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I didn't look into sets on my first playthrough at all so it's not that. You probably need to look into what moves you're using and how you're utilizing stagger.
For example starting out you get the beast dmg set for the yeti first boss. You get an epic fire resistance set for free for the fire boss (its hidden in the blue area of the city hub).
The spider has several weaknesses. You get the poison resistance set to negate alot of damage. If you balance your damage on all three bodyparts and destroy them at the same time you pretty much instagib the spider. You can also let her fall down and stun her when she climbs up to heal her cut off limbs.
Viper phase 1 destroy horns, insane damage you get super fast into phase 2 takes only a couple of seconds. In phase 2 destroy horns he dies in less than 30 seconds into phase 2. You can repeat that for the upgraded viper versions too.
People also cry about the final boss alot for running away / doing lots of ranged attacks. You can snipe him into a stunned state everytime with a javelin lol.
Maluca has a huge weakness. Everytime he starts an attack for example the spinning sword attack and you stand right next to him with a brink guard you stun him. If you have trouble bring guarding him > use the spear 2 spirit ability for 100% brink guard.
i can go on like this but you see. Every boss in this game is super duper easy.
The "Shield Boss" also has some hardcore weakness which can easily be exploited.
Bosses taking 5 minutes (or more) to kill is pretty normal for a lot of games over different genres.
Killing malenia or dlc radhan is just stupidly quick compared to normal games
also the people making these complaint threads are clearly seeking validation. they want other people to affirm their struggle was the result of poor boss design. in doing so they hope to redeem what little self confidence they have remaining. what a silly thing to be so invested into. you think whether or not you're good at a single player game has any impact whatsoever in the real world? grow the ♥♥♥♥ up
But would your argument of lack of self confidence not automatically apply to the people that beat the boss without problem. Why would they bother to complain about other people complaining about boss design? "oh i am such a great player that i dont need to complain about the boss".
It also begs the question where bad boss design is to be discussed, if at all i is allowed to be discussed. You can't just brush aside any kind of criticism as a skill issue.
I get your point but you can not just generalise in this way. People might argue that "bed of Chaos" is a well designed boss fight. If that fight had no checkpoints, nobody would have beat DS1, that's how crap that design is. XD
There needs to be some kinde of middle ground between, "all bosses are great and you need to git gud" and "all bosses are bad, they need to change the design".
An enormous amount of complaints I've seen about this game are just not real and boil down to skill issues because of that. "Bosses have too much HP!!" is the most common completely false complaint, but you can see others such as "unfair attack!" and so on.
As for unfair attacks, i think only Macula so far has an unfair attack. I'm not saying his quick draw is impossible but it feels unreasonably hard to defelct. But you can fell free to disagree.
I'm not saying that some complaints are just whining. But you can' brush aside any kind of criticism as such.
I'm almost done with my Greatsword playthrough. I've already completed Spear and Dual Wield and I can confidently say there are NO bosses where I suffered from weapon choice. Sure, this might change on the last few bosses, but I seriously doubt it. The time to kill seems to be pretty much the same, assuming you've figured out how your weapon works. It's most definitely not a weapon choice problem, but a user problem.
I do disagree with Maluca, considering the timing for the sheath is the same every single time and he visibly moves his shoulder before teleporting to your face (there is no variable timing because of this).
I'm not saying his quick draw is not deflectable. It ist tricky to get down tho and it basically instakills you with A agility. So it's annoying to learn it :D
That's all i'm saying. So i took the easy way out by using auto defelct but i'm sure it's possible. I also never said that the timing would change.
The more bosses i fight the less i think the HP is an issue. Because you get better with your playstyle. I think it's mostly a problem with early bosses because you are still learing the game and the way you wanna approach bosses.
I think the game would not be worse off, if the early bosses had a bit less HP tbh, even tho it's not a huge issue.
I wasn't claiming you said that, just tried to illustrate how the attack could have been much worse if it had variable timing or some other element to it.
Yeah, this is true. I remember DW not seeming that strong early on, but as I figured out my optimal damage combos and stagger combos, the game became easier and easier. I'm sure if I go back, I'll steamroll anything I had issues with using my newfound sequences.
It seems to be fine now. By the time players beat Viper, they've probably figured out some things about their moveset. Enough to give them a good chance against the rest of the game.
Ah okay. I got you now. Well that would be highly unusual tbh. Attack timings usually don't change in most boss fights.
The obvious example is projectiles connecting later if you're farther away and earlier if you're closer. For other attacks, it seems the developers have normalized the timings. I suppose Skalpel's charging attack could also be an example.