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This fight is tough as nails solo, but I've found it to be quite exciting. Been stuck on him for 4 hours but you can learn his patterns. I've been able to dodge all of his big attacks for the most part. It's getting struck by one of his roll-catching sweeps, or a random pillar of light that drains me of my healing in a protracted engagement that does me in.
I think you are overlooking some very valid reasons these things are inevitable. Let me explain. Consider the difficulty in having a DLC with these variables:
1. Some players are level 100 and some are 400.
2. Some have a maximized OP build and others are doing a standard weapon and utilities.
3. The sheer number of weapons, weapon types, talismans, and consumables that can be used
4. Given the mostly open ended map layout and numerous approaches people can take that will lead them to areas and bosses at much different times
I'm sure there's way more variables but those alone are HUGE and yet, overall, most people were able to still get a Fromsoft Challenging experience that they are know for while accounting for so many variables like what I mentioned.
This is far different than lies of p for example that's quite linear and much easier to account for. Even weapons and upgrades are linear and planned.
So for me, that's why elden ring has truly met it's absolute "limit" when it's referenced by the studio. There's just so many ways to approach the game that any more and it would truly be universally hated.
Why?
Because that's how they had to account for those things I listed in order to give the huge range and mega damage blasphemous build an experience that's still challenging while somehow making it still possible to play with the no summons, B tier standard gear player.
Here's my honest theory on their thinking for the old consort radahn pre-nerf: "they are gonna call summons ASAP entering the arena after they megadosed their elixirs so we will input read more aggressively. The blasphemous blade range will be mitigated by faster attacks that make performing it not a given, especially when used with a summons. However the skill of those players are lower than the B tier players who are at the same level and boss. But those players won't be using those tactics and will probably enjoy a rather predictable rush most session starts as they learn patterns faster. The players who are very adept at learning the specific moments to time dodges will have a harder time with the AOE particle effects cranked up to make it more confusing and difficult to learn the patterns."
My point is, respectfully, i don't see this at all as some egotistical developer or studio trying to make poor decisions and think it's the opposite. It's the actual inevitability of where the game now is and how the players have evolved with it along with limitations of Ai which is all prediction based anyway.
There's also plenty of cut content suggesting that the ending and lore was initially completely different, even going as far as having a whole ending in which you side with Miquella. Unfortunately it can't be proven, but it feels shoehorned in to an excessive degree if you ask me.
I just don’t understand why do they have to make this so ♥♥♥♥♥♥♥ difficult? What’s the gain here? Is it to maintain a reputation thing? That “Souls games are the pinnacle of difficulty”? Because it seems to me that’s the only reason you would want to constantly design terrible bosses that many of your player-base (even those who love Souls games) are constantly complaining about, but yet nothing was done to change that from the devs. I call that ego.