Hell if FromSoftware removed the stamina system from EldenRing, added the ability to regain health on hits like BloodBorne, and made the player character's dodge/attacking quicker, then EldenRing would have a combat system where the Player can be as aggressive as the boss. On Bloodborne's side, that game made you fast af and gave you that weird healing upon hit ability which made the gameplay more aggressive and that gelled well with the faster and more dangerous bosses that game had.ĮldenRing really should've revamped its entire combat system and mechanics because the entire roll around like sonic the hedgehog bullshit is getting tiresome when the boss has a combo that lasts ten hits too long and all you can do is clunkily dodge their attacks. Sekiro allowed you to block hits and do those funky Japanese symbol counters to build up the posture bar, which meant that each action, be it defensive or offensive, brought you that much closer to victory. People would've been more likely to find a roadblock like "memorize all these delays" okay if the campaign hadn't overstayed its welcome 40 hours ago meanwhile they were looking at 30 left to go.Įlden Ring's greatest issue when it comes down to Boss design is that Fromsoftware made them so much more dynamic and complex but didn't change the core gameplay for the player themselves to be able to interact with the bosses more beyond slashing and running away. But if you're trying to have an actually interesting build then the animation leading isn't there.Īdditionally, since the game is bloated to hell and back I think people generally lost patience by the last third, and were more sensitive to these things because they're ready for it to be over. If you're using a big chonky shield it's not a problem, just keep holding block (besides one absolutely awful superboss). Yet Elden Ring's animation quality and patterns are sloppier and less telling than any of their previous ventures, likely because they decided they needed to cram 130 hours into a first playthrough and couldn't keep ontop of it. ![]() From has been intentionally pushing away from Sword'n'board for a while, but that means animations and patterns need to be clearer. It's hard to quantify, but the problem isn't really that it's "unfair" but that it's messy. Sekiro has Demon of Hatred for example, and that's the only boss in their catalog I thought was so bad that it wasn't even worth bothering with for the cred. I dunno if one awful "postgame-ish" superboss is enough to discredit the rest. The good news though is that From has been very good at listening to feedback so while we probably won't see much if any adjustments in the DLC, they might squeeze a few QoL in the follow up (as long as the feedback is not about shortcut porn, as they've never went back to that DaS1 design since). Doesn't have to be AoE indicators or the boss calling for a time out to draw you a diagram or anything but I think something is needed if they're gonna stick with Elden Ring's world and Boss design (and they most likely are for as long as they'll continue their ER series of games, because I don't see them narrowing down it's scope for the next entry). If they end up getting enough complaints about "readability" then there should be a visual cue, either a aura like glow around the boss' feet or weapon so that you can kinda guess if there's gonna be a delay or a really long combo string or both, but something that can give you at least enough feedback fast enough to try and navigate the situation. Then the Cool Ranch Smelter Demon boss design ethos wouldn't be so bad (imo). How I wish I can Soul Shield Parry and on the fly swap between 2 loadouts in ER, like I can in Strangers of Paradise.
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