#agressif playstyle (PVE) (no hit)

24 messages · Page 1 of 1 (latest)

steady sky
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On reddit, youtube, twitter or anything on the internet's surface i've not seen anything that match my playstyle. it is not uncommon, i belive. Everyone is just playing so passive, everything look boring, for exemple; lord of cinder curved sword NO one dodge his attack, they are just running away, same for abyss watcher's second phase and more. My playstyle is a lot more common in elden ring tho. i want to stay close to the boss, giving it many attemps by learning each possible hit/combo perfeclty, Not waiting for an opening at mid range, watching the boss doing his combo at the air, then going for a punish. Is my playstyle even possible to play with??? does anyone know any yt/twich channel that have this playstyle ???

boreal hull
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Basically any souls player who isn't doing a challenge run

steady sky
boreal hull
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When you desperately don't want to get hit a single time, you won't take huge risks. You'll play in the most optimal and safe way

Abyss watcher has some fast attacks with fire trail follow-ups so trying to aggressively dance around him is a way higher risk of getting hit than just waiting out easy backstab openings

ornate venture
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especially for no roll kills, which is what you're referring to by people playing passive waiting for specific punishes

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how to play in the way you are describing:

  • press the roll button when the boss attacks
  • press the attack button when the boss does not attack
steady sky
# ornate venture especially for no roll kills, which is what you're referring to by people playin...

but it is meant to be played that way ? yes abyss watcher is dodgeable close range with training, yes the fat knight at high wall of lothric we can run away for his spin in time, but why the people doesnt play that way? the strafing hitboxes are shit? yes, the rolling cost so much energy you cant attack back? yes. the boss doesnt have opening close range like LOC? also yes. There's something i missed i guess

ornate venture
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the rolling cost so much energy you cant attack back? yes
no, the roll cost is beyond forgiving in this game

the boss doesnt have opening close range like LOC? also yes
no, every boss has openings regardless of the range you play at

There's something i missed i guess
yes
you are missing that no roll is an additional layer of challenge on top of SL1 that people who want to make the game harder participate in

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completely ignoring the roll input is not an optimal strategy, you have access to more frequent openings if you utilize it

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they are doing it because they want to make the game more difficult

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the reason they play so passive is because of how much more limited you are on most bosses when you do not have the ability to roll

wooden blaze
steady sky
steady sky
wooden blaze
# steady sky im not talking about a no roll run? maybe im stupid and you didnt meant that but...

Because often times, simply no hitting a boss is too easy for people going for challenge runs. So they throw in additional restrictions to increase the threat of bosses that forces them to play in a much safer way. If you are just trying to no hit a boss on a properly geared and leveled character, then youtube shorts will probably show you videos of much more appropriate length for how long the boss fights will take.

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Not sure what to tell you that hasn't already been said. If your impression of entertainment in fromsoft games is entirely based on elden ring; mashing the weapon art button and watching the boss fall over before it can cross the arena to fight you, then you might want to temper your expectations.

steady sky
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er bosses are just more mechaniquely complexe, this is just how it is right ?

wooden blaze
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The problem is the gameplay on the player's end is unchanged from the past decade. The overinflated damage is meant to compensate for not having proper gameplay features to deal with many of the bosses' movesets

steady sky
wooden blaze
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Which is again, why you will see challenge runs on youtube that do as much as they possibly can to artificially extend the length of the boss fight

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Longer boss fight = more time they have to go without making one likely failure inducing error = they can pass it off as being harder

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Making them play in a boring way, because that's what their intent is, but obviously not the what the devs have in mind when creating the content