make their moves fair to punish, without having to gamble on which moves they use to end their combo string. This is not a 50/50 based fighting game.
The sad thing is, there are too many simps which praise every single gameplay choice Fromsoft does, which totally drowns every form of legit feedback.
So they probably will not listen.
Batman changes his entire tool belt every time he fights a new opponent.
I liked the fight against Gael in DS3. I also liked Sister Friede.
The funny aspect is I thought Friede was more difficult than Gael. When I fought him the first time I was easily able to make out his attack patterns and react accordingly. I think it took a couple of attempts but he was very do-able as a boss.
Sister Friede on my first playthough took me hours to win but I never felt like her fight was unfair. She dished out tons of damage if she hits you but it was possible to interrupt her attack combos as she didn't have hyper armor. Also she wasn't nearly as fast in her attack patterns compared to what ER:SotE does.
Unfortunately fromsoft overdid it with their spectacle fights in the expansion. Most bosses are to fast compared to what your character is doing. It seems like the bosses and my character are from different games.
Gael and Isshin are in my opinion the best bosses Fromsoft has designed so far.
Challenging, but fair to read and punish at the same time.
Their worst bossedesigns are:
- Consort Radahn
- Godskin Duo
- Malenia
- Elden Beast
- Yhorm the Giant (Gimmick Fight)
- Deacons of the Deep (Gimmick Fight)
- Bed of Chaos
- Pinwheel
I ain't reading allat but I agree, the bosses are kinda just move spamming, yet Messmer is great fun as soon as you find out his moveset.
So like I mentioned on the subreddit, I'm pretty much going to wait and see for the next game. Problem is open world was really the only place From had left to go (unexplored by them) and given how much I feel they squandered that with their encounter design and mechanics, there really aren't any additional places they have to go. So like I said, pretty much a wrap for me. I'll probably attempt to at least finish this DLC but that's it for me. Sorry, From, just do better in a decade or so. Maybe I'll return when you've listened to some criticism finally. Or maybe one day, we'll have a studio come along that apes the best parts of From and fixes the rest. Would love good world exploration with medium challenge based around the player moveset and balanced properly. And also a leveling system and late game weapons that feel more worth using instead of being designed around just being PVP fodder.
About last boss, well i can speak from ng+2 and 360lvl tho.
Maxed hp and stamina, heavy armor, maxed fingerprint shield. Still medium roll. Best physical and magical negation amulets, alexander and that lowering mana usage for weapon skills.
Maxed giant crusher of course with lion claw and maxed "weapon" for incantations.
Flask for dmg negation for 2nd phase.
Maxed mimic.
Golden vow and flame, grant me strenght incantations before arena, recover mana (you should take 12 hp and 2 mp flasks).
Scarlet aeonia.
Summon mimic while you can, heal. Hit him with scarlet aeonia (its awesome against him). Heal because you will get wrecked anyway. Then fight using lion claw ash of war.
Phase one should be short.
Flask and try to get close to him and just shield his aoe. Hit him with scarlet aeonia again. Now its rng if he grab you or mimic or not. Well it's rng if you will be still alive after incantation tbh xD
If you can stand alive you MUST stagger him while he is trying to do sky jump move.
It will one shot you even while maxed out with all these negations active (i tried with even more and it was still one shot).
If staggered, congrats you won...probably.