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Because it wouldn't look good seeing your ultra greatbonk chip 1mm out of a 20+cm long HP bar :D
This is something that works kind of like a way to trick the player and that's why I think it has to be used sparsely and very carefully, so it doesn't become predictable and derivative, because this works really well when used right like the Guardian Ape from Sekiro being a perfect example of that, but if you keep using this over and over again you're just ruining the mechanic for yourself as a designer and for the player too.
In short, this is only a problem for people who care about the quality of the fights.
if you have 2 seperate health bars and 4 minute fights
or a big health bar and 4 minute fights......
who cares
so much skill
In a parry focused game uhhhhh yeah
people way overvalue the worth of parries in lies of p
yes you can parry
and yes its one of the main mechanics you can use.
However you can finish the whole game without using parry a single time.
In bossfights parry is only one of 3 options you have available for dealing with attacks
outside of bossfights the best strategy is to never parry but always evade+counterattack or outspace + counterattack
Lies of P is a souls game
its not a parry game
But think about how much of the over-world would need to change in order to accommodate 2x the boss count. Or would it be more desirable if there where numerous "Black Rabbit" or "Godskin Duo" style encounters in soulslikes to give the excess bosses a home?
Otherwise - if they just, say, had us fight phase 2 of every boss as the only phase, these games would honestly show how short they are much faster, as much fewer people would have problems with the fights (as most of those issues are likely resource related, and are another artificial difficulty that devs can add to bosses).
Like if they just ripped phase 2s out - this game would probably average to taking at least 10 fewer hours to beat across players.
I don't think the second health bar is supposed to be this gotcha moment that you seem to think it is, like with guardian ape. It's just a visual clarity design choice so we can see the larger bar actually take a solid chunk of damage.
I don't want to git gud. I want to beat the boss and move on.
This isn't unique to Soulslikes, either. I think the first time I encountered this was actually in Kingdom Hearts 3D, where the ending had I think 2 separate difficult bosses in a row with no checkpoint. Or the first time was Chain of Memories, since I could swear it did the same thing but I don't remember.
I enjoy multi-phase fights in turn-based RPGs, but every time I see one in an action RPG I just think "ah ♥♥♥♥, here we go again." Maybe it's because action RPGs are, by nature, a lot faster, so it bothers me more to get hung up on one guy for longer than let's say 15 minutes.
You problem, if you want to beat the boss and move on you will need to git gud.
I think there's an issue there, Lies of P bosses don't pull their punches, they're hard and they're all beefy in all their phases, so when you don't feel that satisfaction after beating a hard boss's first health bar there's likely a problem there and that problem is, it's not a boss health pool divided into 2, 1 health bar of a boss in Lies of P looks like a full boss fight in any other soulslike, so when you get the second health bar it feels more like that boss health bar was multiplied by 2.