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the same happened to lies of p. you could use tons of items and heavy weapons to overcome the challenges ahead but people still were unhappy. a difficulty slider or even better a dynamic difficulty system that adapts to players, would dispel some of that unhappiness.
If FromSoft would actually give the players MORE UNIVERSAL tools to approach these bosses they can make the boss as crazy and as fast as they want, but when the player and boss is playing 2 different games then it makes the fights more annoying to learn/overcome.
A good description of Elden Ring to me is the bosses are characters from a Marvel Vs Capcom Fighting game (combos, air juggles, flashy attacks, fast paced...etc) and the player is playing OG street fighter 2 where we only have the most basic of tools (a single special with long recovery, a single defensive option,...etc) to deal with the onslaught.
Imo devs like Team Ninja has mastered making crazy fast bosses, while also giving the player the proper toolset to deal with the crazy fast attacks. Its also nice that most Team Ninja games have very little to NO INPUT DELAY, crisp player control/movement, and very responsive combat (something ER severely lacks).
At this point if FS will not evolve their combat systems, I would rather them go back to OG Souls or even better Kings Field/Shadow Tower where the entire experience is more punishing but at the same time more slower paced.
Doesn't really scream maturity to me. I guess we just have different perceptions of the word.
When you can't dodge the attack with light weight then the move is by definition (within the context of the game) un-dodgable. Every previous boss (even Melania) was able to be no hit WITHOUT certain talismans, weapon arts, spells, shields,. blood hound step,..etc, so it should be expected with every boss.
No one said there was not ways around the move, I simple said it was un-dodgable with the default light weight dodge, which is literally is insane given no other boss has issues like this.
His 3 horizontal slash move has no windows to dodge roll that 2nd hit, you cant position your self to avoid it because its reach is so far that he will never initiate it in those ranges, and no matter which way you roll (left, right, back, front, any combination) you will always get clipped by that 2nd swing.
This is bad design when its the only boss in the game with a move like this.
I would disagree, I would argue that ER did not add ENOUGH different things from the past Souls games. The combat loop is literally IDENTICAL to demon souls (attack, dodge, dodge, attack rinse-repeat) and the only real new thing ER added outside of the open world was the new super aggressive boss fights.
However, as I mentioned before the bosses even in their current state would not be an issue if ER's controls were responsive, and if the player actually got some decent universal tools to better interact with these crazy new bosses.
Literally the ONLY difference between a boss fight in Demon Souls (the first souls game) and ER is the number of times you have to dodge roll before you can counter attack or punish. They tried to add some Sekiro in their with jumping over attacks, and things like that but the player responsiveness just does no match the crazy bosses lol.
I do agree through that I would like FS to make some smaller more tightly designed games like a reboot to Kings Field or Shadow Tower.
Primarily that it's hit a point in difficulty that they just give the boss spam attacks that are nigh impossible to avoid without having to either decide you're using a shield for the entire run, lightrolling, or straight up finding cheese. I just watched a few of the no hit runs that exist and they take advantage of hyper specific builds and some knowledge (blocking to cancel some endlag from jumps) that most players would never reasonably know to dodge ♥♥♥♥ (the nuclear radahn bomb can be ran out of bu only if you perfectly cancel the jumps)
It's not a fun back and forth like most older boss fights are, it really just feels like you need to survive long enough to maybe deal enough damage, all while the AOE keeps popping off between mixups. I can do his first phase hitless without an issue by now but his second has so much the player is expected to keep up with. Practically feels like an FPS twitch shooter reaction time expectation by now
https://www.youtube.com/watch?v=5FohsuvPB8M
I would say a better comparison is many of ER bosses have turned into literally bullet hell bosses, where there is so much on screen you literally have to replay the boss multiple times to even SEE when you are dodging lol.
I will also argue that ER has TERRIBLE AOE telegraphs and the hitboxes are random as ever (pretty much any ground based AOE). Like in the rahdan fight if you get hit by the grav pull move, he will do that huge AOE with the rock spikes. Well if you dodge the initial blast and literally just stand there there is a 50/50 chance you never get touched even though there are literal spike protruding through your body.
Your WRONG he did a block counter to eat the first attack he did not dodge-roll or i-fram through it as I stated. I said there are no universal ways around the attack and you literallt have to pop on a shield, parry, block, use specific talismans, use specific weapon arts, to avoid this attack.
Also no one is "dodge roll spamming" as that would imply I am in-expereinced and I'm just mashing roll hoping to avoid it. I can literally no hit the first phase outside of this move and its not because to timing its because it has no real gaps to i-frame through it.
You said the 2nd hit has no window, I said it does and showed evidence. Deal with it.
Oh, and the optimal way to dodge these types of attacks that doesn't require any specific tools? It's called jumping.