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They seem really afraid of another Mohg situation whee the boss edge walks towards you and gets obliterated by magic.
The bosses were adjusted to the agility and possibilities of the warrior, not like in Elden Ring where they have infinite stamina. Precisely its greatest virtue was in its simplicity, which allowed the chain of attacks to be easily learned. In Elden Ring, and especially in the DLC, you spend the entire battle spamming the roll and running away from the boss, they are not fun or well-designed combats.
I was confused why Igon's sign was in the boss room. I wasn't going to summon him, but I was doing his quest and expected to see his sign. I spent time looking around the area thinking he must have moved somewhere and I didn't talk to him. I don't get why they broke that pattern but it is what it is I suppose
My opinion is that they're all pretty fair. Gaius as well, even though I think he's too aggressive. Some have ♥♥♥♥♥♥♥♥ moves, but it's still manageable (Messmer and his double strike before sliding away, you get automatically hit by the second strike when you dodge the first).
But I got the conviction that bosses were designed without taking into account how dodges work in Fromsoft games. Since we dodge on button release, there is always a slight delay. But bosses were designed with precise dodge timing and as if you could dodge instantly, which throws your timing off balance.
Gaius' boar charge is a perfect example of that. You have to dodge into him right before the snout touches you, otherwise you'll still get hit by its large hitbox.
Of course, you can adapt, try to dodge a bit before. But it's not intuitive, the right timing doesn't come as naturally as with an instant dodge.
We would see a lot less "game's too hard" if bosses were designed according to our moveset. Or if Fromsoft stopped repeating the same mistakes games after games, but it's pretty clear they won't. I love their games immensely, but they have a tendency to never learn from their mistakes, only from their successes.
i mean that's the whole thing innit? you get less tools to respond with, and the bosses have less moves to question you with. i wouldn't really argue most of the bosses in this DLC have overtly confusing moveset, with the exception of rellana, which is by design, and the final boss, which is by pure bs lol.
putrescent has a super straight forward moveset, slow moves that telegraph well but have a weird rythm compared to the rest, and a few attacks that require/reward jumping
flower has the most abusable moveset of the whole DLC, allowing you to get tons of fully charged attacks if you know where to stand
mother also has mainly on hit attacks, with only a couple two hits combo, and while her big ♥♥♥♥ you black home move looks impressive, it's litterally just sprinting around her for a bit
midra is just kinda honest? no real BS, plenty of opening, madness is annoying, but there's a million ways to negate the buildup or at least make it super manageable.
lion gets flak, but his spinny move is free damage if you know where to stand, has a few grabs/dashes with generous punish windows
BAAAAAAYLE is more on the painful side, but if you learn to go for the head like with midir, he's pretty manageable
gaius just lets you use your horse, and like the tree sentinels, staying on the side where his weapon isn't severely limits his moveset to the point where he's either gonna try to do a puny body slam that leads to a massive punish, as goofy little stab, or he'll attempt to reposition.
and centipede lady was barely a fight for me, but i may have gone into with way too many blessing levels lol
Manus has 6,665 hp in NG, Divine Beast Dancing Lion has 22,571 hp in NG. For anyone playing this whole time there's been a clear and conspicuous transition to the types of bosses that OP is describing, with the biggest jump probably being when Bloodborne came out. Just gigantic ridiculous ♥♥♥♥♥♥♥♥♥♥ Chinese dragon things filling up your whole entire screen, laying down damage fields the size of a house before jumping a city block away and jumping back within a second. The bosses are easily 3 times as fast, 3 times as large, and have 3 times as much health as they did back around 2010. I'm guessing at this rate when Dark Souls 7 comes out in 2040 the game will be Earth Defense Force except instead of having an entire city to run around in it'll be a living room-sized area.
Thanks Mr Know it all but wrong.
The bosses suck.
Its all the same boss every single one.
Soulless attack turrets.
No personality.
All share the same move set.
Attack attack attack attack attack attack attack attack .
No chance to use player skills.
No chance to heal .
There are no strategy pages for the bosses because there are none.
Here let me break down the strat.
Roll roll roll roll roll roll roll roll roll roll roll roll roll jump roll roll roll jump roll roll roll
ONE PLAYER ATTACK.
then the more complex
Roll roll roll roll roll roll roll roll roll roll roll roll roll jump roll roll roll jump roll roll roll
ONE PLAYER ATTACK.
then Phase 2
Roll roll roll roll roll roll roll roll roll roll roll roll roll jump roll roll roll jump roll roll roll
Roll roll roll roll roll roll roll roll roll roll roll roll roll jump roll roll roll jump roll roll roll
ONE PLAYER ATTACK.
if you would find that tedious repetitive and boring.
well thats DLC BOSS
6 new skins on the same boss to deal with the same BS
Nah that's far too complicated. Now it's
Larval Tear, respec into greatshield build with rotspear, beat the game, tell mom you finally got gud.
This isn't true. You have to find your own openings. Your choosing to stand back and take the free attack. Maybe take some initiative and actually try to do something for yourself. You are your own worst enemy.