Is one I had to go back and find after beating the game. But that’s not to say you won’t stop somewhere anyway from what I’ve seen, different people struggle with different bosses. On my first playthrough, she wasn’t quite as bad as she seemed.
Elden Ring is a pretty incredible experience, I wish I could be you for a little while and re-experience it, especially everything that comes after Limgrave.
I wouldn’t worry about that now. There are about 20 bosses before that one that may make you want to quit lol. If you’ve gotten to the point where that boss is even an option, you are pretty deep in and should give it a go though.
This Boss is the first wall, if one made the mistake to rely too much on stealth to this point.
You have to master parrying, there is no way around it.
If anyone struggles with Sekiro’s combat, i’d suggest to watch this channel.
Katie is the absolute best at teaching Sekiro :
In my case that’s Sekiro that “ruined” Dark Souls/ER combat.
DS3 is the only “dodge/Roll” game that i still love to play regularly, but other Souls feel too cluncky or “boring” now, especially DS2 with it’s directional input nonsense.
The over delayed attacks and long combos from ER got old pretty quick for me.
The counter/parry mechanic of Sekiro is my absolute rythm.
I will call Bloodborne on these two points.
Sekiro is very fast yes, but you can still create space and manage tension, it’s just extremely tactical and precise.
Bloodborne on the other hand is more about a primal instinct rythm that pushes frenzy with the rallying system.
Combat vs humans/hunters are absolutely insane speaking of speed.
You have to be aggressive and loaded with adrenaline every nanoseconds of it.
I find Wukong closer to Bloodborne because it uses the quick dodge mechanic as a foundation.
The one thing that frustrated me a bit with BMW is that it also incorporates ER’s delayed/long combos, but crancked up to 11.
Not my rythm so much.
I see Lies of P as the direct child of Sekiro :
Counter/parry IS the mechanic to create lethal hits and it also has the prosthetic aspect with the mechanic arm and it’s many forms.
Stellar Blade has it all :
Mandatory counter to break armor.
Perfect dodges.
Extra powers à la Wukong.
I can say honestly that after playing ER all the way through (including most optional content), I went back and played DS3 for the first time and found it to be trivially easy in comparison. Many bosses seemed to melt, and the field mobs / traps were more challenging to deal with (I didn’t try any DLC). DS1 was still challenging to me. Still haven’t gone far enough in Sekiro to get used to the combat, I need to go back and give it my full attention.
Yes sorry, I should have clarified further around the Wukong comparison. Not neccesarily the combat is what I am referring to, but the overall presentation. I swear some of the menu sounds are exactly the same as Wukong. The fact you use a’ Gourd’ in Sekiro and Wukong uses it too, as well as pellets to upgrade. Even the whole end of the first level being on fire in Wukong, as it is in Sekiro, I found quite funny. As well at the Shrines you rest at - the travel system from Wukong is exactly like it is in Sekiro. I’m sure I’ll spot more similarities as I go along.
Oh okay ! Well, i’ll start my third run of Sekiro soon after i’m finished with my 2nd of Bloodborne, so i’ll try to compare my fresh memories of Wukong with Sekiro.
I’m playing through DS3 right now as my 3rd FS game (Elden Ring + Shadow of the Erdtree, Bloodborne, now DS3). I’m really enjoying the level design and can see why it seems to be many people’s favorite. The early stages were not as punishing as Bloodborne was for me and the exploration is great.
Enjoy the ride !
Another reason why DS3 is so memorable is the quality of Bosses.
There is a very small amount of mid/meh bosses vs DS1 and 2.
And i’m not even talking about the DLCs.
On a side note, and starting at 01:22 ( normally posted here at the right time stamp) this bit from this holy classic is a perfect Souls gameplay sequence :
Entering somewhere uninvited and slashing everything that moves (or not):
WTF were fromsoft thinking when they designed the final boss fight of the elden ring DLC? I enjoyed pretty much all the fights up to this point, even the harder ones. Malenia, Bayle, and Messmer all had cheap tricks up their sleeves and took a few tries, but they were still enjoyable nonetheless. But the final guy is just absolute bullshit. I quit after about 20 tries last night, as the second phase feels just so unfair. He just obliterates the whole arena, no time to heal or to attack. I got him down to 10% health once, but that was pure luck because he decided to not go completely crazy with his golden beams for the whole fight for a change. Such a pity, because up to this point, the DLC was incredible.
This fight is absolutely brutal. I don’t know how many times it took me to finally beat him, but it was considerably more than 20 tries. I think you’re just getting warmed up
I had to re-spec multiple times to find a build that could beat this boss and you better believe I used my mimic! I ended up going with a bleed build based around the lizard greatsword (!) – this allowed me to keep some distance from him while keeping the bleed meter inching up. I also managed to learn how to dodge a decent fraction of the golden beams in the 2nd phase.
However, I have to say that when I finally beat him it felt more like luck than skill!
Seriously this game is enchanting in a way I never imagined it’d be even after all the praise it has received. I’m finishing up Liurnia now, and it’s just spectacular. It’s also not nearly as difficult so far as I expected - I suspect a lot of the difficulty hype is from people who never played a Souls/ Bloodborne/ Sekiro game before. Although I know there are a handful of brutal, almost unfair fights in the late game, I think I’ll be ready for them. I’ll also admit that the Bloodhound Fang and Engvall are basically carrying me at points - the ash of war on that sword literally takes off like 1/5 of most bosses’ health if they aren’t resistant to the damage type.
Liurnia Adventures
So not strictly Liurnia, but Siofra River made my jaw drop. It’s easily one of the prettiest pieces of art I’ve ever seen. In Liurnia itself, I found the hidden path around Stormveil, got bodied by a wandering golden lightning knight, got sniped by a lobster’s mouth-lazer, and snatched a magic key from a magic dragon. I levelled up while exploring simply for the joy of exploration - there are so many little details and places to go. I stumbled into some NPCs from the previous area, gave a lady an eyeball grape (seriously what the fuck) met some new ones (Turtle Pope!), and found the Eye of Sauron. Got sniped again, this time by minotaurs. I stumbled my way to the Manor at some point, cleared it extremely easily, met Ranni again, went back to Siofra, met the jackass in the tower near Ranni, found several caves and killed another tree sentinel. Decided the red hole in the northern stream coming off the lake looked interesting. Nope. Nope nope nope. That magma wyrm absolutely fucked me, I gave up after a few tries. I’ll come back later.
Before going to the academy I decided to go down the Ainsel river well. I’m clearly not supposed to be there. Found a massive corpse in a colossal throne, annihilated the dragonkin boss there, and went back to the surface. I also briefly hopped to Caelid at Blaidd/ Ranni’s request to murder Radahn, but decided to get Liurnia all tied up first after exploring pretty deep and ending up in the sorcery village.
After about 20 hours I finally stepped into the Academy. Stunningly gorgeous area, second only to Siofra so far. After Stormveil it was surprisingly underwhelming though. The enemies and level design weren’t quite as devilish or intricate. Renalla was one of the most unsettling things I’ve encountered in a long, long time. That first phase was a better horror game than most horror games, the scholars crawling on the ground and the lullaby are just spine-tingling. Fun little puzzle fight too. I bodied her second phase in about 15 seconds. I actually looked up the fight afterward to see what I missed. Had no idea she summons things, I killed her before she even could or I just got really lucky with the patterns. I looked up what loot is in the academy after I beat it, and holy hell missed a lot of loot I’ll want to go back for.
What’s your scadutree level? I’m just about to start on the final boss myself. Wondering if I’m going to have to scrub the mapp for all the fragments that I missed (at lvl 17 now).
After several hours of trying, I finally managed to beat the final boss of the elden ring DLC. Probably my least favorite fight from all the from soft games I tried so far (DS1, sekiro, elden ring). Maybe demon of hatred from sekiro was worse. Still, what a let down, especially since the rest of the DLC was top notch! Off to finish the main game now.
Already wiped the floor with her
I think the only things left to do for me is Farum Azula and whatever comes after that. I might have missed a few super secret spots here and there but I think I’ve been pretty much everywhere else according to the maps in the game.
For what it’s worth, I find that build type is a huge factor in what bosses people struggle with. I’m not a particularly good player, but certain bosses cater well to my preferences in build, and some really don’t. For much of ER, I was an arcane/bleed build with a big old shield, and that seemed basically the perfect build to beat the final boss of the DLC. I only fought them a handful of times before beating them.
One thing that I realized as I moved through ER was that it was wise to use the larval tears whenever I hit a roadblock, switch up builds, and try a different approach. My previous philosophy with consumable items was to never use them (just in case), but in ER I was constantly trying different builds with the larval tears, and that made a huge difference on many of the bosses.
In the end, my least favourite fight of the whole game was by far Bayle, but mostly I just had an enormously fun time with the game. The use of summons and spirit ashes really mitigated any frustrating moments, and also created a sense of camaraderie that I never quite felt in the other games. FS continue to make my favourite games, and seem to be smoothing out the worst edges in their games (looking at you, final bosses in Sekiro).