Shadow Of The Erdtree Review: Two Steps Forward, One Step Back (2024)

My issue is the bosses have bloodborne/sekiro energy, but we're stuck with DS3 healing. And thats a bad matchup.

  • Shadow Of The Erdtree Review: Two Steps Forward, One Step Back (1)

    @HeyTarnishedМесяц назад +3

    They’re not though, you have spacing, crouch pokes, jumping, positioning is paramount, we already have faster bosses than Bloodborne, it’s just they will punish panic-rolling & especially backing away. I say Elden Ring’s main bosses are mostly perfect mechanically.

  • Shadow Of The Erdtree Review: Two Steps Forward, One Step Back (2)

    @himenomagnum248Месяц назад +44

    ​@@HeyTarnished it's pretty much proven that a lot of ER bosses have inputreading, hyperfast tracking, and sometimes patterns that will cazch you before you can revover from a roll in a combo. It has noting to do with panicrolling or staying in their face

  • Shadow Of The Erdtree Review: Two Steps Forward, One Step Back (3)

    @HeyTarnishedМесяц назад +6

    @@himenomagnum248 Input reading has been a thing since Dark Souls 1, they’re much more prevalent in Sekiro than Elden Ring, also instead of finding a punish window, use that to heal and bosses will never input read, also bosses being fast & aggressive is actually a brilliant thing in Elden Ring, in forces you to be aggressive & you having to find punished in the middle of attack strings, also they have roll catch attacks because panic rolling won’t work in Elden Ring like it used to in Dark Souls 3, you have positioning now to take into account, all of that combined make ER bosses way better and more dynamic than DS 1/2/3 bosses.

  • Shadow Of The Erdtree Review: Two Steps Forward, One Step Back (4)

    @himenomagnum248Месяц назад +37

    @@HeyTarnished not really. Sekiro may have input reading but on a much smaller scale than ER. It's combat-system also works very different from ER and other souls-titles. Using open windows for healing is also not the best system for multiple reasons. With a damage output that massive, one hit often means that you are forced to heal to not get wrecked by a second hit. Compared with the fact that boss combos are now so long, have lot's of alternate combo finishers and follow ups, have hyper tracking and have (if any) very small open windows in between, means that one mistake can often pretty much end the entire fight. Some will say that's consequences, I think it prevents players from actively engaguing in a fluid fight and prevents them from making active progress in learning the fight. The problem is also not, that panic rolling get's punished (even if the overreliance on delayed attacks is supet annoying at this point) but that some combos CAN NOT be dodged by rolling and will hit you most of the time not matter what. ER combat system is a sign to me, that fromsoft bought to much into the whole " it has to be hard"-mantra. They thought that they had hit a well with their old mechanics and didn't see a way to top them difficulty wise, so they started relying on overly long combos, imputreads, hypertracking and visual effect-chaos, ending with a system that often hits far away from "the hard but fair"-mantra that made them so big. In terms of positioning: i don't really know what you mean with that part tbh

  • Shadow Of The Erdtree Review: Two Steps Forward, One Step Back (5)

    @HeyTarnishedМесяц назад +5

    @@himenomagnum248 I completely disagree, ER bosses are harder & require more nuance than previous Souls games, you getting wrecked is because you haven’t upgraded vigor nor even have a good armor, Bloodborne bosses deal more damage than in ER, combat system in ER works perfectly, it needs more time to master and that’s OK, again, combos aren’t any longer than previous Souls, they depend on positioning & its almost like you dictate what the bosses do, input reads aren’t even that prevalent at all, they’re so few & far between, and they’re not even something new, and no lol, bosses do not have hyper tracking, since you out-position most of their attacks, they make perfect sense, if you’re talking about Rellana from the DLC, then yeah, she has cancerous tracking, but other than that, they work well, alternate combo finishers can also be dictated by your positioning relative to them.
    Delayed attacks can be used to punish, replenish stamina & even reposition, stop panic rolling and they won’t become a problem.
    What I mean by positioning, is that bosses will judge your play mostly by your positioning relative to them, they’ll engage & change their combos through their combo-flowcharts based on your position relative to them, this isn’t anything new, but in ER, they’re very important.
    Please watch these videos so you’ll get what I mean: ruclips.net/video/fo4dXJmd1cQ/видео.htmlfeature=shared
    ruclips.net/video/9ZLQCRs3WVQ/видео.htmlfeature=shared
    ruclips.net/video/WvNOZeHFz68/видео.htmlfeature=shared
    ruclips.net/video/EZ_9F73R1tE/видео.htmlfeature=shared

Shadow Of The Erdtree Review: Two Steps Forward, One Step Back (2024)
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