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I do art, sometimes


bruno
@bruno

I'm sorry but I just cannot buy the argument that SotE boss fights don't have overtuning or design problems when the people making those arguments are telling people to use fucking horse iframes to avoid attacks


bruno
@bruno

I think there's just a fundamental disconnect between what some of the design ethos on display is trying to do and what the 100+ hours of pre-DLC game were doing, and I think looking at Armored Core is interesting here because:

  • Elden Ring is an action RPG; it's about expressing a version of what your character could be, and mastering that. For example, if you invest in-game resources in Intelligence, you also invest time and attention into knowing the sorcery system. You're kind of picking your lane.
  • Armored Core is an action-tactics puzzlebox. You're supposed to use the right tool for the right job, changing your loadout from mission to mission to defeat what you're facing at every step. Levels, enemies, and bosses are all allowed to prescribe that you fight them with specific tools.

If the boss design in SotE is more prescriptive and "AC-like", that's kind of a grinding swerve that throws off some random segment of players. That's kind of what SotE is; it's a funnel that narrows down to a smaller and smaller subset of Elden Ring players, as far as who it's actually for.

The other overarching problem with a lot of the SotE boss design (which was already somewhat present with Malenia) is that it actually doesn't support the sense of 'overcoming struggle' for the boss to have manifestly unfair attack patterns. Because of the way boss AI works in this game.

In the conventional overcoming-struggle model, you come away from the fight going "whew I finally figured out how to manage all those elements and execute well enough and win."

In some of the SotE fights, you think "well it sure was lucky that the boss only did its unfair attack one time rather than three times".

The comparison to Mohg's Nihil attack is salient here, because that attack is something that's looming over the whole fight; Mohg is literally counting down to it. It happens exactly once over the course of the fight. You can race to DPS Mohg down before he can get it off; you can tank it; or you can give up a Flask tear to disable it. But very importantly, it's consistent.

With Waterfowl Dance and other 'manifestly unfair' attacks, you are sort of rolling the dice. Rellana's Twin Moons attack, for example: my experience was that she'd do between zero and two of those over the course of a fight; unsurprisingly, I won on an attempt where her AI didn't trigger it at all. Getting lucky isn't struggling.

Ultimately, if players are coming to the conclusion that they shouldn't bother engaging with the boss' behavior and patterns and instead that they should find ways around learning them at all... why are the boss patterns so elaborate? Is it just empty spectacle?

Honestly what I found tiresome about SotE bossfights wasn't even the unfair or hard to avoid attacks, or the fights that were too hard. It was just... the sense of playing D&D with a DM that didn't want to let player characters get the spotlight. The problem with attack chains being comically long isn't necessarily that it's too hard or impossible to avoid, it's that it has a shitty rhythm. It's like every bad dad rock song where the guy who wrote the song gets a gigantic solo, it's like watching an over-the-hill actor chew scenery, it's like being trapped in a conversation with someone who won't stop talking. You're sitting there pressing the dodge button thinking "okay, when will it be my turn to do something?"


binary
@binary

There's a traffic light near my house that periodically just like...doesn't turn green. Like on off hours it seemingly just doesn't feel like it: the rest of the traffic cycle will happen, it gets to the part where it would turn green, and it just...declines to do so. Have fun wasting a cycle realizing it's doing the stupid thing again and then having to turn around, moron.

This is how most of my Malenia runs felt and how half the SotE bosses feel, except there's very little recourse. I beat Malenia solo because she decided not to Waterfowl point blank on me with no windup that time, not because I did anything particularly clever.

It mostly comes down to "I hope it turns green this time, I guess".


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in reply to @bruno's post:

as somebody who is a soulsborne superfan: ER's boss combat design is absolutely miserable lmao. all of 2 boss fights in the entire game that i actually had fun with. haven't even bothered getting the DLC bc i'm sure it only leans harder into the awkward unfun attack timings and random combo strings

in reply to @bruno's post:

I beat Malenia for the first time yesterday, and literally the only attack of hers that I learned to dodge was the scripted one at the start of phase 2. Other than that, I re-specced my character for Maximum Ancient Death Rancor Spam and me and my mimic stun locked her for the entire fight. Wasn't very fun.

(which is to say, I agree)

it's funny seeing people focusing on the melee combo strings, because those are some of the best parts! They're mildly overtuned on damage, sure, but otherwise they had some pretty fun dodge patterns.

the actual issue for me was insane damage numbers on everything and the big spectacle attacks like Rellana's triple twin moons. I had no idea that she could use that attack multiple times and I probably would have just put the controller down and closed the game if she did that to me! A big problem I had with Radahn phase 2 was how miquella's light-clones preempted him with no tell, so you had to learn timing on each of his attacks and the punishment for being too late or too early was getting caught by the entire attack and dying. Hope you're good at phase 1!

also commander gaius was so obviously intended as a Torrent fight but good fucking luck using him there when he dies in two hits and you can't outrun the boss on horseback

yeah I deadass fought Gaius on foot becausee his AI gets way dumber if you aren't on horseback, which is a very stupid thing to do

also, re: boss AI, the fact that it relies on the player locking on is insane to me???? like everything gets way easier to dodge if you lock off and that makes no sense

They have really continued to push the spectacle and push the difficulty at the same rate and it's like they feel like they can't walk it back from there but they so easily could. I'm the guy that likes slamming my head against a boss forever to learn the patterns and I still thought a lot of the DLC was too much. As much as many of the bosses, I also found the horned warriors and fire knights overtuned like crazy.

The way they're pushing the spectacle is honestly a major part of why I think some attacks feel so unfair to me because they've become so visually busy. I've beaten the final boss and I still could not tell you how you're supposed to dodge half the attacks in his second phase (which I think it particularly egregious because of the way that phase adds onto his existing patterns in a way that feels specifically designed to screw you over for relying on the dodge timings you learned in phase 1).

agreed 5000% on rellana, that fight was such ass for how cool I wanted that character to be

also +1 on "but when is it my turn?" in SotE. I got fuckin bored fighting the final boss and haven't gone back bc the combos just don't stop