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This is probably why Eviterno ended up existing. His second form is just like what FROM did with the Demon of Hatred in Sekiro, putting a Bloodborne boss in a game that is not mechanically set up for it.
I also think this is why the game is littered with those tedious choke point and gated mob encounters. The game just feels a bit rushed and lacking in encounters.
I went with the parry route (with the sword) and the fact that he can switch the direction of his attack makes it insanely hard, my brain just couldn't manage to make that additional decision in time. What helped me was hugging the corner, so that he could only attack me from one side - with that approach, I was eventually able to chain-parry him through his first 1/3 of health bar. Once he starts using the oval attack and the combo ground smash, you can no longer hug the corner, but I was at full health and with all my flasks, so I was eventually able to secure a victory. Never learned how to dodge him, though, once I went into the parry mode I was focused only on that.
the gated mob encounters really started to drag in this one for sure, some of them were harder than the bosses but it just feels boring and lazy
Going back to Blasphemous 1 to do another Penitence Mode run.
RIGHT?? i'm playing through the first again now on switch, listening to the ost on spotify and melancholy as all hell after finishing the game
one of the best designed bosses ever though, like seriously, vibe was like 2d sekiro in terms of intensity.
This is the worst balanced boss I've ever encountered in a 2D metroidvania. I would rather fight The Radiance than this ♥♥♥♥♥♥♥♥.
after spending so much time with it this is one of the key problems yeah, the length of the transitions is painful on repeat. As opposed to make him easier in his second phase, I propose they make the bosses before it harder in an attempt to create some kind of difficulty curve instead of whatever we are going to call what has taken place with Phase two of Eviterno in the games current balance