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Ein Übersetzungsproblem melden
Royal Guard and Trickster man.
Chimera + the reptile
Blitz can be killed in multiple ways.
You can melee him and absorb the damage if you RG with right timing.
Frosts can be juggled quite effectively in the air, takes some jump cancelling to do so.
Same as frosts, but easier.
You can shoot the wraps or long range kill them with pandora/dark slayer/overdrive etc.
Faust has a huuuuuge hitbox that you can easily jump cancell on.
Best method of weakening the cloak guys is to jump above and just rainstorm.
You can lure them into the safe zone, kill them there and stinger jump onto the platform.
Nevan isn't actually a pattern boss if you're playing it right, but it's not the answer to Nevan is exactly clear cut. You need full DT before you can really play around with her and for a typical playthrough most players won't prioritize Purple Orbs immediately like they should for purchases.
There's only two on that list who are actually objectively bad bosses, the rest are pretty much not knowing how to play the game. The heart is a straight up fight, so it's still not a bad boss. You can completely ignore most of the pattern (again) if you're familiar with the fight, and you can even permanently kill one of the three hearts if you're extremely familiar (and good at spiking damage).
The shadow and centipede are both ping-pong bosses. They each have range attacks you can knock back with melee and that's how you're supposed to spike damage to them.
Arkham is a bad boss, but to say Geryon is is also, guess what, not understanding patterns. If the chicken segment isn't obvious, you're supposed to play chicken with them and win.
Yeah, it is, otherwise DmC wouldn't be considered so ♥♥♥♥ as to have that mechanic completely removed from it.
Oh wait
'Cause I can spoil that whole playing the game and learning it thing.
Speaking of which, enemies that can only be attacked with certain weapons are a staple of action games. We've had it in everything from Zelda to DMC1 to Guacamelee to TW101, which had even more color coding than DmC. It's not a bad mechanic in and of itself. The enemies in DmC have too much health to support such a limitation, and the limited weapons do not have enough variety to carry through for the length of a fight like that, not even counting that the angel weapons are generally sucky for anything other than the frisbee's command moves. People blame the color coding when they really mean to blame the implementation.
You could say adding characters to DMC4SE acknowledges it's so ♥♥♥♥ it needs more fun characters to play as to be playable. Seriously now. Pick a better reason.
Beating them and actually understanding them is two different things. When you're SSing the entire mission and wrecking the boss's face is when you can say you understand them.
No, the mechanic is ♥♥♥♥♥♥. Two quick questions: is Zelda an action game? No, have people complained about the mechanic in TW101? Three guesses.
Itsuno directly said himself during the Capcomunity streams that it's something to avoid at all costs (for an action game) which is one of the primary differences between Dragon's Dogma and Devil May Cry. Before you mention that, let's remember that DD is a roleplaying game first and an action game second.
The mechanic you can defend is an enemy having high resistances to encourage or discourage certain strategies - like Enigmas in Devil May Cry 3 having extremely high resistance to ranged attacks. Making enemies invulnerable except to certain weapons and attacks is just incredibly dumb, dull, and becomes extremely repetitive. In a game that judges you for your combat performance and variety, it absolutely 100% does not have a place and no amount of better implementation can save it, the alternative to encourage different strategies rather than force the player is always better.
And yet to you disliking them and understanding them are apparently opposites. It is impossible to both understand and dislike. I'm actually a little jealous. If all of my opinions were so, I would never actually have to defend any of my preferences. Definitionally, if you think what I like is bad, you don't understand it. What a clever little twist that is. Ah, if only I were as clever as you.
The first question is a red herring down a twisting alleyway of genre classification wankery. The second, I would answer no. I've seen nobody complain about it and countless people defend it when I have brought it up. People complaining about it is a crappy metric anyway.
Dragon's Dogma's problems are too numerous to get into here, but Itsuno is hardly the chief expert on the genre. He has an opinion, yes, but there is no standing to claim he has the sole dominion over what mechanic is forbidden forever.
I am curious what his defense is of Blitzes though is.
Your defense of the incredibly minute difference in mechanics here is far more dumb, dull, and extremely repetitive than the mechanic itself. Extremely high resistance is functionally equivalent to immunity. Gamers will be equally vexed at a strategy rendered almost completely ineffective versus completely ineffective.
I know you're trying to be witty, but, seriously, Nevan's fight isn't a pattern fight unless you're bad, if you're good at it, the only consistent 'pattern' she has is the habit to hang around one side of the room or the other, which I think fails to meet the metric. Properly fighting her is, as with virtually every other boss in the series, a straight up honest fight. Not understanding the way it's supposed to work devolves the fight into working around her patterns.
Let's not forget Geryon, either. This one I'll actually be really clear with you because I don't think you'll ever figure it out: you can stop Geryon dead in his tracks at any point in time during the fight when he's actually on the ground. It's not only riding around on the back of the carriage, but several other valid tactics which I doubt you've bothered experimenting with because most of the strategies you probably learned to fight these bosses came out of some Prima guide from years ago.
Really? Incredible, because the few people who I know to have played and have been action game fans have indeed ♥♥♥♥♥♥♥ about, but you're not going to find those likes hanging around anywhere other than forums where things like Bayonetta and Devil May Cry will be discussed. Casual gamers are quite fine with being firmly told "No"
What do Dragon's Dogma's problems have to do with this? Nothing. But it does contain enemies which require set attacks to beat. Try and beat a Metal Golem with a Magick Archer.
As far as whether or not he's the chief expert, I think it depends on the subject. Were we to look for other directors who have produced blockbuster action games that actually have depth in them, we basically have him, and the other guy who directed Devil May Cry, Hideki Kamiya.
From the director's standpoint, he realizes it's a ♥♥♥♥♥♥ mechanic (yet we've seen the Bloodgoyle and Blitz, so we can take that with a grain of salt sure I'll give you that), and considering he's directed games like this and also worked on fighting games, I think he probably has a pretty fair understanding.
This is where we get back to you have no idea about of a given enemy in the discussion. When I say Enigma's have incredibly high tolerances to ranged attacks, do you know what that means exactly? I really doubt it, so I'll spell it out for you like Geryon:
An Enigma has 110 knockback resistance. For any standard enemy in Devil May Cry, that's actually extremely high. However, their actual damage resistance, seperated into melee damage (all melee attacks + Rebellion's ranged attacks which count as melee) and ranged damage (all other ranged attacks than Rebellion's), means that functionally, we see this resistance as about 100 for melee weapons (one knockback dealing hit from Beowulf can deliver knockback) but functionally as 110 for ranged weapons. This translates that the second most powerful gun in the game, Spiral, can't deliver knockback to the enemy in one shot on a non DT-Enigma, meaning that generally, your best rewarded option (with the highest risk) is to close in and engage in melee, but shooting twice with Spiral can still knock back the Enigma (as a functional waste of potential knockback).
Why don't you come back once you know what you're talking about or is this going to be like the other thread where you end up finally conceding to the discussion that's been happening and go hide in another thread? I mean, ♥♥♥♥, go ahead and act indignant in some random thread but when someone who actually knows what they're talking about comes in the only thing you're going to manage to do is make yourself look like an ass.
You brought up DD. Not me.
That's an impressive recitation of stats but it has absolutely nothing to do with what I said. It's a bad habit of yours.