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I've beaten Orphan of Kos, plus pretty much any other famously hard Souls boss you'd care to name. I really liked OoK, but that's partly because bloodbourne is fundamentally an action game with some RPG elements, and the combat is based around those limitations.
OoK wouldn't work in ER because he'd be next to impossible for a caster build to beat, because ER is an RPG and therefore bosses need to be beatable by a variety of builds. Honestly From obviously drawing influence from BB and Sekiro is part of what makes the bosses in SoE a problem, if this was Sekiro 2 with a set character and deflections It would be fine, but its not and so it becomes an issue
Having just reached the final boss I feel this very hard, there's no buildup or anything just 'here he is'
it also doesn't help that it makes no sense that its him and not one of the other two much more obvious choices based on the existing lore, but oh well I can already tell my initial enthusiasm for the new lore and story won't last.
Echoing this, a friend of mine who I got into Bloodborne absolutely cannot stand Elden Ring. Using Orphan of Kos as some kind of litmus for how people "don't appreciate what they have" is just really... delusional/weird. You fight Orphan of Kos is a GIGANTIC arena where he can control the space, but he's a fairly modest sized foe by comparison and the enemy behavior in Bloodborne doesn't have suckerpunch tells where you have to discover or create odd feeling rhythms during boss recovery to account for the possibility of retaliation.
Like, I never carried a bunch of throwing daggers to see if bosses will input read and extend their offense in Bloodborne. I can't say much for the anecdote for my friend, but just my experience alone, Elden Ring makes me yearn for the relative simplicity of a system that has a lot more aggression available to the player with a relatively straight forward dodge then retaliate design.
Like "this boss from this relatively less convoluted enemy behavior design is gonna make you cry." Delusional. I don't remember having a negative, eyerolling reaction to the way Orphan of Kos behaves as an enemy lmfao.
Regarding the general statement from the op:
Yes they do feel like work and many of them are not enjoyable. But you have those that love fights like Malenia and Maliketh and will will defend these kind of boss designs.
Even before the release of the DLC I was worried they'd make more bosses like that and posted in this forum about that as well. There are cool boss design in the Elden Ring main game. Unfortunately those weren't used to influence the DLC.
I guess the humanoid bosses that are somewhat similar to PVP fights are still somewhat fun (the little side bosses like the dancer).
Not all of them - but the vast majority. Thinking about this makes me nostalgic for good old Dark Souls. You encounter a boss and the game is like "There you go. Now beat that thing."
Nowadays it's all like:
"WOAH, FANCY FLASHY TRANSFORMATION FOLLOWED BY A 10 HIT COMBO WHICH MAKES THE WHOLE SCREEN FLASH A MILLION TIMES! THEN EVERYTHING IS BURNING AND YOU LOOK REALLY COOL WHEN YOU DODGE IT ALL! NOW HIT THE BOSS! NOW THE SAME THING AGAIN! WOOAH! HAVING FUN ALREADY?!?"
It means the way the bosses move during a fight looks cool and visually impressive. However it is a nightmare to actual deal with these movements and effects on a gameplay level. For example Messmer (and Rellana too btw.) have a move where they throw a spell into your direction and combine it with other actions. Messmer uses a fireball. While that fireball is still flying into your direction somewhat obstructing the screen he also jumps into your direction with a actual physical attack. If you go purely by what you see it is very difficult to dodge that move because you simply can't see it as it is disguised by the fireball. Rellana does the same thing with a couple of magic swords she casts in front of her and throws at you right away and while the swords are still flying she jumps after them attacking you.
It's visually cool looking but also means you have to do blind moves predicting what the enemy might be doing.
The whole aspect of which bosses have cut scenes and what is in those cut scenes is a whole different discussion.
Always has been...People say they love Radahn or Renalla, but the actual fights are mid. It's all about the spectacle in Elden Ring. Dark Souls 2 bosses are very bland, but the actual fights are more enjoyable and feel more fair than most of Elden Ring bosses.
Yeah, I'm not saying all were bad. Pursuer is another very epic boss from DS2. My point was just that they didn't have the special Miyazaki sauce that everyone seems to like, but from the gameplay perspective they were quite good. Maybe too easy for some people, but I just don't have the reflexes for the newer Souls games.
And I think Fume Knight (which took me hourse to kill btw.) is more impressive and enjoyable than fights like Malenia, Rellana or Consort Radahn.
The only problem with this DLC is the boss damage its insane unless you have 60 vig and all scadu blessings which makes the game feel like ♥♥♥♥ unless you have those things.
Respeccing to a new build is what a lot of players need to do, but the limiter on your respeccs means you are actively punished for experimenting or trying something new. Every time you respecc, you have one shot less at getting it right or that's one less chance in the future for if you find a weapon or new build you'd rather use.
Several of these bosses do have serious visibility issues because they were designed as spectacles first and are equipped with attacks you can't actually dodge roll through because they have a second hitbox immediately behind them that will catch you. Golden Hippo is a nightmare for the camera in a boss room too small for its fight because its charges will always put it up against the wall, and some of its attacks will then clip its head into the wall so you can't see the attack happening. Dancing Lion's moving tornado isn't dodgable and only avoidable by being far far away from the boss, and the erratic movements and constant raising of the head can be a nightmare for the camera. It has a few attacks that will obscure your vision of the boss so you can't see what it's doing. The final boss has it's own goddawful set of problems, visibility chief among them. Bayle needed more than the single lock on spot. He moves too much for it to work without it.
I think a lot of people who went into the dlc and weren't having fun aren't being treated particularly fairly by the community. The dlc is ultimately a whole different beast from the base game that requires something else from you entirely. And because it's a dlc rather than a separate game, players can't be faulted for going in and just expecting more of what they already had in the base game and ones that weren't having fun can't even just refund it since it is a DLC. It's not as simple as "not a game for me" in this case because it was meant to be an extension of a pre-existing game. There's too many people taking it as a personal insult when someone isn't liking the game they like, or feeling like they can't be validated for beating a boss if they have to accept the boss wasn't designed fairly.
If you can, I would recommend experimenting with a different build and trying some of the other tools that are there. The spontaneous guard physik tear can help a lot for bosses where dodging isn't an option. They might give you an easier time so that you can enjoy the DLC more. I had a very frustrating experience with the first few of them, then took the time to adjust my build to better fit a different playstyle and it helped a lot. If you're okay with co-op, you can try to learn to be a bit more defensive in your play and summon a cooperator to help (not all bosses are good for that. Some of them, summons just make the experience much worse because a summon can't accommodate for the buff the boss gets for it. On bosses you feel like you need a summon's help, you may need to experiment. Some co-opers really just can't stay alive long enough to be much help). If you aren't having fun because of the boss fights, you will have a very, very bad time when you get to the final boss. And that isn't a jab at you but because the final boss really wasn't well made and a lot of people really just don't like it. I've been co-oping for it for the past few days to help others try to beat it and it can be a rough experience and take a lot of tries, and a lot of spent rune arcs to get through for people.