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Here, you did it here:
You said rapier instead of spear but same principle applies, I wasn't talking about block-poking.
there is nothing wrong with bosses having things that cause certain builds to have worse times then others, malenia counters poke builds that are slow, in turn, consort is insanely weak to the very same build, two side of the same coins.
i always used big weapons in this game, never felt the need to switch, some bosses gave me an easier time and some harder, thats rpgs for you.
I disliked that aoe attack whirl that she does. Otherwise she felt fair, as she was one of the few bosses that could be actually knocked down. Well, with summon ashes (I used some bad-ass knight) she wasn't that bad even with the whirl, so whatever.
I actually would prefer if the game had more fights like malenias first form (without the whirl aoe), crucible knights, godskins (including the duos). You know, fights against normal sized enemies with weapons, and not weird nonsense with particle effect spam.
Sometimes less is more.
Completely agree with Consort though, Malenia I can find positives for. As soon as Consort hits phase 2 everything just falls apart, which is a shame because besides the cross slash combo, Phase 1 is perfect.
I have no ♥♥♥♥♥♥♥ clue why she was programmed that way.
which matches her greatrune
which also doesn't state that its lifesteal.
What would have made so much difference to this fight is an enemy waterfowling you up and down the level. Just a constant barrage of waterfowl. Then you can learn how to dodge or otherwise deal with it.
Maybe they tried to do that with Millicent's invasions; however fighting in a lake of rot does not exactly encourage practicing.
If you want a bad design example: the 1st (original) encounter with Radahn, he was so hyped in the trailer and story and then appeared to be a slow fatman who just cry loud. On top of that he is given a gimmick where can be just spammed with NPCs for complete faceroll. And on top of that they removed the only thing that was actually going for him in the very beginning of the fight - his arrows that was actually something to deal with rather then ignore by strafing like it is now.
So if you want an example of bad design in ER here it is^ Radahn the lame.
First I think one would have to establish what good game design or boss design actually is. Most people may point to a boss or a mechanic and then discredit the entire game which is just not effective.
Secondly, ER is in my opinion the most advanced and feature rich Fromsoft experience that allows players to show the MOST skill and be the MOST difficult game to the most easiest. That to me is excellent game design.
In a game that allows players of all skill levels who are able to traverse many points and encounters at random times, that creates numerous challenges. How does the boss deal with player A who leveled up 5X, player B who just sucks, player C who is skilled and not leveled and 50 other possibilities, ensure a relatively challenging and fair experience while maintaining the Fromsoft vision and design language?
They do this incredibly well overall. Not perfect but no one can yet. That's what's difficult to accept with the DLC for some people because they aren't considering how many variables affect how people will approach the game. Level, build, skill, use of mimic or not, etc. So we have bosses input reading aggressively to offset the blasphemous blade users or mimic callers to make them vulnerable. Same with the aggressive flying all over the place and huge AOE. It forces cheese players or OP builds to still be challenged and have to adapt and likely use more tools to overcome what usually wouldn't be an issue.
So yes, I can think of aspects or parts of the experience that could be improved but it still has proven to be my favorite game of all time.