How confidently can the devs design enemy encounters knowing players can dismantle them with little to no effort?
The games feel to me like the devs design enemy encounters with average players using average weapons in mind. Remember, RoB was actually a terrible weapon at launch because the weapon scaling wasn’t functional. Stuff like Moonveil was nerfed after launch. I think the intention has always been to be able to beat the game as an average John Eldenring sword-and-board build, but the scope of these games (and FromSoft being sloppy about balancing as always) means people will always find some broken build to stomp all over it. Like I said before, this goes all the way back to Demons Souls.
how do you balance for players that use the first weapon they pick up vs players that spend a full minute buffing outside the fog gate, summoning, and then tag powerstance bleed rush the boss in 10 seconds?
No one can ever design for the second guy. It’s comically unrealistic. I think that Elden Ring was designed for a mix of that first guy and a little bit of “guy who has played prior Souls games and sorta knows what they’re doing and what to expect from bosses”. Of course, this means there is a steeper learning curve with a (literal) gatekeeper boss like Margit, but I can also say that I had way more memories of fighting Margit for the first time than Taurus Demon or Vordt of the Boreal Valley, so is that a bad thing?
Are you telling me it's fair and intuitive that Malenia can make a hair pin turn in mid air just so the player can't break out of the animation for water-fowl dance in a way the devs didn't want?
No, Waterfowl Dance isn’t a fair move and I don’t like it. But it’s one move in a boss fight with dozens, in a game with over a hundred bosses. It alone doesn’t impede my enjoyment of the rest of the game, and I can still find enjoyment in fighting Malenia after the fact.
you have unique shinobi arts like Mikiri, which I brought up, as well as a bunch of others on top of shinobi prosthetics that give you way more versatility in how you respond to attacks.
Elden Ring has jumping like Sekiro, tons of defensive weapon arts, and with the DLC you even get a parrying flask that brings you a little bit closer to Sekiro (and frankly should have been a default ability in the base game). The tools are there, you just have to seek them out.
Every boss in Sekiro has unique interactions with each of your moveset and prosthetics, but figuring out their weaknesses is not a sure fire victory, you still have to be able to read and anticipate their attacks.
…this isn’t any different with bosses in Elden Ring, or any other Souls game.
The point of parrying in Sekiro is to break your enemy's posture while maintaining your own, there is a natural back and forth to fights that affords the player opportunities to make actual tactical decisions.
Again, this can literally be rewritten word for word to suit Elden Ring:
The point of combat in Elden Ring is to lower your enemy’s health bar while maintaining your own, there is a natural back and forth to fights that affords the player opportunities to make actual tactical decisions
See?
When bosses like Genichiro or the Owl do their big fancy attacks, you have to stand your ground and be able to counter them effectively, you can't just jump out of the way 40 times.
Fundamentally speaking, the only difference between these two things is the visual aspect of what the player character is actually doing. At the end of the day, you’re just pressing a button in time with the boss’ attacks and making sure a bar on the screen doesn’t deplete. It’s really not that deep.
The player has far more control over the fight than they would in Elden Ring
With exception of certain attacks (eg. Waterfowl Dance) and certain bossfights (eg. Consort Radahn), I don’t think there is any less player accountability in Elden Ring than there is in Sekiro. It is no one’s fault but yours that you got smacked by Margit’s hammer because you got greedy with attacks and ran out of stamina, so on and so forth.
Had this been in Elden Ring, I would have lost because I rolled at the wrong time during a 10 second anime combo that takes up 7/8s of the arena.
You say this, but how many bosses actually
have bullshit attacks that take the question of survivability and responsibility out of the player’s hands? I’ve already named two well known ones, but are there really very many aside from that? Or are we shitting on a massive 100+ hour game because of two poorly designed bosses, one of which has already been nerfed?
Great games none the less but there are better games.
Then why not play them instead of arguing about games you self-admittedly don’t like all that much?
Parrying in Sekiro damages the enemies posture bar, rolling only drains my stamina and does not damage the enemy in any way at all.
This comes with the tradeoff of basic attacks in Sekiro being effectively useless while basic attacks are what damages the enemy in Elden Ring. They’re really not as different as you guys seem to think.