His dark bead attack shoots in all directions and I didn't know you could ninja roll through it or about the pendant. You can only block if you can't roll out of it.None of the DLC bosses are good with shield. It's all learning their attack patterns and rolling.
Kalameet is one of the hardest bosses in the Original Dark Souls. Four Kings in NG++ is the only harder boss.Wow, last boss was a bit of a push over compared to the ones from the DLC. Took me forever to kill Kalameet but the last boss had way less health and i was able to instantly cheese it by circling around some rocks lmao, wasn't even trying to cheat the boss just wanted to check out his move set but as soon as i saw how quickly his health was going down i figured fuck it, let's get it over with.
Kalameet has long learning curve but it's not hard when you get his moves. The hardest part is to cut his tail for Obsidian.Kalameet is one of the hardest bosses in the Original Dark Souls. Four Kings in NG++ is the only harder boss.
Gwyn is a husk, a shadow of his former self. He's not supposed to be super hard to kill.I think they should have buffed the last boss in lieu of the DLC
Gwyn is a husk, a shadow of his former self. He's not supposed to be super hard to kill.I think they should have buffed the last boss in lieu of the DLC
Demon's souls final bossGwyn is a husk, a shadow of his former self. He's not supposed to be super hard to kill.I think they should have buffed the last boss in lieu of the DLC
No, sorry, i'm not buying this kind of rationalizations for a second.
You can play Dark Souls 2 & 3's DLC whenever you want like after beating the game, so it isn't a problem there.I think they should have buffed the last boss in lieu of the DLC, or maybe make the DLC something that you are send to after finishing the main game, as an interlude before NG+.
Then again, this has been an issue with expansions for RPGs for as long as i can remember. They always seem to brake the base game in some way, either by trivializing the final content or by taking the wind out of the main plot.
No, sorry, i'm not buying this kind of rationalizations for a second.
Manus, Kalameet and Artorias are all trivial with a greatshield. If you wanna breeze through the game with almost no challenge, stability is king.
I think there's a flaw in the system somewhere in there. You want an action game that's based on twitch skill, muscle memory and trial and error and you also want an RPG and the latter can only go so far before it invalidates the first. I haven't played From's new games but it seems there's a push in there for a system that is all about timing and obviously that begs the question of where to put "traditional" RPG builds, like the tanks, or the spell casters etc.
Neither Bloodborne.You can't make a tank in DS3 or Sekiro. Spell casters are mostly a massive headache.
Neither Bloodborne.You can't make a tank in DS3 or Sekiro. Spell casters are mostly a massive headache.
It's much easier and better to make a good rewarding action game with good combat than an rpg that has good combat. FROM understood this and has been going far more into the actio route (BB, DS3, Sekiro) that Sekiro is an action game, no rpg elements.I think there's a flaw in the system somewhere in there. You want an action game that's based on twitch skill, muscle memory and trial and error and you also want an RPG and the latter can only go so far before it invalidates the first. I haven't played From's new games but it seems there's a push in there for a system that is all about timing and obviously that begs the question of where to put "traditional" RPG builds, like the tanks, or the spell casters etc.
So, how many decent to great bosses are we left with, exactly, because I'm sure that's at least half the game's named healthbar bosses...
It's much easier and better to make a good rewarding action game with good combat than an rpg that has good combat.
So I'm playing DS1 properly / fully for the first time, because I only recently bought the remaster and the PC controls of Prepare to Die were so bad, I gave up before the iron golem in Sen's.
I just got to the Bed of Chaos, just a few minutes ago, and realized something. All thefat, balding, sweaty neckbeardspeople who whine about DS2 being bad and / or having bad bosses can go fuck themselves.
DS1 has the same boss model THREE TIMES.
Capra Demon is terrible.
Ceaseless Discharge is a puzzle gimmick boss.
Centipede Demon is a joke fight.
Pinwheel is a joke fight.
Seath is a joke fight.
Moonlight Butterfly is just annoying and tedious.
Four Kings were a pretty stupid DPS race that relies primarily on the +X of your weapon and/or obscure cheese only abovementionedneckbeardspeople would know.
Bed of Chaos is the cherry on top.
So, how many decent to great bosses are we left with, exactly, because I'm sure that's at least half the game's named healthbar bosses...
Don't get me wrong, I love the superior art and visual direction of 1 and the connectedless and level / location / setpiece design as much as the nextneckbeardperson, but please, go drink a cup of bleach if you think DS1 has superior or better boss encounters than the other games, especially 2, which everyone is so quick to dismiss.
You can't make a tank in DS3 or Sekiro. Spell casters are mostly a massive headache.
I believe my point is that they really did want to make action games but already had a history of rpgs and put that there too. It's why they ended up just making action games.It's much easier and better to make a good rewarding action game with good combat than an rpg that has good combat.
Easier obviously. Better? So what was the point of the Souls games? Might as well have ditched the RPG elements and gone full twitch action.
I mean, sure, the git gud people may be happy but now we are dealing with a completely different genre, and i'm not sure i like that. Surely, there must have been ways to improve the pitfalls of the Souls games, right? You could have thrown things at the player that may have been difficult to deal with for some builds, but not others, and vice versa, assuring there were no cheese paths AND making the experience unique according to the way the player chooses to progress the character. Going full twitch seems like an easy cope out to me. Can't fully integrate RPG elements with the twitch elements? Just forget about the RPG elements and make yet another twitch console game! Because there certainly aren't enough of those in the console world. Ho wait, that's like 99% of that stuff that's in there.