Do we need to repeat this argument again retard boy? It's not 'normal' to stack buffs so high you completely skip boss phases. That is by definition abnormal. Are we going back to 'From intended you to skip entire phases, they worked on them so players wouldn't see them'?
The arguments about bosses needing phase skips or whatever items are all imaginary constructs produced by you without any proof.
Nevermind the hypocrisy of blaming devs for artificial difficulty while using self imposed restrictions.
He is just going off an uncharitable interpretation of a suggestion i made that sometimes FromSoft leaves certain openings for players to exploit in case they find themselves struggling too much with a particular boss.
I brought up Artorias as an example, since you can basically "skip" his powerup phases by knocking him out of his charging animation. You can also find that pendant that can block some of Manus attacks.
Many times it feels bosses in this game have written "counters" or intended weaknesses, many of which can often just be logically deduced (it's not shocking that the Scadutree Avatar is weak to fire. Aftrer all, he is a tree!).
Many times i also brought up parry as a counter. Parry isn't exactly easy to use mind you, but several times i've felt it was just the more viable option. I then noticed that whenever this was the case, the enemy just happened to have attacks that almost seemed to beg for a parry. Attacks with long wind ups, attacks like the double hilt slam the Godskin Noble does, or the double delayed swing by Commander Nial, which almost feel designed to make parry easier on them (if you weren't ready for the first attack, you have the next one you can parry).
So in lieu of this line of thinking, i also made the suggestion that it's possible some bosses are designed in a way where struggling players are invited to end the fight as fast as possible. It's certainly a good strategy to suggest to struggling players to do as much damage as they possibly can while the boss is still in his "easy" phase. That's basically
why they give bosses easy phases to begin with, and notice how most buffs usually only last long enough to be useful for the first phase.
None of this of course prevents anyone from doing it the "hard" way, but the argument wasn't dealing with veterans or skilled players, we were talking about struggling players. I haven't gotten to Radahn yet, but it seems his "counter" appears to be shields. Why shouldn't a struggling player use this strategy, i don't know. None of this has anything to do with whether the boss is possible to beat or master without relying on this tactic. I'm sure there's an Ongbal video out there where he already dances around all his moves as if it was nothing.
If the argument is that "pros" don't count, what are we suggesting here exactly? That the difficutly is artificial because the normal player can't beat a boss without getting wrecked a few times? Was the normal player EVER expected to be able to do perfect no-hit runs before?
In the Dancing Lion fight i pointed out you get an eternity to heal every time he switches elemental phases. So what that those phases are "too difficult" for the "normal" player to get through without getting knocked on his ass a few times? When did the normal player NOT get knocked on his ass? That's why healing exists in the first place. When did this expectation that the average player should be able to master every attack a boss does from the get go? When has that EVER been the case in a FromSoft game?