It's considered bad, it's not considered hard by pretty much anyone except for you apparently.
You seem to be confusing people saying the fight is bad with you yourself struggling with it, thinking its hard or need a specific build for it. The fight is terrible, as explained by myself and others in this thread. There is nothing that difficult about it, people saying its a bad fight aren't backing up your claims that it's difficult because it's not. A fight can be both bad, and not difficult if you can believe it or not because difficulty is not a defining metric of making a fight good or not.
Last edited by Tech614; 2022-03-25 at 07:46 PM.
Well that's a bit disappointing. The realities of a long open world game I suppose, it's not like the game lacks enemy variety all told but IMO bosses should be bosses, as much as feasible anyway. Leonine Misbegotten even gives an achievement but not that long after becomes an appetizer for the fight with the far, far more dangerous Crucible Knight.
I at least hope you're not fighting Erdtree Avatar normal version in cramped spaces. The one in Caelid was frustrating due to the tiny arena you have for the open world. At least the rot dragon gives you plenty of space, but even then I had him glitch out on the nearby rocks twice.
It is all that is left unsaid upon which tragedies are built -Kreia
The internet: where to every action is opposed an unequal overreaction.
i wasnt that one, i said that the last part of the game was rushed as fuck and that is easily checkable in the artbook's interview
to the point that ds1 dlc just completed a cutted part of the original game (and the relative original files are still in the game)
ass demon is the firesage demon...
and i was speaking about the level design, not the art design, thats always cool in every game for me...
and chain parry is amazing and epic? lol?
12/6/2009 -23/11/2020 rip little deathstalker Ferretti. proud forsaken, enemy of the livings
So I am getting more and more confused by your argument here. You are saying that he is immune to all status effects, so all status builds are out the window, and he is resistant to everything except physical damage. From my limited understanding though, status effects usually come from melee weapons, which seems counter to your point, statuses like bleed, poison, etc.
As for elemental builds, I am guessing you are talking about magic and incantations? Most people that I have watched beat the boss were casters and many just spammed rock sling. Plus, that tracking orb you have been referring to, they ran from it and yes did take a bit of damage but nothing that was even close to one shotting the player. I'd say they have an easier time than melee characters not rough times.
Granted, I am nowhere near this boss myself but I have seen numerous people beat him and every claim you’ve made just confuses the hell out of me.
Such an impressive design of the flask system as well. The Physik is a genius idea in the context of Elden Ring.
Status builds do less damage per swing in exchange for the status effect. When you can't inflict the status, you just do less damage, which sucks against a boss with souch HP and downtime.
Beast is also 40% resistant to all elements except holy, which heals him. Was a nice surprise when the weapon I used the entire game was suddenly useless.
And it's just a slog of a fight. As melee you can get in like 2-3 swings per minute between all his bullshit. Elden stars, the orb, isn't a huge issue on it's own until it gets combine with other abilities later in the fight, especially in NG+.
The fight is just unfun and limits builds. Magic is fine even with the reduction because it gets range and things like rock sling are physical iirc, but for melee your option is pure damage or bust which rules our so, so many fun builds. On top of the fight just being not fun because of so much downtime, it's one of the worst fights From has ever done. I really hope they learn from it and never design anything quite like it again, I shouldn't be spending more time running to the boss than fighting it.
I've cleared the fight on NG+8, basically my only option is unga bunga because everything else just takes too long.
I would like to see (if Elden Ring continues as a franchise) From revisit the World Tendency concept of Demon Souls. An open world with more dynamic reactivity would be a creative opportunity to expand on the early concept.
12/6/2009 -23/11/2020 rip little deathstalker Ferretti. proud forsaken, enemy of the livings
World tendency could work as a mechanic, just don't tie it to character death like in Demon's Souls so you don't run into situations where it's optimal to suicide in hub world or other jank shit like that.
Tie it to choices you make in npc dialogue, or sparing/killing certain characters etc.
It is all that is left unsaid upon which tragedies are built -Kreia
The internet: where to every action is opposed an unequal overreaction.
You can only infuse regular weapons, and "special" weapons are definitely not stronger simply by default, they're only "special" because they have unique weapon arts, their damage output is similar to regular weapons outside of said weapon arts, and in a lot of cases base weapons can actually be better due to things like temporary infusions or buff spells like Vyke's Lightning. The entire point however is that I've never felt locked out of a weapon type on a boss before and it limits the entire idea of playing the way you want when the final boss is just a massive, unfun headache with a ton of weapons.
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Phase 1 is one of the best bosses in the game, phase 2 could have been fun if you didn't have a clear an obstacle course just to swing twice and have it run away again, if they made it do that less then it would be fine, but that combine with all the damage reduction and massive HP just make it... a slog, though one could argue that makes it an even bigger moment when you finally beat it, the more frustration the better success usually feels.
I'd love to have a conversation with the developers on how they used asset geometry and the deliberateness of certain terrain in the game space. Like there is a section in Nokstella where they place two buildings parallel to each other and use the space between to create an encounter area and logically link the upper and lower area you run through to get there.
Only revealing a particular view of the area by looking backward. There is no real reason to have done this other than to give the player emotion. And it's just like asset placement.
Deeply impressed by Elden Ring.
i mean, im still using only daggers so maybe other weapons arent like this
but my reduvia has way better base and scaling damage than both my blood/poison or occult great knife (that in return has better bleeding buildup)
that should be true even for the katanas and whips i watched
12/6/2009 -23/11/2020 rip little deathstalker Ferretti. proud forsaken, enemy of the livings
Do they know if they are used or unused assets?
If they don't... oh boy. Imagine looking for them and there's only 1 or 2 of them.
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I think it's fine with reusing early bosses as regular enemies. It gives a nice visual representation of progress. When you are new and weak an enemy might seem tough. Then when you face them later you eat them for breakfast. And I don't mean progress only in gear and lvls but also in skill. You've learned since then, look how "easy" it is now.
Dark Souls did the same with Capra demon. Lots of new players had trouble with it, later on they are killing more of them like it's nothing. Easy way to show players they've improved.
Of course you can go overboard. I got a bit tired of how many Ulcer Tree Spirits there were... same with the tree avatars, though they are mostly around the minor erd trees ... lore etc etc.
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