It's kinda obnoxious in this regard, a lot of time you can see the set-up coming from a mile away but it's done in such a way that it'll catch you no matter what. What's the point in paying attention when you aren't able to thwart a surprise attack anyway? It does this too much.The game is actually the most ambush/gank-happy soulslike I've ever played.
The big dude gets really passive when the others show up, the others stagger easily to the point of corner stunlock-raping them, don't create too much distance between them or the big guy will catch up real quick and get more agro for a bit. First fight that took me quite some tries as well.What is the mechanic I am missing here
As for the stats I feel that they don't matter all that much, everything except stamina is useful and the damage stats don't seem to scale all that hard. Feels like Nioh where you just get a bit of everything for NG.
Took me over an hour to realize the puppetking "gimmick"
second phase dodge and punish, only parry as last resort
fire-flurry
All in all I feel I would have a lot more fun if the game was just a boss rush, not digging the setting/levels/enemies/leveling but the boss fights are fun so far, kinda forcing you to try different approaches and CLANG is a straight-up (albeit kinda cheap) dopamine button.
As for fights feeling annoying I'm getting the sense that a lot of this is very small things compounding; Heals/dodges/attacks/items seem to have different input buffers, this feels bad; You lose control a tad too long after going through fog doors; That type of little shit. The visuals might be polished, the overall feel/gameplay is not.It's not designed well enough to be worth enduring a lot of these bosses.
Last edited: