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Fly into the air and do a multi-hit AoE attack, usually in rapid succession to kill the player.
Fly across the arena instantly negating any distance you may have managed to put between you and the boss.
Have hyper armor for almost all of the fight.
Uninterruptable combos, stringing together multiple delayed/non-delayed swings that you have zero context of based on their movement.
Randomly oscillating between AoE and normal slashes, with little clues as to which is coming next.
All the bosses kind of mesh together as one because they all do the above. What makes a satisfying boss is that feeling of "I died because I got greedy". The DLC relies on you learning the boss through sheer trial and error. It's just lazy design, and for many people, it's not very fun. I have no problem with the toughest DLC From bosses of the past, including Gael, Kos, Fume Knight, and so on. They all make you feel "I died because I got greedy". Elden Ring bosses make you feel like "I died, because there is a new attack that was designed to instantly kill me, and now I have to figure out how to survive with trial and error".
I have recently started an RL1 run on the DLC and I might just give up, purely because it isn't fun. I had lot of fun going through the base game as an RL1 player, because each boss felt like a puzzle to figure out. In the DLC, it's just BS piled on top of BS. Take Jori for example - this guy absolutely spams the arena with crap while casting crazy multi-hit garbage at lightning speed. The only reason Jori isn't as hated as Radahn is because he has a pathetic hit bar and usually goes down fast. So many bosses share this terrible design in the DLC.
It's just not any fun. But I have to say, the DLC outside the bosses is pretty decent, except for the mostly empty and unsatisfying map.
You have no idea how bored I got getting to bl8. Reason being, you're searching fragments because your character is still to weak. No matter how interesting the places are you encounter in the vast nothingness and during the the pointless ridgewalking trying to get to the next area with a minimal chance of fragment, you can't fight the interesting stuff exactly because you're still to weak. So you're just running, running, running to see if there is maybe one fragment somewhere.
Tried to alleviate the boredom by taking on some bosses... my damage to Hippo was indeed not ideal. Still, the fight was good so I got to enjoy it longer. And that is due to the better boss design.
I did enjoy the exploration a lot, and did get rewarded for it, reached the final boss whit +15 fragments to level up the rest that i wasnt going for to not being Op, so no, i didnt need to "Search for fragments because im weak"
Also, instead of "running, running, running" pay attention, there are more things that you wouldn't expect
But besides him I haven't come across a boss that I went f this
- slow wind-up into light-speed attack shtick -- CHECK
- OHKO (or thereabouts) AoE's that must be avoided -- CHECK
- non-stop, infinite stamina / FP spams -- CHECK
- player input reading (to the point where bosses won't attack unless the player does), often rendering any projectile based builds null and void -- CHECK
- fights more of a roll fest, than anything needing a particular strategy be applied -- CHECK...
Further, because the levelling system is as "arcade-y" as it's ever been -- as an example, you can max level without even doing anything but travelling to the Caelid "Impassable Bridge" SoG, and letting the enemies give you runes into infinity -- and the way the game funnels players into high HP, high DEF, health pots anonymous builds, makes the boss fights feel even more cookie cutter. Bookending that, with how common deaths are in the game, the meaningless nature of one's once prized death splotch has become (retrieving it, that is -- see: the above Caelid example), together with the wholesale lack of "atmosphere.meme", this formula kills the exclamation marks which bosses served as to the white knuckle survival trek between bonfires once was (...To say nada of the ridiculously "Modern" spacing / placement of SoG's).
IMO, without co-op (Seamless at that), the game would be a decided step back in the boss fight department from earlier FS games; if not the overall game in general. After all, bosses more or less peaked with DSIII and its DLC -- for it to dip to arguably the most uninspired boss roster in the 'Souls' series, is difficult to ignore.
I believe that's what the parries and perfect guards are for. Worked for me on the hyper knight in Castle Sol, and the boss fight. One parry stops the whole thing.
I don't have the perfect guard hardtear yet, don't even know where to find it, but it may even be a solution to the RPM: combo's give you multiple chances to perfect guard in quick succession.
Sure, there are a couple of bosses on which they dropped the ball, but that's to be expected at this point, not every game can be DS3 or AC6.
Wish we got a couple more unique gimmick bosses like Souls games though, mechanics-wise most bosses feel very samey in ER.
You get the real boss experience, and you don't get the tedium of the traversing and getting lost in boring areas before you can fight anything interesting.
I agree, Elden Ring bosses already felt inferior to BB and DS3 bosses, the DLC bosses are just completely overpowered and don't feel satisfying to play against.
The main problem is twofold:
1-These bosses are clearly meant to be fought by 2 people, a summons and you. This becomes incredibly obvious when even the most bassic attacks of the easiest DLC bosses have giant reach and cover 210º, hitting you even behind the boss.
This also messes completely with the balance, with bosses doing ridiculous damage and having ridiculous healthpools (and don't you dare summon someone or it gets even worse).
2-These bosses aren't fun and don't feel rewarding. They are so grossly agressive and overpowered that after beating the last DLC boss I felt nothing, in fact I didn't feel anything with none of the DLC bosses, they felt like boring roadblocks rather than engaging fights. This is due to how lacking they are in Rythm.
Let's take Slave Knight Gael, he is a difficult boss that tests all you have learned through DS3, but his combos are relatively short (between 3 and 6 attacks), with only one important delayed attack and very little AoE, as well as very telegraphed finishers with big gaps to hit back.
This is what makes a good boss, he has rythm. The entire fight is an epic back and forth, a dance of death where he desperately tries to kill you as you grit your teeth through his phases, dodging as you can and punishing him.
Now let's take ER DLC bosses... not a single one has rythm, why? Every single attack is a cheesy delayed attack, every 3 attacks 1 is a crazy AoE, every combo is 20 seconds long so you just sit there with your thumb up your ass waiting for him to finish so you can poke him once. Oh, and let's not forget even after they finish their combos, if you as much as touch the estus button half the time they will instantly turn around halfway through their animation and hit you with another 20 hit combo.
Instead of blessings, they should have given the character Bloodborne's mobility and rally mechanic in the DLC and then it would be perfect.
An important part of every Boss fight is learning their move sets to effectively fight them. The DLC Bosses however deal to much damage with many of them having an over reliance on AOE attacks that really stretches out the process.
The Player dies much more quickly which in turn means that the player takes much longer to actually learn the Bosses move and "git gud" which makes the whole process very slow, tedious and just not very satisfying.
The Final Boss also likes to spam Particle Effects and Light shows that destroy my graphics card while also burning my retinas...
A constant, stable 60 FPS is currently not possible with the DLC's final Boss and I think that's a major problem.
I would definitely welcome some rebalancing and tweaking.
Literally this.
Makes me wonder what is the point of replaying the DLC ... the final boss really makes the whole experience kind of crumble on itself and the journey tarnished (no pun intended). Really feels like a fan fic and I will never stop hating the choices From Software made in everything regarding to the final boss, from character assassination, to horrific balance, to the most unfun experience dealing with phase 2, and the very anti-climatic ending with a dog water cinematic that didn't even add or conclude anything.
DLC is a 5 / 10 for me. Great world, very nice to look at, most of it has empty spots or too many reused enemies, and most bosses are just a chore. Only a very few are fun to engage with. But yeah the final boss botches the whole experience bringing it down for me so it's not motivating to redo the DLC after that bs.