Look at that, an underrated TH-camr just dropped. Btw on thing I have seen Lupine OS mention is that your stamina regens during the attack delays, letting you stay aggressive and in combat. This was almost never a thing in previous souls games. So if u panic roll during yhe dealy u will have no stamina to punsih, but if u roll sparingly, you caan maintain unprescedented aggression.
Tbh I think Loopine oversells the stamina regen you get from delays. Most delays either have you running strafing or its the literal opening you're supposed to be attacking in. Of course there are exceptions. There's a lot more that contributes to that. A lot of the bosses have natural pauses in their moveset, they'll leap away, "get off" attacks, and in general you have significantly more stamina and faster regen in ER.
Kinda mad and sad how many souls vets misunderstood the bosses when they are some of the best from has made. Hopefully this could convince them to give them another shot as you've explained the comabt loop very well. Really good video, subbed!
Dancing with a demi-god is great and many Elden Ring bosses can provide this once you've already learned their moveset, what you however seem to fail to realize is that for most players that learning experiences is absolutely horrible as attacks and damage scaling are intentionally designed to kill the player as much as possible, leading to a trial & error experience till you've *seen* most moves of the boss in order to learn how to defeat them, because without having seen them before the delayed attacks, the long combos and the ridiculous tracking of many attacks is nigh-on unpredictable to know and respond to by merely observing what the boss is visually conveying to you, and THAT is what most ppl take issue with Your argument would be valid if it was a small section of the player's complaining abt these issues, but if it's most of the fandom, then one should really think abt if maybe it's not on the developers for the way they've designed these bosses Do Elden Ring bosses allow for beautiful dances after you've most likely spent hours trying them in order to memorize their moveset? Yes, but is that memorization process fun? Most people would disagree
It's not "most" of the fandom, maybe it was in 2022 but that's nothing new, they up the challenge a bit with every new game release and for a couple months it always draws in that particular group of people who always get angry when they're faced with a challenge and try to validate themselves on the internet by saying "I'm a Souls vet and I liked [previous game] and finished it on level 1, but they really dropped the ball with [new game], the tough but fair formula is long gone, I'm giving up on Fromsoft" Now it's really just a couple people who are still saying this bacause the game has been out for two and a half years and most people have realized that Elden Ring is not DS3 and plays differently from DS3. I love dying to every boss 40 times before figuring them out. I guess some people liked it more when they could steamroll almost every boss on their first or second tries in DS2 or DS3, but honestly if that's the kind of thing you enjoy then the game series infamous for its difficulty might not be your cup of tea
@@yourveryownlocalmoron6874 there's a lot to unpack in ur comment but I cba especially cuz the thing I argued in my upper comment doesnt reflect my own opinion, I was merely pointing out how this guy misses the most obvious of arguments people would make/have already made (in different discussions) about his point Have a nice day
Wow I actually found someone I somewhat agree with. One of my hopes for ER was that they would stop using the roll. At least upgrade the entire system to something like BB's dash. I really hope it's gone for good after ER. It's as iconic as it is uncool. I cannot believe people want to roll through straight up nukes and go "Yeah that's fun!". From here on it might look like I'm criticising you, but I'm not, just adding my input. Adding jumps is a step in the right direction but I firmly believe the roll is an issue. Offering such an easy way out for EVERYTHING really doesn't help base gameplay variety, in the past at least. As for your statements about many people bringing it up, I'm not sure they should care. As the other guy said there is nothing fundamentally different in ER from other titles. It is also a fact that can be verified that every time a new From Soft game comes out there is a wave of stock criticism before people eventually learn how to play. Back in dark souls, the game was praised for giving some telegraphed attacks while others were not, as those were attacks meant to punish or make you think how to deal with them, the idea that this is wrong because there is more of it in elden ring is bad, to say the least. The pendulum has somehow swung the other way, no doubt partly because new players are at an all time high. Your lives are not valuable. They are used as learning experiences for a boss or an area, that's why you respawn without limit. That's why ever since DS2 they never stopped leaving checkpoints next to bosses. If people don't like dying to learn it's not the game for them, or they're in need of a dire change of attitude. The number of people who say something, has nothing to do with whether or not something is true. Care about what you say. More so when many long time players who play these games only talk about them well when they've been out for a long time. A game with many attacks that are understandable at a glance is not a hard game. This statement alone is something many don't want to hear, but I like my games like this and gaming as a whole rejects the idea that difficulty gives a valuable experience, to change the games to suit much of what many people say would turn the game easier, and kill my only hope for games I can enjoy because they demand my effort, instead of promising great epics and give almost nothing like in BoTW.
Most people complain just like they were complaining when the original Dark Souls came out. But the player base was smaller and the community had the "get good attitude" which translates to don't complain stay focused and you will succeed. Now days with the force positivity fakery, people play worse and they don't learn the game, instead they just complain endlessly pretending they are game developers.
@@BygoneTwhy is BB's dash getting glazed relentlessly and used as a superior example to the roll? Rolling has more s, even in bloodborne rolling is better if you can play without lock on.
Great video! One thing I think some frustrated players overlook is the effectiveness of blocking, counter-attacking, and parrying as opposed to just rolling. The Deflect Hard-Tear is a game changer I run on all my characters now. It effectively rewards you for perfectly timed blocks, and with every perfect block the damage of your next counter-attack increases (stacking up to three times iirc). Weathering a long combo and responding with a nasty counter will never not be satisfying, and gives me the feeling of really going toe-to-toe with these bosses, less of a panicking victim and more of a confident warrior. To add to this: Deflect Hard Tear was how I beat Radahn just days before he was nerfed, and it added a new layer of skill expression. Perfect blocking his meteor showers to get max damage on my next counter-attack, perfectly blocking savage lion claw, going for the counter attack, and still having enough frames to perfect block the follow up savage lion claw, perfect blocking his lightspeed slashes, positioning myself so that his light beams don't interrupt my counter-attack, the list goes on.
Came here from your comment in that bad bad silly Loveless series of videos and was positively surprised. One thing to note is that enemy action games are generally less demanding of the player. They give you less buttons, less combos, less mechanics to worry about and leave you free to enjoy the boss. Thats why I like these kinds of games more than traditional action games (or style combat games a la DMC). DS3 is the pinnacle of simplicity. If you so wish, theres a single defensive option (rolls) and a single offensive option (light attack) that work in every situation. Then Sekiro came along and added a bit of complexity to both. Still a single option accounts for most situations, but jumping, running, prosthetics and "weapon arts" can be used to better effect sometimes. The game is still generous in its warnings tho, so it's still pretty simple to figure out. ER, as the natural next step, added a bit more complexity to players and enemies. It also doesnt give the same warnings (because they are never "required", you CAN roll through shockwaves, but it would be much more effective to jump). And while I love ER evolutions (and find DS3 very boring to return to), some folk got into these games precisely due to this simplicity. They'll say that DS3 was better balanced, that ER is too fast, or that it doesnt give you the tools to deal with the bosses. None of that is true, but their preference for simplicity seems to throw a negative light over everything that ER does.
Yes that seems right. I'd be interested in doing a follow up video where I examine, from the point of view of someone who loves the bosses, why they ended up being so controversial.
@@joaoluizkfsantos8392Now I'm curious to see his comment, but Loveless speaks in what sounds bad faith, that It's hard to stomach. You're the MVP for surviving whatever video you saw.
@@enman009 i debated him and his mod in their dc server for about 2 hours and they refused to look at reference footage and their arguments werent made in good faith. lies etc. topic was margit and morgott. dont bother with them
@@glisteninggames2981 I won't bother with Loveless nor any other Souls essay. I stopped wasting my time on those for a good while, since media literacy in games, particularly Soulsborne discussion, can be as inconsistent or poisoned as a Chernobyl's water well. He reminds me of Qick Review and, to an extent, Under The Mayo in how they often evade valid feedback and dismiss it like a fanboy's comment.
This is why it bugs me when people say "tough but fair", these games were always stacking the odds against the player, and they're not afraid to be mean. But it is precisely that, which makes them all the more fun and satisfying to learn, and have mastery over.
@@Slaughter_Hill none. thats the point. Souls-likes arent a stagnant puddle, they are constantly evolving from game to game, just as the player evolves from game to game. Ever go back and play dark souls 1? that game is easy. I played it after Elden RIng, and during my first playthrough I didn't die until Lost Izalith. You are better at soulslikes, so in turn soulslikes have become harder to compensate.
@@Slaughter_Hill yeah (and no) but those attacks and dodges are significantly faster than before. Once again, compare the medium roll in Elden Ring to Dark Souls. Hell, compare the medium roll in ER to the light roll in Dark Souls, the difference is notable. Besides, we don’t only have dodge, if you are willing to shill out some fp you have quickstep, bloodhounds step, vow of the indomitable, that one ash of war I forget the name of (raven something?), Miriam’s vanishing, and probably some more I forgot. This is all along with our attacks just… being stronger (except for stuff like dark bead I guess), even if we still have the core formula of dodge and attack, it’s evolved with the bosses, and us as players
@@bobertastic6541 yeah, but the speed of the evolution is not the same with the bosses and the player charater, the fp is still a bar for magic, other ashes of war, buffs, etc, when you're using just the dodge option you missed out on a lot, statistically speaking (there is another youtube video made about it), the amount of deaths has increased a lot in ER, hundreds of deaths now is more common than ever, if we're evolving at the same pace, the overall difficulty has to remain the same to other games, at this rate, a few more games from now, it would be normal for players to spend 6 consecutive hours on every bosses and 12 hours for the final boss to get the win, and 3 hours for each minibosses, at what point do we stop? until the game is inaccessible for the majority of the fanbase? Nioh 2 is a much better example on both the charater and the bosses evolution, they both evolved at the same pace, the speed and dodges in Nioh 2 are much better, you have more access to cancels now than Nioh 1 means stunlock because your block is broken is much more forgivable, sometimes you get out of it scot free, and the bosses are fasters, stronger, has more moves, but we have as much equal options to deal with it than before, than Nioh 1, we even have the speed to sneak in 1 to 2 hits mid boss combo because the character is fast enough to do that, in the pinnacle of Nioh 2 combat, it is both a charater action game AND a enemy action game, which make it extremely engaging to play and watch, each deaths now also cost considerable less time and each checkpoint is directly before the boss room, 30 deaths in ER will cost you about an hour, 30 deaths in Nioh 2 will cost you about 30 minutes, the speed has increased, so despite having more deaths, you overall spent less time in Nioh 2 than ER, that's what balancing should do.
Armored Core fan here. After beating the base game and DLC for Elden Ring, I will say that my biggest complaint is the area attacks. They hit really big areas, a lot of them can be jumped over but not all of them, and the graphics for them often don't line up with their actual hitbox.
This is the same across the entire series, demon souls and dark souls were at their worst with this, now they're at their best, imagine that. That aside, they are AoE, that's kinda supposed to be the point.
Good video but I think a lot of the people who defend Elden Ring's boss design lean too much on the importance of stance breaking as a defence. This leads people to respond, "if it's so important, why isn't it communicated or telegraphed?" I think this is largely because it is NOT the only intended way of engaging with the bosses. Stance breaking is just the default "status effect" of melee weapons, especially slower ones, meant to encourage the use of the entire moveset. But you can just as well use faster weapons that hit more, with status effects or multi-hit damage multiplier talismans. This is also why the game does not telegraph which moves are jumpable or not, because jumping is rarely the only means to responding to an attack, and when it is it is obvious.
I think it’s more so a response to people saying bosses are too aggressive when they’re entirely balanced around the player being able to posture break the boss and deal sizeable damage in that window to compensate for their speed. For example Bayle wastes a ton of time flying but to compensate he gives you such a large window during his posture break animation that you can basically do a third of his hp bar with one posture break. I think when boss design is bad is when you basically are forced into doing an action like consort Radahn. You can’t even jump any of his moves. You basically can only do r1s and rolls which is why it’s kind of garbage.
@@evilfungas literally everything the player can do to deal damage, deals stance damage to an extent. stance is a boss property and not tied to what the player does. way more universal than you make it out to be
@@evilfungas but yes that last point is true. there is only one boss attack in the whole game where jumping is the only viable evasion method to avoid it
@@Fishy_1998ytYou can't jump over his attacks, if you stay still. I know that's not what you want but you can jump away. But considering they have playtesters, not being able to jump is likely on purpose, did this come to mind to you? (Not aggressive, just a question) However the most well received bosses are those that have very little openings and attack a lot, release Artorias comes to mind, he was and still is so damn strong the only way to trivialise him is to still have already learned how to play the game and use magic during his openings, or use a strenght build. He otherwise is so mobile and tough it's hard to deal meaningful damage, and as someone who completed knife only and bow only runs, that guy is hard to take down with those weapons. Radahn is the guy who with a single attack does by far the most damage, and while I literally couldn't care less about dying because It's MY mistake, many other people don't have this attitude, and want the developers to artificially fix their mistakes by reducing attack frequency AND damage, damage I don't like but can understand, but reducing aggression is unacceptable, I don't want to play demon souls. Artorias also has little openings if you play dex, and that's the fastest play style you can have. A new patch just released that might have dealt with the last 2 bugs with Radahn has, and hopefully it also deletes those damn shield turtle poke builds.
Solid video my boi hope this blows up for you. The dance of Elden ring was hard to learn but after about 500 hours I have most of the main game bosses down. Still haven’t touched the dlc yet 🥲 That song change at the end was loud af 😂 caught me so off guard. Is that your boss music? Lmaoo
I like this video, but I think the attack speed is getting beyond what most people can reasonably react to, even with practice. The tempo of the dance is getting too fast. If the next game is somehow even harder than Shadow, I won’t be able to beat it. This is my limit.
There’s always tools to beat the game but will it be fun? Idk i don’t want another Elden ring though with the same combat system, whether they go slower or faster doesn’t matter as much to me as long as fighting the bosses remains fun and then I’m in. If I were to choose though, I’d say go slower but remove roll s, lets make sure we avoid the attack by rolling in the right direction and distance instead of just phasing through the attack. Also definitely make the deflecting tear a part of the base moveset. I block all the time with a weapon while 2 handing and it’d be nice to be rewarded with no damage or very small chip damage and a little less stamina consumption. Reallly makes block counters work much better without a great shield
@@PeterEhikreading your comment i thought I should recommend the monster hunter game series in case you haven't heard of it. The combat is similar to fromsoft games with more refinement on weapon moveset. There is no pvp though, but I though I should share.
@@Chrisdish bruh that’s funny, I started playing monster hunter world a week ago and I love it. Decided to try it after theotree’s SOTE critique which is really good. Anyway yeah I would love to see Fromsoft take a lot of ideas from monster hunter world
6:46 "That feeling of dancing with a demigod is not replicable elsewhere" LOL bro probably only played Souls games. A lot of action games give you that feeling, Monster Hunter, Nioh 2, and MGR just to name a few. They don't only replicate the feeling, but they did it better than Fromsoft, like waaaaaay better. The only thing Fromsoft is spectacular at is the "epicness" of the fight, but the combat itself is nothing special. I was a massive Fromsoft fanboy back in 2022(3.5k hours in Souls games), but after I gave other action games a try, I just lost interest in souls combat. TLDR: souls combat is decent for an adventure RPG, lackluster for an action game.
Otherwise saying that the game's shit combat cannot keep up. Wow nice intricate moveset you have there, it would be a shame if I just rolled through them all. I’m saying this not as a DS3 fan either, that game's combat is effectively identical in flaws. The Souls games have been stretching this combat thin for years, trying to escalate the threats within a system that cannot facilitate further intricacy or expression. There’s only so many attacks you can roll through before you realise you’re doing the same shit. A real shame, especially coming from Sekiro (way better combat and boss roster).
It's funny that half of the critics say this and the other half complain about how bullshitly hard and tedious it's become to memorize roll timings. As someone who mainly plays arcade/action type games I agree with your assessment of Souls combat because it's just objectively true. But I don't know why you're evaluating these games as pure action games when that's not what they are. And as an action RPG, ER is inarguably an upgrade from the previous games with how far out of its way it goes to force engagement with systems besides the roll button. The sheer number of "souls vets" crying about how they can't 2-hand their giant sword and faceroll the bosses to victory within 2 attempts proves is proof of that. Like guys, you're not Ongbal, offhand a fucking shield. And if you are Ongbal (and have no interest in anything besides action combat) you probably should've skipped this game.
@@hee8410 two issues with that argument. One, the RPG mechanics aren’t profound. You are basically just substituting one thing for another. It’s not like monster Hunter or dragon's dogma where the entire phenotypic makeup of your combat changes; like you’re playing an entirely different game or character. In Souls, you’re just substituting one weapon for another. Spells are no different, they play fundamentally identical, you just have the freedom to cast it at range. Ultimately you’re still evading and attacking when it’s your turn. You just have to adjust for range and attack speed. Bosses have gotten so shallow that it’s basically just a trial and error game of Simon says. Two, these games only offer combat above all else. You could forgive Zelda for having limited weapon movesets or enemy variety, because it offers much more than simply combat. Elden Ring? Lol that’s its entire gimmick. It having shallow chickenshit combat spread across 200 bosses, 10% of which being unique, 5% being somewhat profound gameplay experiences (Bayle, Messmer, Mohg, etc)-is quite unacceptable.
Yahooooooo more dumb takes for player expression! Let's revel in mindnumbing and extremely reductive arguments showcasing surface-level understanding of gameplay systems and positioning!
@@stefanostsougkranis5851 play more games 😂 "reductive" there’s nothing to reduce, FromSoft did that for us. I actually pity you vermin. Never tasted anything sweeter than the bin juice that is modern FromSoft gameplay. Go play Monster Hunter.
This is a good video, but it’s a subjective take masked as an objective one. You’re essentially saying “you don’t like the game or certain aspects of it, because you didn’t know what kind of game your were actually playing”. Which would actually be fair, if Elden Ring didn’t HIDE crucial features from you for no reason. What would tell me I should do more charged heavy attacks, the stagger meter that isn’t there?! Every boss has a poise value, and a poise recharge, and everyone’s is very different. Poise isn’t talked about AT ALL, for no reason. It’s also extra frustrating when you actually get a grasp of it, and the DLC enemies have such high poise for no reason. If there was a poise meter, you’d know how BS and artificially difficult the new bosses due to messing with this mechanic. Also jump attacks, and how finicky they are. Every ground-based attack should be jumpable, and they aren’t. How do I know I can jump a flame throwing attack, when I can visibly see the flames are head high to begin with. The game SHOULD communicate more of what you’re saying, and it doesn’t. The only way to figure any of it out is ram you head into arbitrary walls until something works. It’s purposely unsatisfying the way it works. I don’t care how awesome a dance is supposed to be; don’t put me on the dance floor with an instructor that gives me bad, or no instructions. Instead of trying to learn, I’ll just start flailing randomly and be relieved when the dance is over. Oh wait….
The stance metre isn't there for the same reason other status effects aren't shown, or why there isn't a large popup every time an attack is jumpable like in Sekiro, because Elden Ring is about options and not built around one mechanic, and there are almost always multiple ways of responding to a given situation, where displaying all this information would encourage some playstyles over others and discourage experimentation and variety. You don't HAVE to go for staggers. You could just as well make a build that centres on getting a lot of light attacks in with status build-ups or attack damage multiplier talismans. Despite the fact that stance breaking is more important in Elden Ring than earlier games, it is by no means the only or even intended way to engage with the bosses. It's just the default "status effect" given to melee builds, especially with slower weapons, meant to reward use of the entire moveset. Also this is somwhat subjective, but I liked that DLC enemies had more poise than the base game. For me, dealing with ordinary mobs in Elden Ring's base game was trivially easy. In the earlier From games mobs within the level were an actual threat, but in Elden Ring the player has has so many options and enemies can be so staggered so easily that getting through the levels themselves required no thought or consideration. It was refreshing to me that in the DLC mob encounters actually required some degree of consideration, a lot of which had to do with how much poise they had.
@@evilfungas Yeah, you got the reason. The reason is “Oh shit, we made stagger too OP and game warping that it’s clearly the dominant strategy for most encounters, instead of re-balancing every weapon and enemy, let’s just HIDE that it’s a dominant strategy”. If doing raw dmg is more effective than staggering a boss, or I notice my build isn’t good for staggering, I’d still notice that with a stagger meter. In fact, I say “Oh, staggering is literally getting me nowhere for this encounter let me focus on more light attacks and/or spells”. The problem is that it’s not properly balanced in the first place. The DLC actually did, in terms of poise, what they should’ve done with the base game. If Elden Ring had DLC poise values AND a stagger meter, we’re cooking. I also don’t understand why jump attacks being so vague encourages options. In fact it’s the inverse. Some ground-based attacks can’t be jumped. If even one can’t be jumped, while every attack period can be rolled, I’m just gonna roll it every-time. Hiding crucial information goes both ways. If you don’t know what’s effective and why, why would I try different things? And what different things would I try? If I get no reinforcement on any tactic, I’m just gonna play the most conservative way possible. There’s certain playstyle’s that clearly, always work, and work more obviously than others. People will trend towards what works. Giving more feedback is how you change that, not less. Me and my friend both play Elden Ring, and we have completely different philosophies. He tries to fuck with builds and different dmg types to craft himself into a win. I, keep the same playstyle, and try to get better with that specific one. He’ll tell me “X boss is easy, just equip Y and Buff with Z, and it’s easy”. Whereas I would always reply “yeah or you could just use bleed”. That’s the problem. Instead of lifting up all these other strategies, they do their best to hide info on the best ones to make them look way more equal. Whether this is good or not is purely subjective. Also, the philosophy of “tell you nothing, and let the community tell itself what the right answer is” is also subjective. Especially with how diverse the game is, more feedback would be the answer, not less.
I can physically feel the passion you put into this comment. ER may not be your cup of tea. In recent interviews Micheal zaki said that they were gonna develop smaller games if that makes you feel better
Don't care. I'm still sick of souls becoming like Bloodborne. I liked Demon's Souls and Dark Souls because they were slow, because they didn't force you to roll all the time, because they gave you a functional shield.
@@Fishy_1998yt yeah lots, my point is my build which was nearly the max effective hp possible and healing options couldn’t survive much against him at all. Now maybe that’s because i was on NG+3 but i was told that the DLC was supposed to scale
@@wesleyeberly228yeah, trying to beat dlc radahn at ng+3 is definitely not the ideal way to learn his moveset. The reason that you keep getting 1-2 shotted before you learn his attack is because of the NG+ scaling. I’d try to fight him on a base game run, at least then you have a chance to survive some of the moves.
I think the argument "bosses are too hard/bad" isnt really the best argument for elden ring's difficulty and bosses. Imo elden ring's difficulty is unbalanced so hard it rivals ds1 dark bead's power. You can go have a claymore and defeat bosses like that, but then you have bleed/consecutive hit/stancebreak builds and mimic tear which just melts 80% of the bosses in the game. I dont really see ds3 having this same problem, nor bloodborne unless you wanna go through the chalice dungeons and farm bloodgems. but also Saying skill issue isnt also the best counter argument. Especially when people argue that hard difficulty is fun or not, in elden ring it draws the line, for some it crosses over and for some its still in the area where they consider it ok. Elden ring's difficulty is also artificially increased via input reading (malenia dodging the moment you try and cast, godskin duo immediately doing a flameball as you press heal etc.). You also missed out on what a lot of players call souls games, "hard but fair". In elden ring, it's not a hard but fair thing anymore. Delayed attacks make zero sense how its implemented rn, only making sense in midra and mohg. Margit swinging his sword instantly in a crazy combo and then holding his sword in the air for 5 seconds after makes no sense. If they wanted to catch people offguard, why not make marging feint attacks? the reason midra and mohg work is most of mohgs attacks are very delayed, and midra can either swing his sword or the dagger. the sword is mostly slow and the dagger is fast, eliminating the need for delayed attacks Either way, my problem with elden ring is more that its just lazy. Ton of reused bosses, ton of moves copied from previous souls games, while elden ring is a whole different title (bloodborne didnt have this problem, so as sekiro i think but i didnt play that game). Big empty fields, lackluster secrets and rewards, bosses reusing previous souls enemies' moves (erdtree avatar - asylum demon, golden hippo - sullyvahns beast + pig from bloodborne). You could argue its a mandatory thing for er's size,,, but did er rly need to be this big? One thing i rly loved the dlc for is the overall size, it wasnt so big it becomes boring and exhausting to play it, like the base game. Even then tho the dlc could easily cut out a bunch of bloat that the big empty fields made.
Ok here’s something I’ll say about reusing bosses, I don’t mind it if the boss is fun to fight. Like I’ve fought damn near every tree avatar in the game on every playthrough, same with dragons, I always fight them because it’s fun but I hate the furnace golems in the DLC because it feels like a slug so when they’re reused, it’s annoying and I run past them. Does that make sense? They can’t make an open world and fill it with unique enemies everywhere, look at something like Zelda and how many enemies are reused, it’s the formula and I don’t mind it at all. I see it as I get to fight this enemy that I like to fight multiple times in the same playthrough and get rewarded each time. Also if you don’t wanna fight any enemy multiple times, you mostly don’t have to, you can just avoid them, I do it all the time. You gotta understand that games weren’t built just for your tastes, so the player actually has to adapt to the game just like the developers spend a billion hours crunching to provide a great experience
Not really a burn, it is the appeal of the boss design. Feeling extremely underpowered but with persistence still able to beat a boss with 10 times as many attacks as you is what makes it so satisfying
@@Windrider784 it's not really a true infinite combo when each combo has finishers. If you think any of the combos are infinite than maybe you lack vision
@@Windrider784 You could not have discredited your argument faster than that one line. You can randomly jump attack Rellana and be completely safe half the time. If you then take the extra step to actually learn which attacks are safe to jump you get garaunteed safe openings. There's more ways to attack than waiting for a boss to sit still for 5 seconds so you can hit them, but apparently so many players can only see an opening when the boss T poses for them.
This is an interesting take, but I think the underlying problem remains. It isn't fun. Maybe it is fun for you, bit it's clear that it has become not fun for a very large section of From's existing auidience. Spending the majority of the fight on the defensive and then dying more or less instantly because you made 1 or 2 mistakes agaisnt a boss that doesnt stop swinging and do massive damage isn'tuch fun. And it is difficult to believe From actually designed bosses with this "enemy action game" idea in mind when so many strategies exist to completely ignore boss mechanics and delete them as well. This idea only works if you are the "old honorable duelist" type, which very clearly Miyazaki is not and does not design his games around. I think people are just able to reverse engineer boss design philosophy that was never there.
you dont have to be defensive. in ER there are so many thing you can do to keep up with boss aggression by getting hits in while the boss attacks. you can jump over boss moves to come down with a jump heavy, and duck under a possible followup with the recovery. positioning / strafing / spacing is way more relevant now for getting openings, but also to recover stamina. crouching can be used to crouch under attacks and do crouch pokes, for example with midra and romina. you can also hit bosses during windups of delayed attacks to get an extra opening, or you can choose to wait to regen stamina there are also so many ways to negate damage from bosses, to the point where you can tank at least 5-6 hits from nearly every main boss. damage negating talismans, also for elemental resistance. physick, livers, buffs, heavier armor. so pick whatever you like there were always strats in previous games that ignore boss mechanics as well. npc summons, or facetanking everything with havel's in ds1 for example also kind of weird to state that we just reverse engineer strats and that stuff challenge runners do was never intended. then how come that each boss except for a few, fit perfectly and make sense with the strats found? i think thats rather a result of good complex, but obtuse boss design rather than our skill to reverse engineer things. you really think they added these long combos, delayed attacks and s to the jump button for the sake of it? i have reason to believe that the strats found for these bosses is intended. or at least most of them
@@evilfungas kinda hard to prove that on either side of the argument, because there are no actual numbers to back it up. but yeah most people in my circle love the bosses
@@Slaughter_Hill literal skill issue. Rellana is one of the fastest boss in the game and you can find countless examples of people with large weapons absolutely bullying her on TH-cam. Eg. th-cam.com/video/ONzajr90rI8/w-d-xo.htmlsi=_g2S5tMtMmjHiv7C
Look at that, an underrated TH-camr just dropped.
Btw on thing I have seen Lupine OS mention is that your stamina regens during the attack delays, letting you stay aggressive and in combat. This was almost never a thing in previous souls games.
So if u panic roll during yhe dealy u will have no stamina to punsih, but if u roll sparingly, you caan maintain unprescedented aggression.
aww, thanks. yeah that's right, there's a lot you get out of the delays.
Tbh I think Loopine oversells the stamina regen you get from delays. Most delays either have you running strafing or its the literal opening you're supposed to be attacking in. Of course there are exceptions. There's a lot more that contributes to that. A lot of the bosses have natural pauses in their moveset, they'll leap away, "get off" attacks, and in general you have significantly more stamina and faster regen in ER.
Great video dude. Loved the arguments and I agree wholeheartedly
Kinda mad and sad how many souls vets misunderstood the bosses when they are some of the best from has made.
Hopefully this could convince them to give them another shot as you've explained the comabt loop very well.
Really good video, subbed!
Dancing with a demi-god is great and many Elden Ring bosses can provide this once you've already learned their moveset, what you however seem to fail to realize is that for most players that learning experiences is absolutely horrible as attacks and damage scaling are intentionally designed to kill the player as much as possible, leading to a trial & error experience till you've *seen* most moves of the boss in order to learn how to defeat them, because without having seen them before the delayed attacks, the long combos and the ridiculous tracking of many attacks is nigh-on unpredictable to know and respond to by merely observing what the boss is visually conveying to you, and THAT is what most ppl take issue with
Your argument would be valid if it was a small section of the player's complaining abt these issues, but if it's most of the fandom, then one should really think abt if maybe it's not on the developers for the way they've designed these bosses
Do Elden Ring bosses allow for beautiful dances after you've most likely spent hours trying them in order to memorize their moveset? Yes, but is that memorization process fun? Most people would disagree
It's not "most" of the fandom, maybe it was in 2022 but that's nothing new, they up the challenge a bit with every new game release and for a couple months it always draws in that particular group of people who always get angry when they're faced with a challenge and try to validate themselves on the internet by saying "I'm a Souls vet and I liked [previous game] and finished it on level 1, but they really dropped the ball with [new game], the tough but fair formula is long gone, I'm giving up on Fromsoft"
Now it's really just a couple people who are still saying this bacause the game has been out for two and a half years and most people have realized that Elden Ring is not DS3 and plays differently from DS3. I love dying to every boss 40 times before figuring them out. I guess some people liked it more when they could steamroll almost every boss on their first or second tries in DS2 or DS3, but honestly if that's the kind of thing you enjoy then the game series infamous for its difficulty might not be your cup of tea
@@yourveryownlocalmoron6874 there's a lot to unpack in ur comment but I cba especially cuz the thing I argued in my upper comment doesnt reflect my own opinion, I was merely pointing out how this guy misses the most obvious of arguments people would make/have already made (in different discussions) about his point
Have a nice day
Wow I actually found someone I somewhat agree with. One of my hopes for ER was that they would stop using the roll. At least upgrade the entire system to something like BB's dash. I really hope it's gone for good after ER. It's as iconic as it is uncool. I cannot believe people want to roll through straight up nukes and go "Yeah that's fun!". From here on it might look like I'm criticising you, but I'm not, just adding my input.
Adding jumps is a step in the right direction but I firmly believe the roll is an issue. Offering such an easy way out for EVERYTHING really doesn't help base gameplay variety, in the past at least.
As for your statements about many people bringing it up, I'm not sure they should care. As the other guy said there is nothing fundamentally different in ER from other titles. It is also a fact that can be verified that every time a new From Soft game comes out there is a wave of stock criticism before people eventually learn how to play.
Back in dark souls, the game was praised for giving some telegraphed attacks while others were not, as those were attacks meant to punish or make you think how to deal with them, the idea that this is wrong because there is more of it in elden ring is bad, to say the least. The pendulum has somehow swung the other way, no doubt partly because new players are at an all time high.
Your lives are not valuable. They are used as learning experiences for a boss or an area, that's why you respawn without limit. That's why ever since DS2 they never stopped leaving checkpoints next to bosses. If people don't like dying to learn it's not the game for them, or they're in need of a dire change of attitude.
The number of people who say something, has nothing to do with whether or not something is true. Care about what you say. More so when many long time players who play these games only talk about them well when they've been out for a long time.
A game with many attacks that are understandable at a glance is not a hard game. This statement alone is something many don't want to hear, but I like my games like this and gaming as a whole rejects the idea that difficulty gives a valuable experience, to change the games to suit much of what many people say would turn the game easier, and kill my only hope for games I can enjoy because they demand my effort, instead of promising great epics and give almost nothing like in BoTW.
Most people complain just like they were complaining when the original Dark Souls came out. But the player base was smaller and the community had the "get good attitude" which translates to don't complain stay focused and you will succeed. Now days with the force positivity fakery, people play worse and they don't learn the game, instead they just complain endlessly pretending they are game developers.
@@BygoneTwhy is BB's dash getting glazed relentlessly and used as a superior example to the roll?
Rolling has more s, even in bloodborne rolling is better if you can play without lock on.
Great video! One thing I think some frustrated players overlook is the effectiveness of blocking, counter-attacking, and parrying as opposed to just rolling. The Deflect Hard-Tear is a game changer I run on all my characters now. It effectively rewards you for perfectly timed blocks, and with every perfect block the damage of your next counter-attack increases (stacking up to three times iirc). Weathering a long combo and responding with a nasty counter will never not be satisfying, and gives me the feeling of really going toe-to-toe with these bosses, less of a panicking victim and more of a confident warrior.
To add to this: Deflect Hard Tear was how I beat Radahn just days before he was nerfed, and it added a new layer of skill expression. Perfect blocking his meteor showers to get max damage on my next counter-attack, perfectly blocking savage lion claw, going for the counter attack, and still having enough frames to perfect block the follow up savage lion claw, perfect blocking his lightspeed slashes, positioning myself so that his light beams don't interrupt my counter-attack, the list goes on.
blame hbomberuy. he made this dumb video about how using shields is 'less fun', which is a ridiculous statement.
Came here from your comment in that bad bad silly Loveless series of videos and was positively surprised.
One thing to note is that enemy action games are generally less demanding of the player. They give you less buttons, less combos, less mechanics to worry about and leave you free to enjoy the boss.
Thats why I like these kinds of games more than traditional action games (or style combat games a la DMC).
DS3 is the pinnacle of simplicity. If you so wish, theres a single defensive option (rolls) and a single offensive option (light attack) that work in every situation.
Then Sekiro came along and added a bit of complexity to both. Still a single option accounts for most situations, but jumping, running, prosthetics and "weapon arts" can be used to better effect sometimes. The game is still generous in its warnings tho, so it's still pretty simple to figure out.
ER, as the natural next step, added a bit more complexity to players and enemies. It also doesnt give the same warnings (because they are never "required", you CAN roll through shockwaves, but it would be much more effective to jump). And while I love ER evolutions (and find DS3 very boring to return to), some folk got into these games precisely due to this simplicity.
They'll say that DS3 was better balanced, that ER is too fast, or that it doesnt give you the tools to deal with the bosses. None of that is true, but their preference for simplicity seems to throw a negative light over everything that ER does.
Yes that seems right. I'd be interested in doing a follow up video where I examine, from the point of view of someone who loves the bosses, why they ended up being so controversial.
And I'd be interested in watching such a video o7
@@joaoluizkfsantos8392Now I'm curious to see his comment, but Loveless speaks in what sounds bad faith, that It's hard to stomach. You're the MVP for surviving whatever video you saw.
@@enman009 i debated him and his mod in their dc server for about 2 hours and they refused to look at reference footage and their arguments werent made in good faith. lies etc. topic was margit and morgott. dont bother with them
@@glisteninggames2981 I won't bother with Loveless nor any other Souls essay. I stopped wasting my time on those for a good while, since media literacy in games, particularly Soulsborne discussion, can be as inconsistent or poisoned as a Chernobyl's water well.
He reminds me of Qick Review and, to an extent, Under The Mayo in how they often evade valid feedback and dismiss it like a fanboy's comment.
This is why it bugs me when people say "tough but fair", these games were always stacking the odds against the player, and they're not afraid to be mean.
But it is precisely that, which makes them all the more fun and satisfying to learn, and have mastery over.
What boss before elden ring has 8+ hit combos that lead into another 4 hit combo?
@@Slaughter_Hill none. thats the point. Souls-likes arent a stagnant puddle, they are constantly evolving from game to game, just as the player evolves from game to game. Ever go back and play dark souls 1? that game is easy. I played it after Elden RIng, and during my first playthrough I didn't die until Lost Izalith. You are better at soulslikes, so in turn soulslikes have become harder to compensate.
@@bobertastic6541 We still got only dodge roll and attack
@@Slaughter_Hill yeah (and no) but those attacks and dodges are significantly faster than before. Once again, compare the medium roll in Elden Ring to Dark Souls. Hell, compare the medium roll in ER to the light roll in Dark Souls, the difference is notable. Besides, we don’t only have dodge, if you are willing to shill out some fp you have quickstep, bloodhounds step, vow of the indomitable, that one ash of war I forget the name of (raven something?), Miriam’s vanishing, and probably some more I forgot. This is all along with our attacks just… being stronger (except for stuff like dark bead I guess), even if we still have the core formula of dodge and attack, it’s evolved with the bosses, and us as players
@@bobertastic6541 yeah, but the speed of the evolution is not the same with the bosses and the player charater, the fp is still a bar for magic, other ashes of war, buffs, etc, when you're using just the dodge option you missed out on a lot, statistically speaking (there is another youtube video made about it), the amount of deaths has increased a lot in ER, hundreds of deaths now is more common than ever, if we're evolving at the same pace, the overall difficulty has to remain the same to other games, at this rate, a few more games from now, it would be normal for players to spend 6 consecutive hours on every bosses and 12 hours for the final boss to get the win, and 3 hours for each minibosses, at what point do we stop? until the game is inaccessible for the majority of the fanbase?
Nioh 2 is a much better example on both the charater and the bosses evolution, they both evolved at the same pace, the speed and dodges in Nioh 2 are much better, you have more access to cancels now than Nioh 1 means stunlock because your block is broken is much more forgivable, sometimes you get out of it scot free, and the bosses are fasters, stronger, has more moves, but we have as much equal options to deal with it than before, than Nioh 1, we even have the speed to sneak in 1 to 2 hits mid boss combo because the character is fast enough to do that, in the pinnacle of Nioh 2 combat, it is both a charater action game AND a enemy action game, which make it extremely engaging to play and watch, each deaths now also cost considerable less time and each checkpoint is directly before the boss room, 30 deaths in ER will cost you about an hour, 30 deaths in Nioh 2 will cost you about 30 minutes, the speed has increased, so despite having more deaths, you overall spent less time in Nioh 2 than ER, that's what balancing should do.
Armored Core fan here. After beating the base game and DLC for Elden Ring, I will say that my biggest complaint is the area attacks. They hit really big areas, a lot of them can be jumped over but not all of them, and the graphics for them often don't line up with their actual hitbox.
This is the same across the entire series, demon souls and dark souls were at their worst with this, now they're at their best, imagine that.
That aside, they are AoE, that's kinda supposed to be the point.
Good video but I think a lot of the people who defend Elden Ring's boss design lean too much on the importance of stance breaking as a defence. This leads people to respond, "if it's so important, why isn't it communicated or telegraphed?" I think this is largely because it is NOT the only intended way of engaging with the bosses. Stance breaking is just the default "status effect" of melee weapons, especially slower ones, meant to encourage the use of the entire moveset. But you can just as well use faster weapons that hit more, with status effects or multi-hit damage multiplier talismans. This is also why the game does not telegraph which moves are jumpable or not, because jumping is rarely the only means to responding to an attack, and when it is it is obvious.
I think it’s more so a response to people saying bosses are too aggressive when they’re entirely balanced around the player being able to posture break the boss and deal sizeable damage in that window to compensate for their speed. For example Bayle wastes a ton of time flying but to compensate he gives you such a large window during his posture break animation that you can basically do a third of his hp bar with one posture break.
I think when boss design is bad is when you basically are forced into doing an action like consort Radahn. You can’t even jump any of his moves. You basically can only do r1s and rolls which is why it’s kind of garbage.
@@evilfungas literally everything the player can do to deal damage, deals stance damage to an extent. stance is a boss property and not tied to what the player does. way more universal than you make it out to be
@@evilfungas but yes that last point is true. there is only one boss attack in the whole game where jumping is the only viable evasion method to avoid it
@@Fishy_1998ytYou can't jump over his attacks, if you stay still. I know that's not what you want but you can jump away.
But considering they have playtesters, not being able to jump is likely on purpose, did this come to mind to you? (Not aggressive, just a question)
However the most well received bosses are those that have very little openings and attack a lot, release Artorias comes to mind, he was and still is so damn strong the only way to trivialise him is to still have already learned how to play the game and use magic during his openings, or use a strenght build. He otherwise is so mobile and tough it's hard to deal meaningful damage, and as someone who completed knife only and bow only runs, that guy is hard to take down with those weapons.
Radahn is the guy who with a single attack does by far the most damage, and while I literally couldn't care less about dying because It's MY mistake, many other people don't have this attitude, and want the developers to artificially fix their mistakes by reducing attack frequency AND damage, damage I don't like but can understand, but reducing aggression is unacceptable, I don't want to play demon souls. Artorias also has little openings if you play dex, and that's the fastest play style you can have.
A new patch just released that might have dealt with the last 2 bugs with Radahn has, and hopefully it also deletes those damn shield turtle poke builds.
Yes and I need more of it Michael Zaki
At last..........I've waited so long...........................to finally hear a good take...... T_T
Solid video my boi hope this blows up for you. The dance of Elden ring was hard to learn but after about 500 hours I have most of the main game bosses down. Still haven’t touched the dlc yet 🥲
That song change at the end was loud af 😂 caught me so off guard. Is that your boss music? Lmaoo
That's the fun part, you don't 😅
Please turn down the volume (by a lot) in the future
I actually thought the video was rather quiet
Liked and commented subscribing right after posting this 👍
Music switch near the end in light of the recently announced oasis comeback had me like "Curse you Noel!!!!
Audio is messed up brotha
Nice video I love the narrative
I like this video, but I think the attack speed is getting beyond what most people can reasonably react to, even with practice. The tempo of the dance is getting too fast. If the next game is somehow even harder than Shadow, I won’t be able to beat it. This is my limit.
They went a little hard with Consort😅
There’s always tools to beat the game but will it be fun? Idk i don’t want another Elden ring though with the same combat system, whether they go slower or faster doesn’t matter as much to me as long as fighting the bosses remains fun and then I’m in.
If I were to choose though, I’d say go slower but remove roll s, lets make sure we avoid the attack by rolling in the right direction and distance instead of just phasing through the attack. Also definitely make the deflecting tear a part of the base moveset. I block all the time with a weapon while 2 handing and it’d be nice to be rewarded with no damage or very small chip damage and a little less stamina consumption. Reallly makes block counters work much better without a great shield
@@PeterEhikreading your comment i thought I should recommend the monster hunter game series in case you haven't heard of it.
The combat is similar to fromsoft games with more refinement on weapon moveset.
There is no pvp though, but I though I should share.
@@Chrisdish bruh that’s funny, I started playing monster hunter world a week ago and I love it. Decided to try it after theotree’s SOTE critique which is really good. Anyway yeah I would love to see Fromsoft take a lot of ideas from monster hunter world
9:00
here since 41 subs
6:46 "That feeling of dancing with a demigod is not replicable elsewhere" LOL bro probably only played Souls games. A lot of action games give you that feeling, Monster Hunter, Nioh 2, and MGR just to name a few. They don't only replicate the feeling, but they did it better than Fromsoft, like waaaaaay better. The only thing Fromsoft is spectacular at is the "epicness" of the fight, but the combat itself is nothing special. I was a massive Fromsoft fanboy back in 2022(3.5k hours in Souls games), but after I gave other action games a try, I just lost interest in souls combat. TLDR: souls combat is decent for an adventure RPG, lackluster for an action game.
Interesting but can you record the audio in the same room as the mic next time please?
I understood him just fine
Otherwise saying that the game's shit combat cannot keep up. Wow nice intricate moveset you have there, it would be a shame if I just rolled through them all.
I’m saying this not as a DS3 fan either, that game's combat is effectively identical in flaws. The Souls games have been stretching this combat thin for years, trying to escalate the threats within a system that cannot facilitate further intricacy or expression. There’s only so many attacks you can roll through before you realise you’re doing the same shit.
A real shame, especially coming from Sekiro (way better combat and boss roster).
It's funny that half of the critics say this and the other half complain about how bullshitly hard and tedious it's become to memorize roll timings.
As someone who mainly plays arcade/action type games I agree with your assessment of Souls combat because it's just objectively true. But I don't know why you're evaluating these games as pure action games when that's not what they are. And as an action RPG, ER is inarguably an upgrade from the previous games with how far out of its way it goes to force engagement with systems besides the roll button. The sheer number of "souls vets" crying about how they can't 2-hand their giant sword and faceroll the bosses to victory within 2 attempts proves is proof of that.
Like guys, you're not Ongbal, offhand a fucking shield. And if you are Ongbal (and have no interest in anything besides action combat) you probably should've skipped this game.
@@hee8410 two issues with that argument.
One, the RPG mechanics aren’t profound. You are basically just substituting one thing for another. It’s not like monster Hunter or dragon's dogma where the entire phenotypic makeup of your combat changes; like you’re playing an entirely different game or character. In Souls, you’re just substituting one weapon for another. Spells are no different, they play fundamentally identical, you just have the freedom to cast it at range. Ultimately you’re still evading and attacking when it’s your turn. You just have to adjust for range and attack speed.
Bosses have gotten so shallow that it’s basically just a trial and error game of Simon says.
Two, these games only offer combat above all else. You could forgive Zelda for having limited weapon movesets or enemy variety, because it offers much more than simply combat. Elden Ring? Lol that’s its entire gimmick. It having shallow chickenshit combat spread across 200 bosses, 10% of which being unique, 5% being somewhat profound gameplay experiences (Bayle, Messmer, Mohg, etc)-is quite unacceptable.
Yahooooooo more dumb takes for player expression! Let's revel in mindnumbing and extremely reductive arguments showcasing surface-level understanding of gameplay systems and positioning!
@@stefanostsougkranis5851 play more games 😂 "reductive" there’s nothing to reduce, FromSoft did that for us. I actually pity you vermin. Never tasted anything sweeter than the bin juice that is modern FromSoft gameplay. Go play Monster Hunter.
I'm more excited for Elden Ring 2 than for Sekiro 2
Subscriber 20 ❤
This is a good video, but it’s a subjective take masked as an objective one. You’re essentially saying “you don’t like the game or certain aspects of it, because you didn’t know what kind of game your were actually playing”. Which would actually be fair, if Elden Ring didn’t HIDE crucial features from you for no reason. What would tell me I should do more charged heavy attacks, the stagger meter that isn’t there?! Every boss has a poise value, and a poise recharge, and everyone’s is very different. Poise isn’t talked about AT ALL, for no reason. It’s also extra frustrating when you actually get a grasp of it, and the DLC enemies have such high poise for no reason. If there was a poise meter, you’d know how BS and artificially difficult the new bosses due to messing with this mechanic. Also jump attacks, and how finicky they are. Every ground-based attack should be jumpable, and they aren’t. How do I know I can jump a flame throwing attack, when I can visibly see the flames are head high to begin with. The game SHOULD communicate more of what you’re saying, and it doesn’t. The only way to figure any of it out is ram you head into arbitrary walls until something works. It’s purposely unsatisfying the way it works.
I don’t care how awesome a dance is supposed to be; don’t put me on the dance floor with an instructor that gives me bad, or no instructions. Instead of trying to learn, I’ll just start flailing randomly and be relieved when the dance is over. Oh wait….
The stance metre isn't there for the same reason other status effects aren't shown, or why there isn't a large popup every time an attack is jumpable like in Sekiro, because Elden Ring is about options and not built around one mechanic, and there are almost always multiple ways of responding to a given situation, where displaying all this information would encourage some playstyles over others and discourage experimentation and variety. You don't HAVE to go for staggers. You could just as well make a build that centres on getting a lot of light attacks in with status build-ups or attack damage multiplier talismans. Despite the fact that stance breaking is more important in Elden Ring than earlier games, it is by no means the only or even intended way to engage with the bosses. It's just the default "status effect" given to melee builds, especially with slower weapons, meant to reward use of the entire moveset.
Also this is somwhat subjective, but I liked that DLC enemies had more poise than the base game. For me, dealing with ordinary mobs in Elden Ring's base game was trivially easy. In the earlier From games mobs within the level were an actual threat, but in Elden Ring the player has has so many options and enemies can be so staggered so easily that getting through the levels themselves required no thought or consideration. It was refreshing to me that in the DLC mob encounters actually required some degree of consideration, a lot of which had to do with how much poise they had.
@@evilfungas Yeah, you got the reason. The reason is “Oh shit, we made stagger too OP and game warping that it’s clearly the dominant strategy for most encounters, instead of re-balancing every weapon and enemy, let’s just HIDE that it’s a dominant strategy”. If doing raw dmg is more effective than staggering a boss, or I notice my build isn’t good for staggering, I’d still notice that with a stagger meter. In fact, I say “Oh, staggering is literally getting me nowhere for this encounter let me focus on more light attacks and/or spells”. The problem is that it’s not properly balanced in the first place. The DLC actually did, in terms of poise, what they should’ve done with the base game. If Elden Ring had DLC poise values AND a stagger meter, we’re cooking.
I also don’t understand why jump attacks being so vague encourages options. In fact it’s the inverse. Some ground-based attacks can’t be jumped. If even one can’t be jumped, while every attack period can be rolled, I’m just gonna roll it every-time. Hiding crucial information goes both ways. If you don’t know what’s effective and why, why would I try different things? And what different things would I try? If I get no reinforcement on any tactic, I’m just gonna play the most conservative way possible. There’s certain playstyle’s that clearly, always work, and work more obviously than others. People will trend towards what works. Giving more feedback is how you change that, not less. Me and my friend both play Elden Ring, and we have completely different philosophies. He tries to fuck with builds and different dmg types to craft himself into a win. I, keep the same playstyle, and try to get better with that specific one. He’ll tell me “X boss is easy, just equip Y and Buff with Z, and it’s easy”. Whereas I would always reply “yeah or you could just use bleed”. That’s the problem. Instead of lifting up all these other strategies, they do their best to hide info on the best ones to make them look way more equal. Whether this is good or not is purely subjective. Also, the philosophy of “tell you nothing, and let the community tell itself what the right answer is” is also subjective. Especially with how diverse the game is, more feedback would be the answer, not less.
I can physically feel the passion you put into this comment. ER may not be your cup of tea. In recent interviews Micheal zaki said that they were gonna develop smaller games if that makes you feel better
@@evilfungasall “options” end up in stance breaking or status effects. Name other options
Toughhhh
Don't care. I'm still sick of souls becoming like Bloodborne. I liked Demon's Souls and Dark Souls because they were slow, because they didn't force you to roll all the time, because they gave you a functional shield.
So your point is basically skill issue, but I can’t fucking learn their movesets if radahn is 2 shotting me when I use my most resilient build.
Are you summoning all the allies? Radahn is not designed to be a 1-on-1
@@tylertanner7378 dlc radahn
Have you tried just rolling instead of attacking? I mean you can just roll through his moves and not even go for any attacks just to feel him out.
@@Fishy_1998yt yeah lots, my point is my build which was nearly the max effective hp possible and healing options couldn’t survive much against him at all. Now maybe that’s because i was on NG+3 but i was told that the DLC was supposed to scale
@@wesleyeberly228yeah, trying to beat dlc radahn at ng+3 is definitely not the ideal way to learn his moveset. The reason that you keep getting 1-2 shotted before you learn his attack is because of the NG+ scaling. I’d try to fight him on a base game run, at least then you have a chance to survive some of the moves.
I think the argument "bosses are too hard/bad" isnt really the best argument for elden ring's difficulty and bosses. Imo elden ring's difficulty is unbalanced so hard it rivals ds1 dark bead's power. You can go have a claymore and defeat bosses like that, but then you have bleed/consecutive hit/stancebreak builds and mimic tear which just melts 80% of the bosses in the game. I dont really see ds3 having this same problem, nor bloodborne unless you wanna go through the chalice dungeons and farm bloodgems. but also
Saying skill issue isnt also the best counter argument. Especially when people argue that hard difficulty is fun or not, in elden ring it draws the line, for some it crosses over and for some its still in the area where they consider it ok. Elden ring's difficulty is also artificially increased via input reading (malenia dodging the moment you try and cast, godskin duo immediately doing a flameball as you press heal etc.). You also missed out on what a lot of players call souls games, "hard but fair". In elden ring, it's not a hard but fair thing anymore.
Delayed attacks make zero sense how its implemented rn, only making sense in midra and mohg. Margit swinging his sword instantly in a crazy combo and then holding his sword in the air for 5 seconds after makes no sense. If they wanted to catch people offguard, why not make marging feint attacks? the reason midra and mohg work is most of mohgs attacks are very delayed, and midra can either swing his sword or the dagger. the sword is mostly slow and the dagger is fast, eliminating the need for delayed attacks
Either way, my problem with elden ring is more that its just lazy. Ton of reused bosses, ton of moves copied from previous souls games, while elden ring is a whole different title (bloodborne didnt have this problem, so as sekiro i think but i didnt play that game). Big empty fields, lackluster secrets and rewards, bosses reusing previous souls enemies' moves (erdtree avatar - asylum demon, golden hippo - sullyvahns beast + pig from bloodborne). You could argue its a mandatory thing for er's size,,, but did er rly need to be this big? One thing i rly loved the dlc for is the overall size, it wasnt so big it becomes boring and exhausting to play it, like the base game. Even then tho the dlc could easily cut out a bunch of bloat that the big empty fields made.
Yea sadly Most open worlds have lots reuse. I Personally don't care about the reuse, ( I look at every boss in a vacuum) but I understand the issue
Ok here’s something I’ll say about reusing bosses, I don’t mind it if the boss is fun to fight. Like I’ve fought damn near every tree avatar in the game on every playthrough, same with dragons, I always fight them because it’s fun but I hate the furnace golems in the DLC because it feels like a slug so when they’re reused, it’s annoying and I run past them. Does that make sense? They can’t make an open world and fill it with unique enemies everywhere, look at something like Zelda and how many enemies are reused, it’s the formula and I don’t mind it at all. I see it as I get to fight this enemy that I like to fight multiple times in the same playthrough and get rewarded each time. Also if you don’t wanna fight any enemy multiple times, you mostly don’t have to, you can just avoid them, I do it all the time. You gotta understand that games weren’t built just for your tastes, so the player actually has to adapt to the game just like the developers spend a billion hours crunching to provide a great experience
This title is the sickest burn on the boss design I've ever seen lmao
Not really a burn, it is the appeal of the boss design. Feeling extremely underpowered but with persistence still able to beat a boss with 10 times as many attacks as you is what makes it so satisfying
@@bombthing Part of the "appeal" being that the boss can infinitely combo you is a sign of a lack of artistic vision.
@@Windrider784 it's not really a true infinite combo when each combo has finishers. If you think any of the combos are infinite than maybe you lack vision
@@bombthing Until you get to Rellana and discover that over half of the openings to attack are fake and will get you hit.
@@Windrider784 You could not have discredited your argument faster than that one line.
You can randomly jump attack Rellana and be completely safe half the time.
If you then take the extra step to actually learn which attacks are safe to jump you get garaunteed safe openings.
There's more ways to attack than waiting for a boss to sit still for 5 seconds so you can hit them, but apparently so many players can only see an opening when the boss T poses for them.
This is an interesting take, but I think the underlying problem remains. It isn't fun. Maybe it is fun for you, bit it's clear that it has become not fun for a very large section of From's existing auidience. Spending the majority of the fight on the defensive and then dying more or less instantly because you made 1 or 2 mistakes agaisnt a boss that doesnt stop swinging and do massive damage isn'tuch fun.
And it is difficult to believe From actually designed bosses with this "enemy action game" idea in mind when so many strategies exist to completely ignore boss mechanics and delete them as well. This idea only works if you are the "old honorable duelist" type, which very clearly Miyazaki is not and does not design his games around. I think people are just able to reverse engineer boss design philosophy that was never there.
you dont have to be defensive. in ER there are so many thing you can do to keep up with boss aggression by getting hits in while the boss attacks.
you can jump over boss moves to come down with a jump heavy, and duck under a possible followup with the recovery. positioning / strafing / spacing is way more relevant now for getting openings, but also to recover stamina. crouching can be used to crouch under attacks and do crouch pokes, for example with midra and romina. you can also hit bosses during windups of delayed attacks to get an extra opening, or you can choose to wait to regen stamina
there are also so many ways to negate damage from bosses, to the point where you can tank at least 5-6 hits from nearly every main boss. damage negating talismans, also for elemental resistance. physick, livers, buffs, heavier armor. so pick whatever you like
there were always strats in previous games that ignore boss mechanics as well. npc summons, or facetanking everything with havel's in ds1 for example
also kind of weird to state that we just reverse engineer strats and that stuff challenge runners do was never intended. then how come that each boss except for a few, fit perfectly and make sense with the strats found? i think thats rather a result of good complex, but obtuse boss design rather than our skill to reverse engineer things. you really think they added these long combos, delayed attacks and s to the jump button for the sake of it? i have reason to believe that the strats found for these bosses is intended. or at least most of them
The people complaining about it not being fun are a vocal minority, nowhere near the majority of players.
@@evilfungas kinda hard to prove that on either side of the argument, because there are no actual numbers to back it up. but yeah most people in my circle love the bosses
@@glisteninggames2981all wrong
Any large weapon will not recover fast enough between boss attacks
@@Slaughter_Hill literal skill issue. Rellana is one of the fastest boss in the game and you can find countless examples of people with large weapons absolutely bullying her on TH-cam. Eg.
th-cam.com/video/ONzajr90rI8/w-d-xo.htmlsi=_g2S5tMtMmjHiv7C
Skill issue
@@yamadoyato6055 what did they mean by this?