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I also use a Dex build, but with the Severance Reaper as a weapon. I'm thinking of upgrading my vitality and mind or whatever stat it is that increases protection aainst dark damage, because that ghost version of him is what really messes me up. Not sure if that's gonna help, but hopefully..
Upgrading mind to get more darkness resistance agaínst the shadow version attacks def. helped since they basically one-shot me, before. However it's still a really tough fight and it took me a good while to get the right timing for evading and attacking in the 2nd phase.
Lowest I've gotten the boss' health is around 1/3, once phase 2 starts the window to actually do damage to the boss while dodging all of the ♥♥♥♥♥♥♥♥ gets pretty small, and since my Dex build damage is horrid it's a war of attrition that I lose every time
The best gun for this fight is a double-barreled shotgun (you need to stay close and aim the head). Best spells: one with two horisontal flame streams (it's hard to use but has the best damage output) and a vertical lightning bolt (aim his head). Keep in mind that, if you need this, an electrical cage provides protection against homing progectiles.
Falling from the ceiling and grounding blood explosion attacks provide the best windows for damage.
If needed, you can force the boss to turn around and use this window for healing or focus restorage; he can't attack for this short time.
Also, it is helpful to use a temporary save point to your advantage and never respawn at a normal save. After dying several times, just quit the game, go to the main menu, and choose your save file again. By doing this, you will spawn at your normal save point with all spent consumables back, since a temporary save never overwrites a regular one.
Now I have the double jump.
I ran a full instinct build, so I think the resists I got from that pretty much trivialised him.
All of Manfredd's attacks can be dodged reliably and fairly easily by jumping, but none of them can be dodged by rolling. The roll's i-frames work for most (but not all) minor enemies but most boss attacks can't be rolled, and it really hurts for Manfredd especially because he doesn't always use the same third hit on his three-hit combo. Sometimes he'll do a delayed slam that summons the blood pillars, but sometimes he'll do the less delayed slam that summons the blood rain and the three floating blood orbs (very rarely he'll also do a falling slam but that's easy to dodge). If he does the delayed slam with the blood pillars then rolling is better, because jumping can get you caught in the slam's arc. However, if he does the less delayed slam with the blood rain, then rolling gets you rekt because the slam's ground AoE is much larger and you can't reliably roll out of it. If the roll's i-frames worked on bosses then both of these attacks would be fair, but because it doesn't you can occasionally be locked into taking guaranteed damage if you get cornered and don't have room to maneuver on the side he's trying to slam. Usually you want to dodge away from him for both slams unless you're inside his model, but if you're up against the wall then you're just screwed for the blood rain slam. You can still dodge the other one but the blood rain will always hit and will often kill you.
The other problem, which combines with the first one, is that there's no fast way to get back to your feet when you've been knocked down, and you can also take damage while standing up. Against most enemies this isn't that big of a problem, but since Manfredd summons a lot of stuff (blood rain, blood orbs, blood pillars, the shadow Manfredd that mimics his attacks) most of his attacks that knock you down count as double jeopardy. In other words, if you get hit from the attack you'll get knocked down and take a guaranteed hit from the follow-up because the follow-up comes out faster than you can get up. If you could roll on the ground to get back up quickly, or use the air dash to catch yourself out of a fall, then this wouldn't be a problem, but since you can't Manfredd feels really bad to take a hit from because in the second phase (and sometimes even in the first), one hit WILL turn into 2-3, and if you're not at full health it will probably kill you. For example, on one particularly egregious attempt I got slammed by the blood rain/orbs, then hit by raining blood while downed, then the shadow Manfredd hit me while I was getting up, and that knocked me into a blood orb and killed me. Going 100 to dead while control was taken away from my character feels awful, and it shouldn't happen.
Without these problems, though, Manfredd is a good fight. If you play him patiently and don't get overeager, you have time to weave a hit or two in even with a slow weapon between most of his combos, and every shadow Manfredd attack can be evaded with a jump once you know the timing of how long to wait for it. A few of his attacks even take him away from you, giving you time to back off and heal, and Manfredd has very little in the way of long ranged attacks to punish item use so long as you dodge the shadow. If both of these things were fixed then he'd probably be my favorite boss in the game so far, but because of these fundamental combat problems I didn't enjoy it nearly as much as I should have. I still did enjoy the fight, but with the right combat system it would be a 10/10 fight, whereas I'd probably only give it a 7.5-8/10 right now because you can die via ♥♥♥♥♥♥♥♥ in so many ways.
I am reading around here trying to figure out if i should invest time in this game but now that I see you need a specific build to beat this guy to get the double jump... I am definitely out :( This is 2023....
>if he does the less delayed slam with the blood rain, then rolling gets you rekt because the slam's ground AoE is much larger and you can't reliably roll out of it.
You need air-dash for that stomp attack and to _roll_ away from rain drops if required. Yeah, roll is for movement here, but air-dush works almost for everything. Also, cornered situations are the best for damage dealing.
>Ninja Gaiden levels of difficulty
Well, I'm familiar with Ninja Gaiden nes games, and TLF has nothing in common with them relating to difficulty. I can defeat Manfredd without taking any damage because I create a strategy. Not because I "diehard". If you see an obsticle that you can't pass through you gotta look around what else you can do with it.
HOW are you using a +8 whip? I thought the blueprint needed to get upgrades this high was locked behind needing the double jump which is itself locked behind Manfredd?
I read elsewhere that the vampire transformation ability is in Liturgical pass, and I saw someone using that against Manfredd on youtube, but I can't get through the Liturgical pass church area without the double jump.