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The clone is a pain in the ass, but it disappears the next time the boss dissolves into blood. What you should be doing is AVOIDING the boss ENTIRELY whilst the clone is out.
Stop trying to get hits in, just put as much distance between you and the boss and his clone. At this point the boss also creates shockwaves that travel along the ground with his ground stabs, which the clone copies as well.
Does this prolong the fight while you play keep away? Yeah, but it's entirely doable.
I am struggling with this boss right now, but stay strong. This one isn't that different from the necromancer in the crypt. You get double the attacks so you gotta be more conservative with your attacks, as the window becomes tighter. The boss itself doesn't have many moves; it's just a ranged attack, a dive-into-ground attack, a leaping attack, a normal swing, and a AOE swing. They all have pretty clear tells, and are fairly easy to do a no-hit first phase.
Keep at it! It's all about memorization; don't worry about the number of tries. It's just one of them souls-things.
Dont add cheap mechanics that add nothing but frustration to a fight.
Let me damage and disperse the clone. Even if its only 1/10th of the bosses health, it allows the player agency over how to approach the boss and its clone mechanic. As it is now, its just "spam dodge until you get a single attack window, 2 full stamina bars later"
Also, rating a game negative because of a single mechanic of a single boss fight speaks for itself - pure childish behavior.
You antiquated response speaks volumes of your understanding.
When a game relies heavily on boss fights being the key to their major gameplay elements, you must judge them by that standard. I dont judge Skyrim based on its horse riding and mount mechanics. I dont judge Dark Souls based on the cosmetic designs of their armour. I dont judge Tekken on their stage design.
I judge these games based on their primary functions. Skyrim, its deep lore/story, unique RPG mechanics, and the massive open world. Dark Souls on the boss combat, the equipment variety, and twisting, wicked worlds. And Tekken for its combo systems, character design, and combat fluidity.
If I am to give a review for this game, a side scrolling souls like, what standard should I judge it on? The crafting system? The skill system(not the talent tree)? Perhaps the ability to track quests, which is usually not a thing in souls games.
No, I judge it based on a similar system to souls likes. Bosses, equipment, world design, and story.
Stagger the boss, the shadow won't move anymore until the boss does. That's how you overcome it.
This game is absolutely the type for me. I have played dozens of souls like games, both 2 and 3 D versions. I can easily list a fair number of them off the top of my head, ones that I have beaten and some that I have even made multiple runs. But, despite enjoying a fair number of them, some of them simply have bad game designs. It happens, people try things, they fail, and then the game fails. Some try something new, and it takes off, and makes a name for itself. Others just wallow in obscurity.
But I play PLENTY of souls likes.
You act like I just have a move that automatically staggers it?