Elden Ring

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Isn't that the Putrescent Knight though?
It's not platforming if you don't have a non-zero chance of falling into a spiked or bottomless pit and die instantly. Putrescent Knight for all it's worth at least bothered to make you jump to dodge it's flame attacks but that's about it.
I'm talking about boss with weakness point high up and you have to make use of available solid platforms to get there and get a few hits in. To compensate, you only need to do it 2 or 3 times. Furnace golems is a somewhat the right step in that direction, but god is getting them staggered 3 times for a riposte tedious as hell.
TL;DR: I think fighting guy in flat arena is probably going to stay the main way bosses are fought, and it's mainly due to the fact that most people don't complain about uninteresting arenas specifically.

Edit: In fact, the most interesting arena they ever tried was probably Bed of Chaos and it still remains as one of their worst executed ideas to date.
I think it's not because of the execution of these puzzles, but rather that it's the combination of the intentionally obfuscated information about said puzzles and technical limitation. bed of Chaos being the worst is because of how janky and hard to control the game is at times. What I was suggesting is more along the line of Father Gascoigne's boss arena where you have plenty of tombstones laid around the arena that you can preemptively quick step behind them to block his gun shots before closing in.
 
It's not platforming if you don't have a non-zero chance of falling into a spiked or bottomless pit and die instantly. Putrescent Knight for all it's worth at least bothered to make you jump to dodge it's flame attacks but that's about it.
I'm talking about boss with weakness point high up and you have to make use of available solid platforms to get there and get a few hits in. To compensate, you only need to do it 2 or 3 times. Furnace golems is a somewhat the right step in that direction, but god is getting them staggered 3 times for a riposte tedious as hell.
I enjoyed the furnace golems, although they're way harder to deal with if you use light weapons due to doing less stagger damage and I don't think they had good enough rewards, personally I'd put some of the redundant scadu tree fragments into them.
One of the things I enjoyed about them was actually the hefty pots, before I hadn't even touched the consumable or crafting system, but the furnace golems gave me a reason to interact with it and take notice of something I had ignored before in a way that felt fun whenever they actually felt like closing the distance instead of spamming attacks from range.
Honestly I think something like them but tuned down should've been in the base game.
 
It's not platforming if you don't have a non-zero chance of falling into a spiked or bottomless pit and die instantly. Putrescent Knight for all it's worth at least bothered to make you jump to dodge it's flame attacks but that's about it.
I'm talking about boss with weakness point high up and you have to make use of available solid platforms to get there and get a few hits in. To compensate, you only need to do it 2 or 3 times. Furnace golems is a somewhat the right step in that direction, but god is getting them staggered 3 times for a riposte tedious as hell.

I think it's not because of the execution of these puzzles, but rather that it's the combination of the intentionally obfuscated information about said puzzles and technical limitation. bed of Chaos being the worst is because of how janky and hard to control the game is at times. What I was suggesting is more along the line of Father Gascoigne's boss arena where you have plenty of tombstones laid around the arena that you can preemptively quick step behind them to block his gun shots before closing in.
Oh, those will (probably) be back. Hopefully not with the gravity pulls because those are so wonky that even the slight divets in Radahn's arena causes some interesting interactions like forcing the knocked out of the air animation which usually leads to instant death. It's rare, but it's incredibly annoying.
 
TL;DR: I think fighting guy in flat arena is probably going to stay the main way bosses are fought, and it's mainly due to the fact that most people don't complain about uninteresting arenas specifically.
Shame. One of the reasons I like field bosses more than dungeon bosses is due to how the terrain can either help or hinder you.
 
Its so awful how the difficulty spike in shadow keep, is for Commander GayAss and not Mesmer if im going to have to fight a bullshit boss i'd at least have it be a memorable character.
 
I had a video upload of PvP moments in my feed.
On one hand it really looks like cancer of spamming ridiculous AoE shit, on the other other hand it really reminds me watching M.U.G.E.N.
The twitch thot using her brain to control the gameplay looks fake as shit.
he praised Stellar Blade for allowing you to interrupt boss combos and use your own anime bullshit on bosses
That mechanic was really satisfying once you are so used to the genre having the rules for thee but not for me.
 
I can report that the Fire Knight's Great Sword no longer has a true combo attack. Swift Blade seems somewhat less powerful, but still very OP.
 
Looks like Rolling Sparks has been nerfed when you point it at the ground. It should still blow up huge fat bosses though.
 
Few other things got "nerfed"
Bloodfiend arm scaling got fixed.
Thrusting shields no longer have near infinite stamina while attacking AND blocking at the same time.
Fixed Fire Knight's Greatsword affinity, RIP my true mentor, my guiding light.
 
I like when OP weapons I like the look of get nerfed, actually.
It means I don't have to feel guilty for using something with a nice design because of a coding error.
 
I like when OP weapons I like the look of get nerfed, actually.
It means I don't have to feel guilty for using something with a nice design because of a coding error.
I don't really mind. I'd rather unintended behavior gets nipped early. Just waiting on buffs for some of the new spells now, hopefully not too long a wait.
 
I feel like they could’ve solved the issue of shields being useless in a lot of games was durability taking more durability damage then stamina. Shields in Dark Souls were fucking useless due to bosses doing absurd Stamina damage. In Dark Souls 2, they were actually fine, but durability and stance breaking made you have to play around them. Dark Souls 3 copied Bloodborne and blocking was absolutely fucking useless.

The fact that Elden Ring has no durability and that it’s just Dark Souls 2: 2 means it’s broken.
 
Sidestep and rally would work really well in Elden Ring.

I never understood why both these mechanics completely disappeared after Bloodborne.

Especially since other aspects of Bloodborne like radically sped up combat and hyper aggressive bosses did stick around.
 
Im really liking the Uchigatana so far, even if you dont choose samurai you can get it extremely easily in Limgrave. right now im grinding to fight the Sentinel Knight, i tried to beat him at level 4 and couldnt, the good thing about the open-world format is that you can just go back and grind to a higher level before trying a boss again.
 
Shields in Dark Souls were fucking useless due to bosses doing absurd Stamina damage. In Dark Souls 2, they were actually fine, but durability and stance breaking made you have to play around them. Dark Souls 3 copied Bloodborne and blocking was absolutely fucking useless.
Shields in DS1 were not useless at all. The issue with shields was that turtling was a shit playstyle outside of extremely high tier pvp. Enemy movesets were so rudimentary that experienced players didn't require shields except in specific scenarios and could just dodge through or strafe everything. There was no reason to dual wield either so shields tended to have use, even if it was only to block a single attack. There are shields in DS1 that would make its sequels blush.
  • Black Knight Shield: 100% phys reduction, 95% fire reduction, 74 stability (approaching greatshield stability). This is THE best pvp turtle shield.
  • Heater Shield: 100% phys reduction, weighs a mere 2 units, has the parry frames of a small shield
  • Crest Shield: 80% magic reduction weighing only 3 units
  • Buckler: 8 parry frames, assuming the game is running at 30 fps
And the grass crest shield used to give 100% physical block before the AotA patch. Three of the starting classes received a 100% phys block shield: knight, warrior, and bandit. Obtaining one early was paramount. Fortunately, the burg is packed with enemies that drop them and the merchant sells the heater shield. Mitigating chip damage was such a hassle for me the first time I played that I specced into faith just so I could cast the basic healing miracle, a habit that I've maintained for first playthroughs to this day. I just like it.
DS2 nerfed light and medium shields into the dirt. Shields were comparatively heavier, their resistances were worse across the board, though you could get 100% resistance in almost every element with a bit of infusing, and as you said, stance breaking was a constant issue. Durability was a detriment to everything, not just shields, so I won't hold it against them. You could also get a massive stamina bar in DS2, though stamina regenerated slower. That wasn't an issue until they nerfed buff stacking though. The only shield that stood out to me as super functional was the Gyrm Greatshield (100% phys and fire res). DS2 was a much more defensive focused game and the amount of resistance and mitigation available to the player was absurd. The sluggish movement and weird animation locking resulted in an experience focused on trading instead avoiding damage entirely. Very sloppy.
You're correct about DS3 shields. I remember nothing about any of them.
In ER, the extremes of the shield spectrum are good and everything in between is useless. Small shields with parry arts are good, greatshields with defensive arts are busted. I'm an unga bunga denthead player and rarely use shields but I haven't ever really felt the pressure to.
 
Im really liking the Uchigatana so far, even if you dont choose samurai you can get it extremely easily in Limgrave. right now im grinding to fight the Sentinel Knight, i tried to beat him at level 4 and couldnt, the good thing about the open-world format is that you can just go back and grind to a higher level before trying a boss again.
You might already know this so I'm sorry if I'm preaching to the choir, but weapon level makes an even bigger deal than your character level. Come back with a +3 or 4 Uchi and I guarantee you'll dumpster him.
 
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