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报告翻译问题
Conceptually it's you being ganged up on but they aren't actually doing that, presumably so as to not hit their sibling who is closest to you.. which is a really clever justification for the fight not actually ganging up on you.
In my attempts the idle sibling(s) would organically pool in the middle while I was fighting the active sibling around the outer half of the arena. Unless approached they wouldn't ever join in except to rarely throw trivial projectiles I was rarely in one place long enough to even have to keep in mind to dodge.
It's a great fight because it's thoughtful of these potentialities ; all of these criticisms were considered and worked into the fight. The result is they are actually a little TOO passive.
But what would I know, I don't summon in Soulslikes for reasons I think are best left to another topic due to my first paragraph. Ultimately it does sound like a "doctor, it hurts when I touch it" "so stop touching it" situation with.. whatever it is you think the summon is doing for your fight.
I found the AI to be just as consistent as any other in its behavior other than the deliberate (assumed on my part) randomization of which sibling activates, which as stated earlier, doesn't really change anything about the fight. At best I can only imagine any given player's playstyle may be narrowly focused such that maybe you're too used to short range or slow weapons and the sibling that best punishes that playstyle gives you a problem, but then that would just be doubling back to a sk- Candle Jack was here.
If at any given time a boss does something that feels timed to punish the player at the worst time, the solution is not be in that position as if the hypothetical that it will always happen is reality. Your options narrow around this probability and your strategy gets leaner and as a result cleaner.
I might go as far to say this fight was one of the multi-boss Soulslike fights with the fewest variables to keep track of. Haven't played the Remnant games or the Lords of the Fallen remake, but otherwise it's probably bottom 3 for variables.. which means incredibly consistent. The God of War remake was dog dookie but that's a game that will teach you what being ganged up on by offscreen enemies really means in some of those volcano realm challenges.
Not a playstyle just the overall flow of the fight which always vary based on the player and weapon. Granted slow weapons really do suck overall late game.
I can't avoid the hook from the idle brother if he's off camera that aside it can be applied to any boss. The arena is meh in general since you can end up against an obstacle. Can happen in any game or fight.
Remnant is mainly a shooter so keeping distance gives you full view of everything and Lords of the fallen has maybe 1 or 2 fights with multiple enemies.
God of War remake gives you an indicator if your being attacked from behind/blindspot.
In NG plus, it wasn't able to get the last one down before the 4th spawned and my summoned died. Then it was just a brutal 2 v 1 which is never fun. It's artificial difficulty to bloat enemy count and call it harder. You could have made a boss with multiple mechanics, i.e. the Green Monster, and have a dynamic fight that relies less on raw damage, spreading damage, RNG, and fighting 3 targets at the same time. 1 enemy, a few new attack strings, and a 2nd phase with mostly reused attack strings.
And Romeo was easy AF. Super fun fight. I beat the game with a slow weapon first, then a fast weapon. By in large, this game is pretty well balanced and any issues the players run into are completely the players fault. Parrying is stupid easy in this game and the attack strings are memorable and few enough to be able to get them down. If anyone is struggling still they are trying to play the game incorrectly on purpose instead of learning the game mechanics. This game is more like Sekiro in that regard, so I can see why people who would rather blame the game for their own failures would talk as they are.
I like parrying in this game. When it's not coupled with delayed telegraphs and invisible hitbox multi-hit lunges, it's fun. I would enjoy a fight that asks the player to parry as much as Door Guardian does while also being an actual fight.
But this was the truest sense of the word a gimmick. The gimmick is produce stagger damage with the cost of failing twice in a row being a minute of your life wasted running back to re-attempt the tech demo. That's not a fight meant for a Soulslike, it's an exam one goes to school or the military for. Even me, who enjoys the hell out of parrying, found this offensive.
If this were a real boss where things like character progression choices matter, it could have actually been a favorite for me. I think the roll attack probably would have kept it from being there, but it might have had a chance.
I played the footage back on the roll to see the hitbox on the first hit and.. someone at Neowiz needs some unpaid leave. Either the person responsible or the person who decided to push the game out unfinished and then not go back to fix it. The game came out like a year ago, you had a chance to fix it.
It wasn't worse than Green Monster. Even with its delayed telegraphs, the actual swing speed on all but one attack is fast enough that it mitigates the trope a bit, so for the most part the fight feels fair. It's fair to cater to its gimmick, which is unfortunate backhand, but it is fair.
I can see why it bothers people so much, especially if someone isn't really a Just Guard type of player. I don't want to even imagine how much effort this fight takes for someone who can't (or won't) parry. That's obviously a skill issue for the most part, but it's easier to sympathize with here because the boss's design taunts you with wasting 5x more of your finite lifespan if you don't learn it, which is mean-spirited as gimmick fights often can be in pursuit of their gimmick execution.
Neowiz, like From's A team, are too dumb to allow refighting bosses, so I'll have to wait for NG+ to try her again because I'm just too lazy to load some rando's save off the internet for this one fight I didn't enjoy to begin with, but I'd love to see how this fight goes without the grindstone for perfect guard.
Initially I used the grindstone for the start of the fight and later on just because, but eventually I started doing the orbs myself and just eating the 50/50 (as good as I could get the lunge at the end, maybe I'm just too old but the speed on it is too fast for me to do any better) and then using it just after for breathing room. It didn't feel good because I feel like if I'm not consistently nailing a fight, I'm not really beating it, and Laxasia's ♥♥♥♥ is so fast and you have to sit through the first phase because you missed 1 attack in phase 2, I really didn't "learn" her how I normally would. It felt like a shortcut and that's distinctly not fun.
I don't like having to arbitrarily self-handicap in these games to have fun; I want a bespoke encounter tuned to make use of the game's systems as designed. I already compromise on the use of summons in these games, like many do, but I compromise begrudgingly. The perfect guard grindstone feels like something I will have to omit from future Laxasia fights to keep in line with the intended experience and that sucks. It sucks because it's a self-handicap and it sucks that she's so aggressive, with such an annoying mix of extremely fast telegraphs and delayed telegraphs that I even got the idea to try it to begin with.
It's not about making her any easier, which it obviously does, but about making her less ♥♥♥♥♥♥♥ obnoxious. Other than her inconsistent lateral tracking in phase 1, there's nothing unfair about her. She abuses delays but is clean enough to do without flasking. If this were about difficulty I'd be whining until I'm blue in the face that this fight should have been much harder, not the other way around. But phase 2's cadence of ultra-fast and delayed ultra-fast just made me pine for the first half of the game again when telegraphs were honest.
It's hard to believe a game with Fuoco, a fight that beat my previous favorite Soulslike for favorite boss, is in the same game as thoughtless delay spamming nonsense like this boss. The budget really did evaporate at the half-way point.
Not only is it worse in general considering how lenient Door Guardian's attacks are to parry, it would be worse due to the presence of the short-range tentacle spam Green does with no telegraph by itself. You're mad enough someone disagreed with you on the order of how fun a boss is you thought its name would appeal to my ability to compromise? Miss me with any more of your mindreading nonsense, thanks in advance.