OK, I'll continue getting baited into stupid arguments.
oh god... we have another internet memer here who doesn't understand shit
ask the average person what are the best boss fights in the series, you'll get "humanoid with a big weapon" 99,99% of the time. break it down by game, you'll still get "humanoid with a big weapon" 99,9% of the time
ask the average person what the worst bosses in the series are, and you'll get 99,9% of the time either "gimmick bosses" or "huge monstruos bosses" (as the game mechanics of the Souls series don't really work all that well with either of those)
so what this idiotic arguments boils down to "i think it's bad that the vast majority of the bosses fall into the category that is on average liked the most by players and works the best given the mechanics of the game"
it's "funny" that you don't even understand how monumentally idiotic your argument is.
the proper one is: it has too many (boring) bosses in the vanilla part of the game
You are right that often the best bosses in the game are "humanoid with a big weapon". This is because a traditional tactic in action games is to build up to a confrontation with a character that resembles the player and is able to utilize a similar skillset. A classic example would be Vergil in Devil May Cry 3, as well as his repeating incarnation as Nelo Angelo in the original. You also have things like Dark Link in Zelda 2 and OoT, Lehto in The Witcher 2, the Doppleganger from Castlevania etc. Dark Souls 2 then (and 3 is also guilty of this) can in some ways be understood as "too much of a good thing". When this concept is repeated so often, it stops being special and the impact is lost. Demon's Souls has a lot of "gimmick" bosses which are probably better understood as being like something from a Zelda game, more than the Souls series. Out of 17 bosses in that game, including Vanguard, there's probably three that hold up to the standard of later games in terms of being a somewhat difficult boss where you need to roll around a lot and dodge attacks - Old King Allant, Maneaters and Flamelurker. Of these three, only one is a "humanoid with a big weapon" and of the remaining 14, only the Penetrator and Old Hero fit that description in the sense we're describing, although you could include the Tower Knight if you wanted but his scale is knocked up an extra notch.
The point here is that it's a difference in design philosophy and what you enjoy about these games. Those "gimmick bosses" to me are more interesting than a repeated set of boss encounters against the same kind of boss, over and over again. You're being asked to solve a problem instead of just being asked to hit the roll button at the right time, swing your weapon 2-3 times to punish, and repeat until the boss is killed. The boss arenas are also allowed to be more interesting, since they aren't designed solely with the intention of being combat arenas. I find fights like Fool's Idol, Maneaters, Maiden Astrea and the Armor Spider to be more memorable than anything in Dark Souls 2 because they provide a varied experience. It's also why Old King Allant remains firmly entrenched in my mind, because that 1v1 matchup acts as the culmination of a journey.
Some of this design philosophy extended into the original Dark Souls, but it had been pretty much entirely lost by the time of its expansion. Dark Souls has the Moonlight Butterfly, Gwyndolin, Ceaseless Discharge, arguably the Centipede Demon (chopping off the head and getting the charred ring early opens up the entire arena), arguably Taurus due to the nature of the boss area (locking off an axis of movement) and the unholy God of all gimmick bosses, Bed of Chaos. A lot of people probably do dislike these bosses. You can't rush through the Butterfly because the fight happens according to its timer and not your own, Gwyndolin makes you run down a hallway, you can just make Ceaseless jump off a cliff etc. Dark Souls has bad implementation of its "gimmick bosses" but I think anyone who has played Demon's Souls would recognize their value. They're interesting and memorable.
this is just stupid. you understand the gargoyle fight is a different fight and not a remake? is that really that hard a concept to grasp? would you rather they lazily copypasted completely that boss fight instead of altering it more as a "tribute" and making the dynamics different to an existing boss fight in the series? are you seriously that dumb?
both the Sentinels and Freya have mitigation strategies that require the littlest of thought and some trade offs. that you're too dumb to notice is your problem not with the design of the boss. they're both actually examples of good, if unspectacular, design, lol
Are you too stupid to understand that I am criticizing the inclusion and re-use of the Gargoyles in the first place, and not advocating for a literal port of the Dark Souls 1 fight? It's a denigration of laziness. I've already addressed my problem with the Ruin Sentinels so won't bother going over it again, endemic of design philosophy, not bad in isolation, yadda yadda. That the Spiders in the Freja fight are scared of torchlight and that you can also kill them all off to restart the timer on their spawn and by yourself some time doesn't somehow save the boss fight. You seem to be making the mistake of assuming that I
don't understand the game, and that this is somehow essential to my dislike of it. The problem with torchlight in the Freja is partially that the torch itself was a near-useless item in the original version of the game due to the downgraded lighting engine, so very few players would ever bother to carry one. Freja also has the problem of shooting a laser beam as one of her attacks, something which isn't exactly telegraphed by either the animation or her design since she's just a spider. Compare to the AoE fire blast attack that the Armor Spider in Demon's Souls uses, and you can see the difference in how much thought was put into it.
yes, and they got nerfed because of dumb whiners like yourself
It certainly wasn't me that was "whining" about them at the time. I just put the game down and didn't play it again due to how disappointing it was.
i don't, but then again i don't play like a little bitch
There seems to be a recurring trend in this thread of people claiming to be
hardcore gamers that are too
hardcore to notice obvious design flaws that thousands of players have taken advantage of. Did you fall for the marketing campaign, too?
yes. patched. your point?
My point is that I played the game at launch and it displayed a complete lack of vision on the part of the development team.
yeah. so? it's a very minor annoyance at worst and you're making it sound as if it's a huge design flaw
Again, see above. These issues in isolation may not amount to much, but when you play a game that is
full of confusing or idiotic decisions like these, it starts to add up.
nigga what?! have you noticed how incredibly slower healing is in DS2 compared to the others? have you even fucking noticed that your health goes down as you die repeatedly? have you even noticed that in DS1 it's trivial to get to 20 flasks, not to mention the alacrity with which the PC chugs the mountain dew, making the tactical consideration for healing nearly non-existent? have you noticed that humanity is farmable to 99 and restores your health in full?
I wouldn't describe getting 20 Estus as "trivial" since it requires the player to make it to the bottom of the catacombs and either, a. climb back out or, b. warp back out, meaning they already have the Lordvessel and have made it to the end portion of the game. This funnily enough coincides with the worst part of the game being the later portion after Anor Londo. I'd agree that 20 is too much, and that even 15 was probably too lenient. Since the player can use Humanity to restore their health and also had healing miracles, I'd say that all non-Firekeeper bonfires should have been limited to 5 until the Rite was unlocked, at which point they could kindle them up to 10, but that would realistically conflict with some of the more useful bonfires that players want to kindle due to the open world nature of their useful locations (Parish, bottom of Blighttown, second Anor Londo bonfire thanks to the quick route to OnS).
Humanity farming is a thing, but the reward:time spent ratio is arguably not worth it. The best place for farming it (the Depths) doesn't even guarantee one Humanity per run with max item discovery iirc, compared to just being able to buy Lifegems for 300 souls in DS2. Usually players would only resort to it if they were
really stuck of more likely, to have stacks of Humanity for PvP.
oh... you mean kinda like the player is forced to die in DS1 to progress the game? is that a "notorious example"?
Yes, it is. The first Seeth encounter is arguably the game's biggest sin apart from the Bed of Chaos.
holy fucking shit! wow... just wow. this paragraph here is so fucking stupid it sapped away my will to type. i mean.. "i play gaym on riliz, ya no geyz, and shitz daamb, so i ripeeet de meemz fo ya gaayz koz i don pley de geym".
you have somehow manage to unlock the achievement: dumber than Perkel. congratulations
You appear to be quite upset.