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翻訳の問題を報告
I think the problem is at the end of the day the visual spectacle of the fights matter whether you like it or not. If they limit all the special effects and attacks to specific patterns that have to avoid clipping through your character when you dodge I think the end result would be way more boring and simplistic bosses overall. It would be 10x harder for the developers to create bosses under those constraints and I think the end result would be way easier bosses overall.
I honestly would be interested in seeing Fromsoft develop a game where i-frames don't exist and every thing avoided by visually moving your character out of the way but I don't think the game would end up as good as people think.
Lies of P is 8 frames, much more satisfying
I think the parry in Lies of P is the best way to do it
https://youtu.be/pJZNBD2SwTs?si=MtZI2GaimFOI44AY
Because of that small parry window, Lies of P is a much slower game. You never get flurries of attacks coming your way in LoP, like you do in Sekiro.
Also, "Lies of P" or any other copycat cheap soulslike being positively mentioned in a From Software made game is an unfunny joke.
We just need Dark Souls IV with as many things unchanged as possible.
Only use it to dramatically approach an enemy player, or slowly walk away after a co-op session ends.
We've long since graduated to fighting anime bosses since Ds3, and arguably even in the previous titles there were certain enemies that were definitely not bound to realism in terms of physics. We should have a dodge roll that covers some distance like many of the tougher enemies do.
With how crazy the bosses get, you really start to notice you are less dodging and more pressing a take no damage button.