ELDEN RING

ELDEN RING

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Bleezip Jul 5, 2024 @ 5:26pm
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From Software's new boss design sucks.
"GIT GUD" out of the way. Making bosses two shot you isn't a good boss design, especially when a majority of the time they get to play the game and spam their attacks while you're forced to just wait forever to get a 1k hit in which barely chips their health bar.

Anyone remember when bosses like Gael could do a lot of damage but had proper back and forth with them and didn't two shot you with 60+ vigor?

Or how about Bloodborne where even the Orphan of Kos didn't two shot you, even with their flailing attacks.

These new bosses are just bland because it's nonstop attacks that are guaranteed to kill you in two hits.

And before people go. "GeT ScAdtRee BleSSiNgs!" I'm at +10 already and Mesmer still two shots.

It's a joke.
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Showing 46-60 of 157 comments
Bleezip Jul 5, 2024 @ 7:32pm 
Originally posted by Coin:
You have 24 damage negation. Lol no ♥♥♥♥ you're getting annihilated. Get it to at least 60.

Even with heavy armor, two shots turns into THREE whole shots. WhoOOOoooAAAooAA. Such a difference.

I'd like you to actually read my criticisms with the bosses in From's new design. Which is long, boring chain attacks that never let up which instead of wittling down your HP, it instead just tears off huge chunks.

From's boss and enemy designs have always followed an RPG, formulaic pattern.

Is the enemy fast paced? That means they're squishy and have long combos.

Is the enemy a ranged fighter? Probably high damage output but incredibly glass cannon like.

Heavily armored enemy? Slow but tanky and hits hard to punish poor dodging/stamina management.

Enemies in Elden Ring, both late game and in this DLC fall under none of these categories and instead are homogenized to be all of the above.

The formula often would mix and crossover in some special cases or unique designs, but for the most part they still always stuck to the weaknesses and pros of the formula.

If a mage did low damage, it often meant they had chunky armor or hp.

If an enemy was fast and hit hard, it meant that their moves were punishing but also easy to read.

The problem with Elden Ring is in their attempt to make enemies and bosses have more depth, they forgot that these things all culminated together with no weakness other than to "Git gud" doesn't make a fun fight. It makes it a very repetitive, nauseatingly dull fight.
Sgt. Flaw Jul 5, 2024 @ 7:32pm 
Had to use blessings(I submit lol)...second try at 7 had him down to one more hit...shut it off after as I'll continue tomorrow..

He's not that bad..learn to roll toward him on his off hand...it won't block em all but you can usually get an attack in after the combo...you NEED to learn his moveset as complex as it is

And he certainly doesn't two ♥♥♥♥ at 7+ blessings lmao...He can...but you aren't learning his moveset if he's killing you like that often
Last edited by Sgt. Flaw; Jul 5, 2024 @ 7:35pm
Coin Jul 5, 2024 @ 7:35pm 
Originally posted by Bleezip:
Originally posted by Coin:
You have 24 damage negation. Lol no ♥♥♥♥ you're getting annihilated. Get it to at least 60.

Even with heavy armor, two shots turns into THREE whole shots. WhoOOOoooAAAooAA. Such a difference.

I'd like you to actually read my criticisms with the bosses in From's new design. Which is long, boring chain attacks that never let up which instead of wittling down your HP, it instead just tears off huge chunks.

From's boss and enemy designs have always followed an RPG, formulaic pattern.

Is the enemy fast paced? That means they're squishy and have long combos.

Is the enemy a ranged fighter? Probably high damage output but incredibly glass cannon like.

Heavily armored enemy? Slow but tanky and hits hard to punish poor dodging/stamina management.

Enemies in Elden Ring, both late game and in this DLC fall under none of these categories and instead are homogenized to be all of the above.

The formula often would mix and crossover in some special cases or unique designs, but for the most part they still always stuck to the weaknesses and pros of the formula.

If a mage did low damage, it often meant they had chunky armor or hp.

If an enemy was fast and hit hard, it meant that their moves were punishing but also easy to read.

The problem with Elden Ring is in their attempt to make enemies and bosses have more depth, they forgot that these things all culminated together with no weakness other than to "Git gud" doesn't make a fun fight. It makes it a very repetitive, nauseatingly dull fight.

I don't care about your armor, what's your defensive stats looking like?

Bosses in the dlc are meant to be really strong, and you can get good if you put effort.
Last edited by Coin; Jul 5, 2024 @ 7:37pm
Nifty Jul 5, 2024 @ 7:36pm 
Originally posted by Bleezip:
Originally posted by Coin:
You have 24 damage negation. Lol no ♥♥♥♥ you're getting annihilated. Get it to at least 60.

Even with heavy armor, two shots turns into THREE whole shots. WhoOOOoooAAAooAA. Such a difference.

I'd like you to actually read my criticisms with the bosses in From's new design. Which is long, boring chain attacks that never let up which instead of wittling down your HP, it instead just tears off huge chunks.

From's boss and enemy designs have always followed an RPG, formulaic pattern.

Is the enemy fast paced? That means they're squishy and have long combos.

Is the enemy a ranged fighter? Probably high damage output but incredibly glass cannon like.

Heavily armored enemy? Slow but tanky and hits hard to punish poor dodging/stamina management.

Enemies in Elden Ring, both late game and in this DLC fall under none of these categories and instead are homogenized to be all of the above.

The formula often would mix and crossover in some special cases or unique designs, but for the most part they still always stuck to the weaknesses and pros of the formula.

If a mage did low damage, it often meant they had chunky armor or hp.

If an enemy was fast and hit hard, it meant that their moves were punishing but also easy to read.

The problem with Elden Ring is in their attempt to make enemies and bosses have more depth, they forgot that these things all culminated together with no weakness other than to "Git gud" doesn't make a fun fight. It makes it a very repetitive, nauseatingly dull fight.

Yeah whoever said 60% resistence is correct. You're basically playing equivalent of Elden Beast with 20 vigor.

Got nobody but yourself to blame post writer.
Bleezip Jul 5, 2024 @ 7:37pm 
Originally posted by Coin:
Originally posted by Bleezip:

Even with heavy armor, two shots turns into THREE whole shots. WhoOOOoooAAAooAA. Such a difference.

I'd like you to actually read my criticisms with the bosses in From's new design. Which is long, boring chain attacks that never let up which instead of wittling down your HP, it instead just tears off huge chunks.

From's boss and enemy designs have always followed an RPG, formulaic pattern.

Is the enemy fast paced? That means they're squishy and have long combos.

Is the enemy a ranged fighter? Probably high damage output but incredibly glass cannon like.

Heavily armored enemy? Slow but tanky and hits hard to punish poor dodging/stamina management.

Enemies in Elden Ring, both late game and in this DLC fall under none of these categories and instead are homogenized to be all of the above.

The formula often would mix and crossover in some special cases or unique designs, but for the most part they still always stuck to the weaknesses and pros of the formula.

If a mage did low damage, it often meant they had chunky armor or hp.

If an enemy was fast and hit hard, it meant that their moves were punishing but also easy to read.

The problem with Elden Ring is in their attempt to make enemies and bosses have more depth, they forgot that these things all culminated together with no weakness other than to "Git gud" doesn't make a fun fight. It makes it a very repetitive, nauseatingly dull fight.

I don't care about your armor, what's your defensive stats looking like?

If you don't like long boring combos that make you waste time, maybe consider being more concise in your speech (genuinely, no offense).

Not my fault you can't read and understand the point of the thread. You and others seem to think I'm claiming the bosses are impossible. I'm saying From's new boss designs aren't fun.

Late game bosses had this problem in Elden Ring and they learned nothing from it and simply replicated it for Shadow of the Erd Tree.
Coin Jul 5, 2024 @ 7:38pm 
Originally posted by Bleezip:
Not my fault you can't read and understand the point of the thread. You and others seem to think I'm claiming the bosses are impossible. I'm saying From's new boss designs aren't fun.

Late game bosses had this problem in Elden Ring and they learned nothing from it and simply replicated it for Shadow of the Erd Tree.

I get it and you can have your opinion, but others can disagree with it.
Last edited by Coin; Jul 5, 2024 @ 7:39pm
Bleezip Jul 5, 2024 @ 7:39pm 
Originally posted by Nifty:
Originally posted by Bleezip:

Even with heavy armor, two shots turns into THREE whole shots. WhoOOOoooAAAooAA. Such a difference.

I'd like you to actually read my criticisms with the bosses in From's new design. Which is long, boring chain attacks that never let up which instead of wittling down your HP, it instead just tears off huge chunks.

From's boss and enemy designs have always followed an RPG, formulaic pattern.

Is the enemy fast paced? That means they're squishy and have long combos.

Is the enemy a ranged fighter? Probably high damage output but incredibly glass cannon like.

Heavily armored enemy? Slow but tanky and hits hard to punish poor dodging/stamina management.

Enemies in Elden Ring, both late game and in this DLC fall under none of these categories and instead are homogenized to be all of the above.

The formula often would mix and crossover in some special cases or unique designs, but for the most part they still always stuck to the weaknesses and pros of the formula.

If a mage did low damage, it often meant they had chunky armor or hp.

If an enemy was fast and hit hard, it meant that their moves were punishing but also easy to read.

The problem with Elden Ring is in their attempt to make enemies and bosses have more depth, they forgot that these things all culminated together with no weakness other than to "Git gud" doesn't make a fun fight. It makes it a very repetitive, nauseatingly dull fight.

Yeah whoever said 60% resistence is correct. You're basically playing equivalent of Elden Beast with 20 vigor.

Got nobody but yourself to blame post writer.


My paladin, whose super tanky would still also die in three hits if not for a shield. It doesn't matter who or what it is. The bosses just don't have engaging fights attached to them because they boil down to "Dodge long delayed attack chains before you can swing once and do that until they die." or "Get hit one time by the combo, in which will just melt you down rapidly."
Coin Jul 5, 2024 @ 7:40pm 
Originally posted by Nifty:
Yeah whoever said 60% resistence is correct. You're basically playing equivalent of Elden Beast with 20 vigor.

Got nobody but yourself to blame post writer.

Exactly. You have to prepare, equip talismans, armor, use buffs and do whatever else you can do.
Coin Jul 5, 2024 @ 7:40pm 
Originally posted by Bleezip:
Originally posted by Nifty:

Yeah whoever said 60% resistence is correct. You're basically playing equivalent of Elden Beast with 20 vigor.

Got nobody but yourself to blame post writer.


My paladin, whose super tanky would still also die in three hits if not for a shield. It doesn't matter who or what it is. The bosses just don't have engaging fights attached to them because they boil down to "Dodge long delayed attack chains before you can swing once and do that until they die." or "Get hit one time by the combo, in which will just melt you down rapidly."

Whats super tanky? Give us stats.
Last edited by Coin; Jul 5, 2024 @ 7:40pm
Bleezip Jul 5, 2024 @ 7:41pm 
Originally posted by Coin:
Originally posted by Bleezip:
Not my fault you can't read and understand the point of the thread. You and others seem to think I'm claiming the bosses are impossible. I'm saying From's new boss designs aren't fun.

Late game bosses had this problem in Elden Ring and they learned nothing from it and simply replicated it for Shadow of the Erd Tree.

I get it and you can have your opinion, but others can disagree with it.

People are allowed to disagree with it, in a constructive manner. "GIT GUD" "SKILL ISSUE" are not reasonably criticisms. In fact, they're not even criticisms.

Someone mentioning my damage resistance being low is fair. I, am, of course making the game harder for me as that character because I'm not equipped with an armor to match that.

My counter argument to this is though that even with a tanky build, being one to two shot turns into three or three and a half shots.

All of which still feel like one because a combo of some of these enemies and bosses feel eternal.
Coin Jul 5, 2024 @ 7:43pm 
Originally posted by Bleezip:
People are allowed to disagree with it, in a constructive manner. "GIT GUD" "SKILL ISSUE" are not reasonably criticisms. In fact, they're not even criticisms.

Someone mentioning my damage resistance being low is fair. I, am, of course making the game harder for me as that character because I'm not equipped with an armor to match that.

My counter argument to this is though that even with a tanky build, being one to two shot turns into three or three and a half shots.

All of which still feel like one because a combo of some of these enemies and bosses feel eternal.

Git gud is an advice, it's something any decent souls player does to beat the game, unless they cheese or just rely on summons, hence why any decent, rather any in general.

The bosses are fast and you have to be fast and aggressive yourself.

Give stats on what you consider tanky pls.
Last edited by Coin; Jul 5, 2024 @ 7:44pm
Haru Jul 5, 2024 @ 7:47pm 
Okay.

But you're playing Elden Ring.

Bosses don't two shot me, on any of my builds, that I've fought them with.

Why is that? It's because I'm using damage mitigation specific to those bosses, and buffs, and consumables.

If I don't need any of that, I don't use it.
Bleezip Jul 5, 2024 @ 7:50pm 
Originally posted by Coin:
Originally posted by Bleezip:
People are allowed to disagree with it, in a constructive manner. "GIT GUD" "SKILL ISSUE" are not reasonably criticisms. In fact, they're not even criticisms.

Someone mentioning my damage resistance being low is fair. I, am, of course making the game harder for me as that character because I'm not equipped with an armor to match that.

My counter argument to this is though that even with a tanky build, being one to two shot turns into three or three and a half shots.

All of which still feel like one because a combo of some of these enemies and bosses feel eternal.

Git gud is an advice, it's something any decent souls player does to beat the game, unless they cheese or just rely on summons, hence why any decent, rather any in general.

The bosses are fast and you have to be fast and aggressive yourself.

Give stats on what you consider tanky pls.

If you actually think 'git gud' is a counter discussion or argument then I'll just say this is my last response to you because that's extremely idiotic. Also I'd LOVE to play aggressive and fast.

Mind telling From Software to remove the terrible queue buffering and input delay on keyboard and mouse so I can? https://steamuserimages-a.akamaihd.net/ugc/2514779465384862846/21E2661A92E968C4E44EA8E19361EF6A7B0F41CA/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Coin Jul 5, 2024 @ 7:52pm 
Originally posted by Bleezip:
If you actually think 'git gud' is a counter discussion or argument then I'll just say this is my last response to you because that's extremely idiotic.

Git gud is the best advice, just overly simplified. If you don't understand something so simple we do indeed have nothing more to discuss.
Last edited by Coin; Jul 5, 2024 @ 7:53pm
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Date Posted: Jul 5, 2024 @ 5:26pm
Posts: 157