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Well if anything this proves how controversial this topic is
The game plays a completely different sound for an imprecise vs a precise parry. There's no way to confuse the two. Either you're not listening to the game at all, or you're using Qi Swipe or Swift Blade. If you really struggle that much with just getting the correct timing, use the Breather jade (it's much stronger than any of the other recovery-related jades, outside of Reciprocation which is a little tricky to use).
It's not. It's just a handful of people going back and forth on the discussion, all while their critiques are getting de-bunked due to lack of knowledge from the game or just stating completely incorrect info. Majority will agree it's a well designed final battle.
Also, kind of funny seeing you ignoring criticism on your statements since you're guilty of being incorrect in your original post.
What are you even talking about
If I were to clarify that poster's insinuations: I also don't agree with a lot of the stuff you said in your first post. Things like saying "the difficulty was too high and it would be better to design it easier" or "people that are complaining aren't just arguing against a skill issue". The only thing I'd probably agree with the contrary of the game being fine is, they didn't highlight the Story Mode option as something that could be utilized if this fight was too hard. Maybe a message in the loading screen saying "You can adjust damage taken/dealt in the options menu using Story Mode" during the loads between attempts or even an added prompt upon reloading after an attempt that tells you to press the menu button to change the difficulty.
Outside of that, It feels hand-holdy to expect the devs to retroactively adjust the difficulty of their game unless it was egregiously unfair. Like asking the creators of the NES Ninja Gaiden to fix their ♥♥♥♥ difficulty of that game after the cart is on the shelf. You either adapt, cheat or give up. There really shouldn't be an inbetween for games. Even the aspect of cheating shouldn't be shunned for games that are single player because that is a literal meta-hinge that make games games. The prospect that a system exists and you can work within it or choose not to is the hallmark of meta-game logic that spans into all aspect of games like speedruns. It just so happens the Story Mode is a "cheat system" built into the game making it not even cheating to use. It's just an aspect of the system (I think loading another player's save is more a cheat and players are certainly more willing to do that).
That all said, do I think Eigon's difficulty is an unfair spike? Probably. But after beating her through hours of struggle and seeing others beat her with various handicaps, I've concluded she's hard but not unfair considering the tool you have at your disposal.
For funsies, here's a vid of a player beating her without using movement inputs...just standing still.
https://www.youtube.com/watch?v=-7u3PKtdWlo&list=LL
So like, I agree with you to some extent, but I think something that people missenderstood a lot about my original post (maybe because I'm not that great at writing?) is that this never was about the fight being too hard or poorly designed. It was about the fight being too difficult relative to the rest of the game. The converation was meant to be about weather the difficulty of the fight was detrimental to the overarching experience of the average player that went that far.
It's not wrong for a game to be too hard for some people, art doesn't necessarly have to be accessible. But I felt that such a sudden difficulty spike would inevitably alienate or frustrate players. Sometimes players that could very much stomach the difficulty so far but got the rug pulled under their feet with the sudden difficulty spike. Which is an experience I've seen a lot of people talk about.
I want to stress that I'm not arguing that making the Eigong fight easier would make the fight itself better. It's about the context it exists in. And weather or not an easier fight would have been better for the game as a whole.
I don't think this is a designer-side issue. The game gives us so many tools (jades, different arrows, movement tech, blocking methods, etc.) to work with, and we're not forced to fight Eigong in any particular manner (anyone who claims so is objectively incorrect). I know it's possible for a game to have unexpected or disproportionate changes in difficulty, but there's a huge difference between an actual flawed design and just a player being incompetent. And no, I don't think that just because a lot of people are complaining about it means that their sentiments have more weight. In this case, it just means that a lot of people are just wrong (not wrong for perceiving a greater jump in difficulty—again, that's subjective. I mean wrong for blaming it on poor game design rather than personal skill). It's more than possible for a great number of people to be incompetent.
Also, this part:
I agree that Eigong is harder than everything else in the entire game (because she's the final boss, obviously), but she does not have "unintuitive timings" or "unpredictable patterns", and the fact that her talisman grab can't be blocked with unbounded counter isn't that crazy, especially considering you don't even have unbounded counter for a large portion of the game.