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I don't even have that much trouble with the boss, but the few times I actually make it to him, I've already used at least 2 of my heals because that first enemy on the path follows me the entire way, and constantly is using that long-range attack, and then when I get to the final staircase, the two enemies in the building beforehand also use the attack, but at that point I have no stamina to run or roll so I'm screwed. I really, really hate how badly Cathedral is designed, and the long run to fight the boss is so annoying, especially when I literally cannot dodge every attack on the way with my skill. I've spent just over 2 hours running, and maybe 15 minutes fighting this boss. I can't even have my friend help me because Gamepass uses NAT Types to decide whether people can join you or not still, which is extremely frustrating.
Only thing I can really tell you is take the gold knights with the same diligence as when you aren't trying to get to the boss room (you can take the side path that leads you back to the lever you used to open the boss room to fight them one at a time, but that is a rather annoying detour of its own), fish for some backstabs to increase your ichor stock and remember that even light weapons can block the attacks of Berserker well. If you're feeling cornered just holding up your guard can give you a moment to breathe and heal.
Also Yakumo is a bro and can stagger Berserker pretty easily.
Bosses aren't as bad once you get some experience with a game like this and learn not to overcommit, reserve stamina, and get used to finding windows to attack vs windows that aren't safe at your skill level to be aggressive during. In addition, check out the various buffs because buff stacking in this game is very much a huge thing and helps make things soooo much easier, in particular heavy offensive buffs. The faster targets die the less time a battle drags and chance for mistakes to occur. It isn't wrong to even stack 5-7 offensive buffs + a few offensive buff passives. Also, there are times where defensive buffs might be the difference in being 1 shot and not, or at least reducing high damage (even if it isn't 1-shot damage) to much more manageable levels and even cases you can outright negate damage or totally gut it with the right defensive buffs/elemental veil resistances/etc. (cough fire place, you will know the place when you get there).
^Since this is OP's first "souls-like" title I will explain what this reference means because you will see it a lot in games like this despite possibly never playing the game its from. It refers to a boss fight in Dark Souls (original aka 1) where you fight two bosses at once. For some reason it gave countless players a great deal of difficulty making it a rather notorious boss (don't ask me why, everything in that game moves like molasses idk why people find it hard but that is apparently just me). In this game there is a similar dual boss with conflicting elements (ice + fire). Major tip come back to it if you get super stuck there: The same gear + defensive buff trick you might have used in the fire zone can be used here to make this into a single boss fight or close to it, ideally keep the fire element as the one you negate or trivialize to almost zero damage so you only have to really care about the ice enemy... esp as I'd argue the fire guy is much stronger even at melee range than the ice girl.
Honestly, just to name a handful of similarities...
-Identical bonfire type system
- Dungeon Crawler similar map design approach
- similar haze/soul currency design (identical in fact just different name) and loss/recovery when you die
- identical material upgrade type system
- identical infusion type system with nearly identical type effects for most of it
- similar boss design as well as reasonably similar bosses in many ways
- similar management of many monsters types/designs (actually borders on absurdly identical except some of the range attacks that a few enemies have which DS is heavily devoid of)
- similar healing rejuvination/estus system, literally just different name (even how it applies to multiplayer
- similar multiplayer concept for much of it
- home base system
- fast travel system
- overall magic/skill usage design (though this game also adds passives and has more effects by far giving more variety than DS)
- etc. not even remotely close to done
so yeah they are incredibly similar and it isn't just "one similar thread mechanic". They aren't exactly the same but they are absurdly similar, not that most seem to mind, (esp considering its different developers at that) while being unique in their own way.