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From Software Elden Ring - From Software's new game with writing by GRRM

H. P. Lovecraft's Cat

SumDrunkCat
Shitposter
Joined
Feb 7, 2024
Messages
2,918
Rellana is a real bag of cunts. Still got her though, took about 6 or 7 tries. Castle Ensis was a bit disappointing. I thought it was going to be way bigger like Stormveil Castle or Anor Londo.
 

kites

samsung verizon hitachi
Patron
Joined
Jan 30, 2015
Messages
590
Location
hyperborean trench town
It’s just those damn magic nukes from Rellana that got me dozens of times near the very end of the fight; shit is balanced for blessings. I should’t be getting 1-tapped at scadu 3/4 and 60 vigor at that point.. you’re basically expecting people to hit 5 or 6+ blessings by then or to always avoid the magic aoe’s. I could see if the blessings were like sacred tears and you always know where to find them, but they seem haphazardly placed around the spaghetti map. Not great design.
 

Sunri

Liturgist
Joined
Apr 16, 2020
Messages
2,919
Location
Poland
I refunded this shit and Valve accepted. The only save I had was NG+4, so I did the Mohg covenant shortcut and tried to beat Mohg. Died repeatedly. I couldn't even get to the dlc, so I refunded this shit. It would have been impossible on NG+4 anyway. Maybe one day I'll get it on discount if I want to replay the whole game, but I honestly doubt it.

If you are going to release a dlc 2 years later you can't bury it behind a high level boss. I forgot how to even play this fucking game. I usually love From, but they are idiots on this one.
just download save from internet for dlc
 

Child of Malkav

Erudite
Joined
Feb 11, 2018
Messages
3,087
Location
Romania
best review on steam

I have just completed all the main remembrance bosses for SOTE without summoning, So now I can give an informed opinion on them.

Before I get into the issues, Let me just say that the content added aside from the bosses is a great edition to the game. The world is beautiful, The various soundtracks are some of the best they've ever done, The new weapons and abilities are awesome additions and so on. It is an amazing expansion that clearly had much love and passion put into it, but there are glaring issued in regards to the bosses that ultimately ruined my experience.

I am NOT saying don't buy the DLC just because this review is negative. I am voicing my frustrations with some of the design decisions that I will get into down below.

The reason I give SOTE a negative review is because many of the main bosses are now just simply a series of cheap tricks being spammed repeatedly at insane speed that chunk your health.They are NOT fun to fight with the Dark Souls style player combat system used in Elden Ring. I personally gained no satisfaction whatsoever from defeating any of them, instead only a feeling of the kind of relief that comes after you remove a splinter.

Before you move your greasy fingers to your keyboard to frantically type out "Git gud" or "Skill issue" to imply that my skill level is the reason I am complaining; let me show you some of my videos where I defeat many of the hardest bosses ER has to offer flawlessly without taking ANY damage or using any summons:

- Malenia, Blade Of Miquella - NG+17
0.jpg

YouTube™ Video: Malenia, Blade Of Miquella - NG+17 No Damage - No Freezing Pot
Views: 300
Silly red head likes to play with Samurai Swords...

- Mohg, Lord Of Blood NG+15
0.jpg

YouTube™ Video: Mohg, Lord Of Blood - NG+15 No Hit
Views: 240
BLO0D FOR THE BLOOD GOD 0:00 Intro 0:54 Fight 2:40 Lord Of The Dance Floor

- Mohg, The Omen - NG+15
0.jpg

YouTube™ Video: Mohg, The Omen - NG+15 No Damage
Views: 536
We've got the moves 0:00 Fight 2:31 Lord Of Dance

- Crucible Duo https://youtu.be/c8KJOLg0aR4
- Maliketh NG+15 https://youtu.be/bwvdEuHneuU
- Godfrey NG+15 https://youtu.be/M1CGM1hKZsw
- Commander Niall - NG+15 https://youtu.be/KAMJIyvZFlc

With that out of the way, and the seething of Fromsoft fanboys assured, lets continue.

The bosses are straight out of Sekiro with their levels of speed and agression. Put Messmer, Divine Beast, Rellana or many of the other remembrance bosses next to bloodborne bosses; Even many Sekiro bosses and you'll see that they are as fast if not even faster and more aggressive than most of them are. Insane!

I wan't you to do a test; Watch videos of Lady Maria and Rellana side by side. Now do the same thing for the Demon Of Hatred next to Divine Beast; You will see in both cases that the SOTE bosses are faster and more aggressive... IN A GAME WITH SOULS PLAYER COMBAT!

These new bosses only serve to highlight the terminal main issue I have mentioned that Elden Ring has had since day 1:

The player combat itself is not adequate for the enemies you face. It does not offer an compelling; skill based experience like Sekiro and Bloodborne did. Those games had mechanics that made facing highly aggressive enemies more engaging AND enjoyable. Elden Ring forces you to be incredibly passive; You are relegated to rolling around and keeping distance waiting to get 1 hit in on the boss (hopefully) before this tortuous loop begins again.

The difficulty at this point simply boils down to the bosses tricking you into rolling too early or late and then frame catching (roll punishing) you for not getting a frame perfect roll, a roll that has input delay on it as it only occurs after the button has been released, meaning that the roll is based on prediction instead of reaction in many cases as the bosses delay an attack only to release it instantly. I also have noticed that many times that the hit-boxes seem appear before the weapon is actually swung... This means you HAVE to learn each individual boss's timings on so many of their attacks to avoid them because they don't make intuitive sense. Rubbish!

In the past the way you'd avoid these delayed attacks is by outflanking them; but they now give most of these bosses near infinite tracking on their attacks FORCING you to time a dodge the way the devs want, and some of these attacks have way to many active frames so they will automatically hit you even if you roll into them. You will be waiting to get 1 hit in after a boss does 10+ attacks in a row, when you go to get damage to move the fight forward, the boss jumps away or has specific trading attacks that startup in reaction to the first frame of your attack animation; Not many people know this, but the bosses in Elden Ring basically input read! Because of this the wise tactic is to actually wait and roll around and only punish specific attacks instead of attacking when a boss is seemingly in neutral. This makes for passive boring game play. If you're going to do this, ADD ATTACK/ANIMATION CANCELLING so we're not trapped doing an attack that is going to be punished by the boss.

As many others have mentioned the camera is totally abysmal for many of the bosses, it's at its worst for the divine beast and the final boss where much of the time you cannot see what the hell is going on because the camera is too close to the point when the boss is clipping through the screen. This is made even worse when they're filling the area with various elemental attacks whilst being right on top of you. ♥♥♥♥ the Divine Beast and ♥♥♥♥ the redhead and his twink at the end. Those two bosses are the greatest offenders in this regard and the muscular redhead and his twink companion in particular almost seem like they are rubbing it in your face in the second phase as you are clearly being forced to stay right next to the boss because of elemental light attack extensions appearing on each attack to catch you if you roll backwards. Couple of ♥♥♥♥♥♥♥♥♥.

I dearly hope for their next game the bring back mechanics from Bloodborne and Sekiro to make dealing with these sorts of bosses actully fun as well as challenging.

I love Fromsoft, They are one of the last truly high integrity, well meaning and talented dev teams that remain in the gaming industry. So when they make a mistake we must point it out instead of heaping relentless praise upon them so that can make better games in the future.

H. P. Lovecraft's Cat dont blow a gasket.
More and more people are waking up to this.
 

Odoryuk

Educated
Joined
Mar 26, 2024
Messages
697
it reached a sales number that at the time was considered a failure for other AAA projects. For example Enslaved was considered a failure and was denied a sequel because it only sold around 700k a year after launch. So in half the time it sold almost as much as DeS did in two and it was still considered a financial failure.
You forget that Demon's Souls was not an AAA-budgeted game and Sony didn't splurge much resources into it, it was a financial success, albeit on a smaller scale
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,948
Location
Castle Rock
A lot of good things have been said, now a bad thing. Commander Gaius fight is absolutely retarded. I was chilling after walking out of Legacy dungeon with 100k runes on me, seeing an open space and meadow behind the door. The moment I took a step behind door treshhold boss music kicked in and I was raped by a fucking barbarian on a wild pig, didn't even have time to notice his health bar. He is agressive like a rabbid raccoon, you don't have time to use summons, you can't fight him on Torrent(he is way faster then you), he got terrible hitboxes, he hits you 2 times in a second like a train. This is like an inbreed, retarded, terrible version of Gyoubu Oniwa on haxes. It's not even a boss, more like a prank. But it's not just a prank bro, because he is blocking your progress.
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,948
Location
Castle Rock
This video helped me a lot >>



About Gaius, is he worse than Mesmer? I tried like 15 times till I beat him.

Yes, but it doesn't change the fact of how terrible this encounter is. Like they put no effort to it, made it in 15 minutes without thinking about it. It feels unfair and random.
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,439
Location
Germany
best review on steam

I have just completed all the main remembrance bosses for SOTE without summoning, So now I can give an informed opinion on them.

Before I get into the issues, Let me just say that the content added aside from the bosses is a great edition to the game. The world is beautiful, The various soundtracks are some of the best they've ever done, The new weapons and abilities are awesome additions and so on. It is an amazing expansion that clearly had much love and passion put into it, but there are glaring issued in regards to the bosses that ultimately ruined my experience.

I am NOT saying don't buy the DLC just because this review is negative. I am voicing my frustrations with some of the design decisions that I will get into down below.

The reason I give SOTE a negative review is because many of the main bosses are now just simply a series of cheap tricks being spammed repeatedly at insane speed that chunk your health.They are NOT fun to fight with the Dark Souls style player combat system used in Elden Ring. I personally gained no satisfaction whatsoever from defeating any of them, instead only a feeling of the kind of relief that comes after you remove a splinter.

Before you move your greasy fingers to your keyboard to frantically type out "Git gud" or "Skill issue" to imply that my skill level is the reason I am complaining; let me show you some of my videos where I defeat many of the hardest bosses ER has to offer flawlessly without taking ANY damage or using any summons:

- Malenia, Blade Of Miquella - NG+17
0.jpg

YouTube™ Video: Malenia, Blade Of Miquella - NG+17 No Damage - No Freezing Pot
Views: 300
Silly red head likes to play with Samurai Swords...

- Mohg, Lord Of Blood NG+15
0.jpg

YouTube™ Video: Mohg, Lord Of Blood - NG+15 No Hit
Views: 240
BLO0D FOR THE BLOOD GOD 0:00 Intro 0:54 Fight 2:40 Lord Of The Dance Floor

- Mohg, The Omen - NG+15
0.jpg

YouTube™ Video: Mohg, The Omen - NG+15 No Damage
Views: 536
We've got the moves 0:00 Fight 2:31 Lord Of Dance

- Crucible Duo https://youtu.be/c8KJOLg0aR4
- Maliketh NG+15 https://youtu.be/bwvdEuHneuU
- Godfrey NG+15 https://youtu.be/M1CGM1hKZsw
- Commander Niall - NG+15 https://youtu.be/KAMJIyvZFlc

With that out of the way, and the seething of Fromsoft fanboys assured, lets continue.

The bosses are straight out of Sekiro with their levels of speed and agression. Put Messmer, Divine Beast, Rellana or many of the other remembrance bosses next to bloodborne bosses; Even many Sekiro bosses and you'll see that they are as fast if not even faster and more aggressive than most of them are. Insane!

I wan't you to do a test; Watch videos of Lady Maria and Rellana side by side. Now do the same thing for the Demon Of Hatred next to Divine Beast; You will see in both cases that the SOTE bosses are faster and more aggressive... IN A GAME WITH SOULS PLAYER COMBAT!

These new bosses only serve to highlight the terminal main issue I have mentioned that Elden Ring has had since day 1:

The player combat itself is not adequate for the enemies you face. It does not offer an compelling; skill based experience like Sekiro and Bloodborne did. Those games had mechanics that made facing highly aggressive enemies more engaging AND enjoyable. Elden Ring forces you to be incredibly passive; You are relegated to rolling around and keeping distance waiting to get 1 hit in on the boss (hopefully) before this tortuous loop begins again.

The difficulty at this point simply boils down to the bosses tricking you into rolling too early or late and then frame catching (roll punishing) you for not getting a frame perfect roll, a roll that has input delay on it as it only occurs after the button has been released, meaning that the roll is based on prediction instead of reaction in many cases as the bosses delay an attack only to release it instantly. I also have noticed that many times that the hit-boxes seem appear before the weapon is actually swung... This means you HAVE to learn each individual boss's timings on so many of their attacks to avoid them because they don't make intuitive sense. Rubbish!

In the past the way you'd avoid these delayed attacks is by outflanking them; but they now give most of these bosses near infinite tracking on their attacks FORCING you to time a dodge the way the devs want, and some of these attacks have way to many active frames so they will automatically hit you even if you roll into them. You will be waiting to get 1 hit in after a boss does 10+ attacks in a row, when you go to get damage to move the fight forward, the boss jumps away or has specific trading attacks that startup in reaction to the first frame of your attack animation; Not many people know this, but the bosses in Elden Ring basically input read! Because of this the wise tactic is to actually wait and roll around and only punish specific attacks instead of attacking when a boss is seemingly in neutral. This makes for passive boring game play. If you're going to do this, ADD ATTACK/ANIMATION CANCELLING so we're not trapped doing an attack that is going to be punished by the boss.

As many others have mentioned the camera is totally abysmal for many of the bosses, it's at its worst for the divine beast and the final boss where much of the time you cannot see what the hell is going on because the camera is too close to the point when the boss is clipping through the screen. This is made even worse when they're filling the area with various elemental attacks whilst being right on top of you. ♥♥♥♥ the Divine Beast and ♥♥♥♥ the redhead and his twink at the end. Those two bosses are the greatest offenders in this regard and the muscular redhead and his twink companion in particular almost seem like they are rubbing it in your face in the second phase as you are clearly being forced to stay right next to the boss because of elemental light attack extensions appearing on each attack to catch you if you roll backwards. Couple of ♥♥♥♥♥♥♥♥♥.

I dearly hope for their next game the bring back mechanics from Bloodborne and Sekiro to make dealing with these sorts of bosses actully fun as well as challenging.

I love Fromsoft, They are one of the last truly high integrity, well meaning and talented dev teams that remain in the gaming industry. So when they make a mistake we must point it out instead of heaping relentless praise upon them so that can make better games in the future.

H. P. Lovecraft's Cat dont blow a gasket.
More and more people are waking up to this.
And that's a good thing.

They are trying so hard to stay true with their "Prepare to die"-meme that they are making so many fatal mistakes on the gameplay front. I already hated playing Dark Souls 3, but ER really took it to a next level.
  • HP bloat as a solution for the power creep that are the extremely OP weapons you can find midgame, resulting in many weapons becoming completely useless unless you want to spend three times the time to kill even normal trash mobs in mid-endgame areas. I remember a time where pretty much every weapon was viable, and where the power gap between weapons wasn't that nasty than the power gap you can find in this game (OP skills becoming pretty much necessary). Watching some fights against bosses in the new DLC just made me shake my head. It would take an eternity to finish them with for example "just" a +25 Spear (which I used as my main weapon in one of my RP runs).
  • Enemies tracking your movement and attacks (I am sure that this already was a thing in the older Souls games, but it certainly wasn't that blatantly obvious)
  • Damage bloat, where armor almost becomes completely useless, incentivizing a roll-spam playstyle instead of being able to take hits with the DS1 poise system, Phys res and a lot of HP. You pretty much have to roll now in this game, because so many bosses and some enemies have long combos which can completely drain your stamina when blocking.
The move towards a more faster, more spectacular combat, where dodging became pretty much the norm really hurt the whole series, imo.
 

Child of Malkav

Erudite
Joined
Feb 11, 2018
Messages
3,087
Location
Romania
A lot of good things have been said, now a bad thing. Commander Gaius fight is absolutely retarded. I was chilling after walking out of Legacy dungeon with 100k runes on me, seeing an open space and meadow behind the door. The moment I took a step behind door treshhold boss music kicked in and I was raped by a fucking barbarian on a wild pig, didn't even have time to notice his health bar. He is agressive like a rabbid raccoon, you don't have time to use summons, you can't fight him on Torrent(he is way faster then you), he got terrible hitboxes, he hits you 2 times in a second like a train. This is like an inbreed, retarded, terrible version of Gyoubu Oniwa on haxes. It's not even a boss, more like a prank. But it's not just a prank bro, because he is blocking your progress.
Some people would say "skill issue".
Those people are retarded.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,798
Location
California
Most of the DLC bosses have felt like this for me, pistol being me + spirit ashes. I wonder why they didn't disable spirit ashes for certain boss fights. Like, this is a git gud boss encounter. You have to master it. Isshin style. Hesitation is defeat.
100.webp
 
Last edited:

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,798
Location
California
Perfect example of what I mean: looks awesome, but turns out to be extremely disappointing to actually traverse.
Dark Souls had it both: wonder and excitement.
I echo this sentiment. The overworld is largely boring. When it's more handcrafted, it's cool, but this and the finger area was a huge bore. Just a huge space with a few enemies peppered here and there. The dungeons are great, the overworld still sucks, albeit pretty.

You see these awesome-looking areas (and there are very many great vistas, in the base game as well as the expansion), and you're excited to explore them. During that process, you realise that 90% are mostly barren emptiness, you check the perimeter, which mostly consists of walls (actual walls and cliffs), then you find a grace, then you find some catacombs, which are better than those in the base game, but still shit, and/or a boss fight somewhere that's utterly spastic, because the combat was basically built for a different kind of game, but is still essentially the same.
I don't know how old Demon's Souls/Dark Souls fans can enjoy this. I really don't.
We stomach it/I stomach it to get to the legacy dungeons. But yeah, I think this DLC has the worst catacombs/ruins I've seen yet (not talking about the finger ruins, but the ones that lead to the eden-esque garden plateu with the scorpion spiders and shadow men. It's labyrinthine, dark, and just corridor after corridor. It was like Lost Izalith bad IMO.
 

Xorazm

Cipher
Joined
Jan 22, 2015
Messages
209
Most of the DLC bosses have felt like this for me, pistol being me + spirit ashes. I wonder why they didn't disable spirit ashes for certain boss fights. Like, this is a git gud boss encounter. You have to master it..
100.webp

I think that's kind of a problem, actually. You either grind your teeth against a hyper aggressive boss at the outskirts of From's already considerable difficulty... or you bring in Mimic Boi, in which case you can basically do a crossword puzzle while smacking the boss around like a pinata, which I just personally don't find to be a whole lot of fun. There's not really much in between, and I don't care what anyone says, picking up those seeds doesn't really seem to do jack.

Actually, it's not even the hyper-aggression that bothers me, it's more something nobody is talking about ...which is how fucking tanky a lot of the bosses are _combined_ with the aggression. The end result is that your windows to get in damage are so relatively small and infrequent that, when combined with the HP bars, and then also combined with the necessity of learning brand new movesets that break out over time, the fights can go on ... and on ... and on.

I get the same feeling exploring a lot of the big, beautiful, but completely empty areas. There's a dazzling first impression, it all looks amazing, and a lot of care obviously went into it, but then over time I get a creeping, unsettling, unfamiliar feeling that I've never gotten in a From game ... boredom.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,211
Location
Lusitânia
absurd criticism
prove my criticism wrong then
it is what a discussion is for

The devs just want to build what they think is cool
and it's precisely because From still puts some effort, that likewise I still have respect for the games they develop
but that is no excuse to prevent people from arguing about their increasingly flawed combat design
specially when it's a gameplay component that seems to be more and more focused on

It was never about the autism your sorry ass projects onto either game's systems.
bitch please
I've been beating this drum since DS3 and every year it rings more and more correct
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,542
or you bring in Mimic Boi, in which case you can basically do a crossword puzzle
The solution to this is don't use the mimic tear and stick to the NPC summons only. They give you some breathing room without trivializing the fight. That is your in-between. It basically seems like almost all the main boss fights I've done have been designed around this. The game reinforces it narratively by emphasizing that you're working together as a band of motley knights. There's even additional dialogue with the NPC if you beat said boss with them.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,610
I refunded this shit and Valve accepted. The only save I had was NG+4, so I did the Mohg covenant shortcut and tried to beat Mohg. Died repeatedly. I couldn't even get to the dlc, so I refunded this shit. It would have been impossible on NG+4 anyway. Maybe one day I'll get it on discount if I want to replay the whole game, but I honestly doubt it.

If you are going to release a dlc 2 years later you can't bury it behind a high level boss. I forgot how to even play this fucking game. I usually love From, but they are idiots on this one.

This has got to be the most retarded thing i've read in this thread.
 

H. P. Lovecraft's Cat

SumDrunkCat
Shitposter
Joined
Feb 7, 2024
Messages
2,918
Stellar Blade is honestly harder than this. I got stuck on bosses for way longer in that game. One guy took me a couple hours to beat.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,542
I get the same feeling exploring a lot of the big, beautiful, but completely empty areas. There's a dazzling first impression, it all looks amazing, and a lot of care obviously went into it, but then over time I get a creeping, unsettling, unfamiliar feeling that I've never gotten in a From game ... boredom.
Another seemingly regurgitated criticism I just don't get. There's points of interest, and either a new full structure, or mini dungeon, or in general something significant to fight or find easily within less than 2-4 minutes of travel in any direction at any given time. Are you guys who are complaining about this crouch-walking everywhere, or just massive sufferers of ADHD? I just don't get it.
 

Suicidal

Arcane
Joined
Apr 29, 2007
Messages
2,322
There's something weird with the damage scaling in the DLC. Minibosses in optional dungeons frequently have attacks that don't look too threatening yet hit me for 50-70% of my health bar and they can also spam them. Meanwhile the main story bosses that I've fought so far have much more reasonable damage and very rarely does something hit me for over half my health unless it's some huge heavily telegraphed nuke.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,610
Too teh hard, muh difficulty.

Every single FromSoft game has this kind of reaction. The knevtching is getting kinda boring now.

All the arguments people are laying at the DLC are the exact same type of arguments people hurled at the base game. Delayed attacks, super fast combos, "tracking" (whatever that means), it's the same shit.

My guess is that 90% people instead of learning how to play the game ended up brute forcing their way through bosses using cheese. You can't do this in the DLC because stats have been maxed. Elden Ring was a bit like this too towards the end. You could die in three hits even with 60 vigor and your maxed out weapon didn't oneshot the boss anymore like it could earlier. I'm guessing DLC is like this too, meaning you either quite literally "git gud" or you are shit out of luck, and few people actually ever wanted to get good in those games.
 

Nathir

Liturgist
Joined
Aug 3, 2017
Messages
1,227
I've just beaten Divine Beast Dancing Lion, what an exciting fight. Great design, a lot of surprises and beautiful music. The moment it starts changing the elements with which it attacks and the music is getting more and more heroic is the reason I play video games. FS should work on camera tho, it really hurts the experience when your biggest enemy is not a boss you are fighting. Even tho camera is a whore, this is one of the best FS bosses ever, top 5 for sure.
I thought the reason to play video games is so that you can cry about them on the codex?

Anyway, killed a giant red bear and got his pelt as a reward. Finally something to replace the Wolf Head with.
 

Crayll

Liturgist
Joined
Sep 5, 2014
Messages
192
Avoiding spoilers so I'm not entirely sure how many more I have to go, but I'm pretty sure I've beaten every DLC boss at this point except for 3, maybe 4. Did them all with no summons, no ash, and apart from getting stuck on Messmer for a couple hours it hasn't been too bad. Nothing has been anywhere near the level of difficulty of Isshin or Orphan of Kos, anyone saying so is either gimping themselves by not collecting blessings, refusing to adjust their build to match the boss, or has forgotten how hard From's previous games/base ER are.

Actually I wonder if everyone bitching about the difficulty is coming in fresh from not playing ER since release. I started a character a week before the DLC and apart from the initial damage bump before finding blessings it really isn't that much of a departure.

best review on steam

The reason I give SOTE a negative review is because many of the main bosses are now just simply a series of cheap tricks being spammed repeatedly at insane speed that chunk your health.They are NOT fun to fight with the Dark Souls style player combat system used in Elden Ring. I personally gained no satisfaction whatsoever from defeating any of them, instead only a feeling of the kind of relief that comes after you remove a splinter.

The player combat itself is not adequate for the enemies you face. It does not offer an compelling; skill based experience like Sekiro and Bloodborne did. Those games had mechanics that made facing highly aggressive enemies more engaging AND enjoyable. Elden Ring forces you to be incredibly passive; You are relegated to rolling around and keeping distance waiting to get 1 hit in on the boss (hopefully) before this tortuous loop begins again.

The difficulty at this point simply boils down to the bosses tricking you into rolling too early or late and then frame catching (roll punishing) you for not getting a frame perfect roll, a roll that has input delay on it as it only occurs after the button has been released, meaning that the roll is based on prediction instead of reaction in many cases as the bosses delay an attack only to release it instantly. I also have noticed that many times that the hit-boxes seem appear before the weapon is actually swung... This means you HAVE to learn each individual boss's timings on so many of their attacks to avoid them because they don't make intuitive sense. Rubbish!

In the past the way you'd avoid these delayed attacks is by outflanking them; but they now give most of these bosses near infinite tracking on their attacks FORCING you to time a dodge the way the devs want, and some of these attacks have way to many active frames so they will automatically hit you even if you roll into them. You will be waiting to get 1 hit in after a boss does 10+ attacks in a row, when you go to get damage to move the fight forward, the boss jumps away or has specific trading attacks that startup in reaction to the first frame of your attack animation; Not many people know this, but the bosses in Elden Ring basically input read! Because of this the wise tactic is to actually wait and roll around and only punish specific attacks instead of attacking when a boss is seemingly in neutral. This makes for passive boring game play. If you're going to do this, ADD ATTACK/ANIMATION CANCELLING so we're not trapped doing an attack that is going to be punished by the boss.
This review is retarded too. If you're leveling vigor, getting blessings, and using armor and defensive buffs (all things NG+17 degenerates wouldn't do) the damage is more than manageable.

Messmer was the fastest boss so far, but with light rolling and a fast weapon you can very easily weave attacks into your dodges while he's doing most of his attack strings, once you learn the pattern. You're not forced to wait and get one hit in at a time unless you're using a heavy weapon, which again is a build problem if you don't want to play like that.
 
Last edited:

Lord of Riva

Arcane
Patron
Joined
Jan 16, 2018
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Strap Yourselves In Pathfinder: Wrath
I will soon be able to start, I wonder as I would love to play a game solely in hand to hand arts It's not clear to me how that is handled, if you don't equip any weapons then you are using it?
How does it scale, are there specific weapons and can you access the new weapon types prior to reaching the DLC areas ?

Looking forward to beating the game that for many is supposedly to hard, time to get gud again.
 

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