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DeusExBrockina
@DeusExBrockina
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binary
@binary

It's ridiculous how far it's gotten. It's been internalized as The Defense Mechanic so much that every other boss attack has weird timing to fake you out and enough tracking and damage to severely punish you if you don't play ball. The game expects you to do it for area attacks! It doesn't even make sense!

I'm so tired of playing the circle-button-rhythm-game version of red light green light. Soulslike devs, please remember how to design a second way for players to defend themselves against a boss other than perfect button press timing through mostly uninterruptible attacks. I know it can be done. I know it has been done. Please do it again. Thanks.

(Anyway, agree with the rest. The worst thing that could have happened to the Dark Souls team was Elden Ring doing well and it did. I hope they can do anything else after this.)


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in reply to @DeusExBrockina's post:

in reply to @binary's post:

i've explored and found like three or four bosses who kill me in one hit and sure they are all very cool and thematically interesting bosses but god damn the game sure is doing its best to make me not care about that at all

And it's really weird that because even if it was also another difficult game....

Armored Core 6 of all things was a game that I felt gave the players a lot more options despite how fragile the core itself could still remain compared to a lot of the larger foes? Like one option can be..... just boosting away. Or offensively forard wwith a surprise kick to possibly unbalance a foe before they can strike. Or drawing out a pulse shield... or generating the shield burst effect/etc. Even just the different variant of invulnerability shield could be an intereresting meta between the giant area bubble shield(that could be used in a team fight), the "I'm about to die" nigh-invulnerable emergency temporary shield that trigger when hitting 0hp but which leaves you stranded when it burns but might just heke you out a win against your opponent if played well out VS the weaker temporary conventional pulse shield that burn out faster/have less hp but have multiple uses and could theorically make it so that you never have to enter an emergency mode at all. Etc etc

This said, comparison with Armored Core(where you ARE piloting a giant suit of hyperadvanced tech after all instead of Being a Dude/tte in Armor)I think the worst sin dodge roll is starting to produce for me however is just.... how increasingly forced as a way of mitigating damage it increasingly feel as the souls-descended games become prettier and advanced.

Especially as it further become more evident when looking at real people fighting with sword and armor in real life that.... a dodge roll isn't a thing, at all.

Heck I feel even Monster Hunter who can abuse the Dodge Roll a Lot at least had some more immersive stuff like the forward dive to the ground where you fall flat against the ground when your weapon is sheathed.... feel almost a more realistic way of dodging some of those giant monsters attacks? Like most people won't be doing rolls toward/etc a monster if they were fighting something of that scale, let alone repeatedly.

There would be a lot more "trying to find an object to put between you and the monster" or "diving and falling flat to the ground so to expose as little of yourself, likely while running away from Giant Beast That Want to Kill You as it breathes fire/etc" and so on.
And I'm not getting into the "giant shield" weapon classes like Gunlance and Lance (and greatsword to an extent) where blocking an attack IS possible and the fantasy of "tanking out" a massive attack actually is possible instead of acting like an ever bouncing ball by dodgerolling everywhere.

And that's before even throwing magic into the fray which the Soulsgames DO have and should have more options with than just status/attack spells?

Idk.

And that's just regarding games with like.... that combat focus that they're, well, focused on.

Part of my issues with it being so prominent is that even other FROM games did it better, yeah. AC6 is a great example, I have my complaints about AC6's stagger gauge as a mechanic but it's such a breath of fresh air by comparison to have a more aggressive way to approach nasty enemies with ruinous attack patterns that has noticeable feedback and works pretty well! (If anything my complaint is that it's a little too good at that.) Aside from that and the various shield mechanics (including assault armor, which can absolutely stagger even bosses at closer range sometimes, see above complaint) you also have enemy attacks that want you to do something other than just quickboost (thinking of Balteus in particular and its big flame sword thing where you need to be at a certain height to do anything about it but there are others).

Even before that though, Bloodborne largely expected it but a) there are two dodges in that (locked vs unlocked) and the locked one is fast and b) parrying is an alternative and it's a pretty good one. Sekiro too is a great example of a game that, even though it's very enemy-focused, it at least wants you to vary defenses: some things need to be blocked, some things need to be dodged, some things need to be jumped over or special-countered or etc etc etc. And crucially the primary "block" that they expect doesn't have a cooldown! Wish they did more of that (especially given that a few ER bosses absolutely feel like they were intended for Sekiro).

If you're going to insist on it, at least make it more interesting!