Jermergerg
Jermergerg
  • Видео 55
  • Просмотров 26 533

Видео

Evolution of FromSoft's Combat Pt 2: Instantaneous Immediate Attacks
Просмотров 7022 часа назад
Hello! Here's part two of my ongoing series on the most salient and interesting facets of the changes in FromSoft's combat systems from Dark Souls 3 to Elden Ring. In this video, I'm discussing a form of attack I'm calling "Instantaneous Immediate Attacks." Give the video a watch for an explanation of the concept and some examples in the early game! #gaming #gaminganalysis #eldenring #darksouls...
Elden Ring No-Hit Boss Run Nos. 24-31: Completing Weeping Peninsula & Limgrave
Просмотров 244 часа назад
Went back into Limgrave to clean up the Bell Bearing Hunter who appears at night at the Warmaster's shack and the Ulcerated Tree Spirit beneath the Fringefolk Hero's Grave. Then, cleaned up the remaining minor bosses in Weeping Peninsula. Some rather defensive playing in these fights unfortunately. Many have attacks that are essentially guarnateed damage if you stay too close. The Leonine Misbe...
I Ranked Every Dark Souls 3 Boss!
Просмотров 46016 часов назад
My attempt at ordering Dark Souls 3's bosses based purely on subjective, arbitrary personal preferences. I welcome disagreement, but keep it civil :D You can see my complete compilation of me fighting all DS3 bosses without taking any damage here: ruclips.net/video/N2FPEs3Edl8/видео.html You can see my in-depth video on Sister Friede here: ruclips.net/video/eL6x6u3IKZE/видео.html You can see my...
All Dark Souls 3 Bosses - No Damage Taken
Просмотров 23516 часов назад
APOLOGIES FOR THE SIZE! PREMIERE PRO TOLD ME THIS WAS THE BEST WAY TO OPTIMIZE VIDEO QUALITY, AND SINCE SOME FOOTAGE WAS TAKEN ON XBOX, IT SEEMED MOST IMPORTANT TO PRIORITIZE PIXELS. Hopefully, it won't be too bad on full screen! Check out my rankings of DS3 bosses! ruclips.net/video/TXUElWl0SuE/видео.html I am not naturally good at these games, so I did this to challenge myself and prove that ...
Demon Princes - No Damage Taken (NG+)
Просмотров 46День назад
Who would have pegged the Demon Princes as the most difficult of the no-hit run? Not I. On my regular playthrough, these guys didn't give me much trouble at all, so the difficulty of this really surprised me. The issue is that there is a ton of opportunity to get clipped at some point in phase 1. The move set is limited and learnable, but with two of them moving all over the place and needing t...
Darkeater Midir - No Damage Taken [Melee, NG++]
Просмотров 206День назад
Almost done with my no-hit run against #darksouls3 bosses. Apologies for the weird cropping on this; my OBS has been very uncooperative with DS3 in particular, and I'm not exactly sure why. Hope you enjoy! #gaming #bossfight #darksouls3 #darksouls #nohitrun
Yup, Genichiro is Brilliant: a Boss Analysis
Просмотров 97914 дней назад
I had such a blast fighting Genichiro yesterday that I felt compelled to make a video about why he's so great. Hope you enjoy! #sekiro #gaming #bossfight #gaminganalysis #fromsoftware
Sekiro Bosses: No Damage Taken, Part 2 [Genichiro & Mini-bosses]
Просмотров 21814 дней назад
Continuing to blast through these #sekiro bosses and having a great time. For not having played the game in a good 3 years, I'm pleased with the progress, although these fights are certainly not perfect in terms of optimized deflections. Genichiro is wayyyy better than I remembered, and I had already thought highly of him. What an absolutely incredible boss. I am going to have to make a video a...
Lady Butterfly Taught Me how to Play Sekiro: a Boss Analysis
Просмотров 62514 дней назад
Just thought I'd narrate my personal history with Lady Butterfly. I feel like she doesn't get enough love. Hope you enjoy! Please check out my companion video containing my no-damage-taken run at the first seven bosses in Sekiro, including Lady Butterfly! ruclips.net/video/Ym70dKoOzck/видео.html #gaming #sekiro #fromsoftware #gaminganalysis
Sekiro Bosses: No Damage Taken, Part 1 [Gyoubu, Lady Butterfly, Mini-bosses]
Просмотров 14314 дней назад
Here's the first part of my attempt to beat all bosses in Sekiro without taking damage. THIS IS BY NO MEANS PERFECT! I only purchased the game for my new PC two days ago, and, prior to that, I hadn't played Sekiro in two or three years. So, I'm still a bit rusty, but I'm proud of being able to accomplish what I have in only two days. I hope to continue to improve. Tenzen in particular gave me t...
Elden Ring No-Hit Boss Run Nos. 20-23: Weeping Peninsula Bosses
Просмотров 5814 дней назад
No-damage-taken journey continues as I sweep down into the Weeping Peninsula to clear out the field bosses. This batch includes the Ancient Hero of Zamor, Miranda, the Weeping Peninsula Night's Cavalry, and the Weeping Peninsula Erdtree Avatar. 00:00 Ancient Hero of Zamor 01:28 Erdtree Avatar 02:52 Miranda Blossom 04:47 Night's Cavalry #gaming #eldenring #nohitrun #bossfight
Why Sister Friede is a God-Tier Boss: an Analysis
Просмотров 1,4 тыс.21 день назад
I LOVE this fight. Top 3 in the game for me. Hope you enjoy my ramblings on it. Please also check out my uncut complete no-hit fight against her. I deleted my old one and posted a new one, because I really detested how I handled the third phase of the old one. 00:00 Intro 01:07 Difficulty & Purpose 01:42 The Joy of Getting Good 02:29 Overview of the Fight 03:16 Phase One 04:20 Phase Two 04:44 P...
[Improved] Sister Friede - No Damage Taken (NG++, Melee Only)
Просмотров 16221 день назад
00:00 Intro Cutscene 01:16 Phase 1 Fight 02:25 Phase 2 Cutscene 04:18 Phase 2 Fight 07:23 Phase 3 Fight #gaming #darksouls3 #darksouls #bossfight #nohitrun #fromsoftware
How Pontiff Sulyvahn Changed Everything: a Boss Analysis
Просмотров 2,9 тыс.21 день назад
Perhaps the title is a *bit* hyperbolic (it's RUclips, people!), but I've been thinking for quite some time about how Pontiff represents the early stages of a lot of developments that unfold in future FromSoft works. Hope you enjoy :) #gaming #darksouls3 #eldenring #sekiro #gaminganalysis
Elden Ring No-Hit Boss Run No. 19: Godrick the Grafted
Просмотров 6728 дней назад
Elden Ring No-Hit Boss Run No. 19: Godrick the Grafted
Fascinating Evolution of FromSoftware's Combat - a Gaming Analysis, Part 1
Просмотров 1,1 тыс.28 дней назад
Fascinating Evolution of FromSoftware's Combat - a Gaming Analysis, Part 1
Elden Ring No-Hit Boss Run Nos. 16-18: Flying Dragon Agheel, Limgrave Deathbird, & Patches
Просмотров 69Месяц назад
Elden Ring No-Hit Boss Run Nos. 16-18: Flying Dragon Agheel, Limgrave Deathbird, & Patches
Why Nameless King is an S-Tier Boss: an Analysis
Просмотров 1,5 тыс.Месяц назад
Why Nameless King is an S-Tier Boss: an Analysis
The Genius of FromSoftware's Tutorial Bosses: an Analysis
Просмотров 2,6 тыс.Месяц назад
The Genius of FromSoftware's Tutorial Bosses: an Analysis
Why the Abyss Watchers is an A-Tier Boss: an Analysis
Просмотров 2,1 тыс.Месяц назад
Why the Abyss Watchers is an A-Tier Boss: an Analysis
Why the Twin Princes are a God-Tier Boss: an Analysis
Просмотров 4,3 тыс.Месяц назад
Why the Twin Princes are a God-Tier Boss: an Analysis
Elden Ring No-Hit Boss Run Nos. 13-15: Grave Warden Duelist, Guardian Golem, Tibia Mariner
Просмотров 55Месяц назад
Elden Ring No-Hit Boss Run Nos. 13-15: Grave Warden Duelist, Guardian Golem, Tibia Mariner
Why Slave Knight Gael is the Best Boss
Просмотров 1,3 тыс.Месяц назад
Why Slave Knight Gael is the Best Boss
Elden Ring Guide #3: Weapons, Shields, Talismans, & More!
Просмотров 72Месяц назад
Elden Ring Guide #3: Weapons, Shields, Talismans, & More!
Elden Ring No-Hit Boss Run Nos. 10-12: Black Knife Assassin, Stonedigger Troll, & Demi-human Chiefs
Просмотров 75Месяц назад
Elden Ring No-Hit Boss Run Nos. 10-12: Black Knife Assassin, Stonedigger Troll, & Demi-human Chiefs
Beginner's Guide to Elden Ring Episode 2: Understanding Defensive Stats
Просмотров 836Месяц назад
Beginner's Guide to Elden Ring Episode 2: Understanding Defensive Stats
Dark Souls 3 No-Hit Boss Run No. 17: Champion Gundyr (No Parrying)
Просмотров 149Месяц назад
Dark Souls 3 No-Hit Boss Run No. 17: Champion Gundyr (No Parrying)
Beginner's Guide to Elden Ring Episode 1: Understanding Stats, Attributes, & Damage Output
Просмотров 144Месяц назад
Beginner's Guide to Elden Ring Episode 1: Understanding Stats, Attributes, & Damage Output
Soul of Cinder No Damage Taken: Dark Souls 3 No-Hit Boss Run No. 16
Просмотров 71Месяц назад
Soul of Cinder No Damage Taken: Dark Souls 3 No-Hit Boss Run No. 16

Комментарии

  • @bishopjordan9482
    @bishopjordan9482 9 часов назад

    Perhaps the fastest attack in the entire game is the Godskin Noble's blackflame belly smack in phase 2. Even the wiki says you actually can't react to this. You have to predict it. Though I don't know how you do that because he does it completely randomly when you're extremely close and it is soooooo fast.

  • @lanzie123
    @lanzie123 11 часов назад

    Yuuhp the old IIA.

  • @lanzie123
    @lanzie123 11 часов назад

    you are pretty average as a player but keep practicing and you will get as good as your sister in time... she's a legend.

    • @jermergerg
      @jermergerg 11 часов назад

      so grateful for my family's support 🙏

  • @Vini-zv3lr
    @Vini-zv3lr 12 часов назад

    I really hate these types of moves. For me one of the best feelings in Sekiro and the older Souls games is to be on your last bits of health and clutching up to finish the boss without getting hit. Bosses like Godskin Noble have instantaneous and damaging attacks (the blackflame belly bump on 2nd phase) that feel pretty cheap to get hit by. Of course, you can play passively and keep away from them in order not to trigger that move in specific, but either way each time you approach the boss there is a chance he'll just do it and kill you. Also, prediction dodges by the player are often punished by iroll catching moves (which are most times based on input reading by the enemies), so in some cases there really is nothing you can do after a cartain point. Overall, I think it's just a frustration that makes the game a bit worse.

  • @PhotonEcho
    @PhotonEcho 12 часов назад

    You put into words very well how I feel about the Twin Princes. Such a great boss fight. I felt "meh" about it when progressing, but playing as Spear of the Church has been the most fun I've had in the Souls series so far.

  • @douchenozzle77
    @douchenozzle77 13 часов назад

    Ah yes. History. I’m proud to have a degree in history but it has been entirely useless to me professionally. Keep up the good work. I too am a mediocre Souls player but have managed some degree of competence with DS3 through perseverance and being ok with getting my ass handed to me. Cheers 🥂

  • @nayyarrashid4661
    @nayyarrashid4661 13 часов назад

    Congratulations on 350. Your jardwork and dedication is beginning to pay off. I watch all the videos although I don't always leave a comment because I still haven't finished Sekiro myself. But the quality and presentation is really well done. Your channel will soon explode. All the best!

  • @nayyarrashid4661
    @nayyarrashid4661 13 часов назад

    Well, I started dark souls because I thought of it as a medieval fantasy adventure action kind of game. I didn't know that it was a totally fictional world. I thought firelink shrine was kind of a motel that has fallen into disuse because of all the shit going on. (Yes I didnt understand anything by opening cutscene. I simply didnt know what to make of it). What really got me interested into dark souls was the approach to combat itself. A sword and shield which you can actually use like a sword and shield. Upto this point most games I played the sword and shield were just a way to increase your attributes. (Games like Dungeon Siege and a few others). PS: I have also studied history not as a PHD but as an interest. But the history I read was India Pakistan and some Islamic history.

  • @lolly8873
    @lolly8873 15 часов назад

    videos have been so well constructed, specifically good use of deliberate phrasing goes a long way for driving your points home and also allowing us to better understand the topic of any given video. Keep it up homie have been thoroughly enjoying these videos and have been a source of enjoyment on my commute home 🫶

  • @praised_goodness
    @praised_goodness 15 часов назад

    that was the least expected face reveal ever, well nice beard bro

  • @xvor_tex8577
    @xvor_tex8577 16 часов назад

    The man the myth the legend himself, congrats!💪🗿

  • @Wilhelmthewide
    @Wilhelmthewide 16 часов назад

    This is by far the best analysis yet. Good job 👍

  • @jamesarthurkimbell
    @jamesarthurkimbell 17 часов назад

    When I fought Margit at SL1, I learned to handle phase one. You can stand in front of him and tee off, knowing when and where to dodge or parry. But then phase two brings his fast spectral sword stab and suddenly, it's a different game. You can dodge it *unless* you're doing what you did in phase one. I still haven't found all the best ways to manage it, and that means I still haven't gotten bored of the fight.

  • @austin0_bandit05
    @austin0_bandit05 18 часов назад

    To kinda piggy back on your point. As a child I played these educational PC games called Jumpstart. And I swear to god I still remember the tune the days of the week song in spanish. At what point did we decide that learning and education was an assembly line? And that it must be boring? As an explanation im an indie game dev. In Raph Koster's book "Theory of Fun" he reduces games to abstracted learning. The truth is humans LOVE to learn but we've been taught to hate it. Gaming is learning. Learning systems, mechanics, movesets, etc. Highly recommend the book. Its short and easy to read. You could finish it in a day

  • @MrMan0842
    @MrMan0842 18 часов назад

    100% deserved. Love your boss analysis videos, super underrated

  • @kurenian
    @kurenian 18 часов назад

    Gotta say if it has been your goal to make unpretentious and approachable boss analyses, you have succeeded. I definitely find your insights both fun and useful for casuals like myself. And it’s nice to hear that you spend a long time learning bosses :)

    • @jermergerg
      @jermergerg 18 часов назад

      Aw thank you so much!

  • @RH1812
    @RH1812 18 часов назад

    🍷

  • @5aqjgyt217
    @5aqjgyt217 18 часов назад

    youre cute

    • @jermergerg
      @jermergerg 18 часов назад

      Aw thanks ☺

    • @austin0_bandit05
      @austin0_bandit05 18 часов назад

      Mans got the chad jawline fr 😂

    • @jermergerg
      @jermergerg 18 часов назад

      @@austin0_bandit05 Bruh first time i've been called a chad🤣

    • @5aqjgyt217
      @5aqjgyt217 18 часов назад

      @@austin0_bandit05 exactly

  • @kurenian
    @kurenian 18 часов назад

    A lot of regular enemies have this too. For instance, the cathedral knights shield bash in ds3

    • @jermergerg
      @jermergerg 18 часов назад

      Very good point! I suppose I feel like shield bashes are a bit more predictable and stuff, but overall, yes, solid point!

  • @D0verking69
    @D0verking69 18 часов назад

    Yea

  • @kamilmalach6383
    @kamilmalach6383 18 часов назад

    Congratulations!

    • @jermergerg
      @jermergerg 18 часов назад

      Thanks man! You've been there from the start! Appreciate you :)

    • @kamilmalach6383
      @kamilmalach6383 18 часов назад

      @@jermergerg And I'll stay for a long time! Good luck on future projects and vids!

  • @jermergerg
    @jermergerg 19 часов назад

    Just a few clarifications! Q: Am I saying these attacks are unfair/unreactable? A: No. Q: Am I criticizing Elden Ring? A: Definitely not--I tried to be as explicit about that as possible in the video. Q: Aren't these attacks part of combos? A: They can be. The point of this video is not that they are random, simply that they are rapid and deployed at close distance. Q: Are you forgetting that other games have fast attacks? A: Of course not. I point out that other games have fast attacks; I also point out why, in my opinion, they function differently in ER than in previous games.

  • @rizuki9983
    @rizuki9983 19 часов назад

    I had practiced no hitting some of these bosses. The IIA are there to make attacking the bosses from neutral unsafe, so the only safe opening are the Boss attack recovery but some of the attack recovery is very fast that they immediately go back to neutral (unsafe) , so you need to know which attack is safe to punish and avoid the IIA. I'm a pretty sure the crucible knight fast tail is not an IIA but a combo extension (similar to Margit dagger). They have like 90% chance of doing it as combo ender. The tail is the safest attack to punish and attack you would want to bait out. Overall I have no problem with IIA. I think most of them can be avoided or reacted, the only IIA I think that is way too fast and unfair is noble presence.

    • @jermergerg
      @jermergerg 19 часов назад

      All good points! I would only point out that I did not claim the IIA's are not part of combos :) That said, I've no-hitted the Crucible Knight and fought him like a billion times, and while the tail swipe is a followup attack, it's not deployed every time, so it can be a bit difficult to predict.

  • @BabushkaKing
    @BabushkaKing 20 часов назад

    I really like them when they are used as a positioning tool. For instance, a tailed boss having an IIA where its tail swipes you, to force you not to circlestrafe around it. My least favorite IIA in ER is the Godskin Noble's bellypush. God dang it feels impossible to avoid, and is used where I am most comfortable attacking them.

  • @Arfadoz
    @Arfadoz 21 час назад

    I don't understand your point. DS3 boss have higher speed attacks from a neutral state, and it's usually yet another swing with a higher speed. Every attack in this video is visually different from the rest of their moveset, and have a unique sound clue. In Crucible Knight case, he always does it as a follow-up, so you'll be expecting it, making it easier to dodge (or jump if you're feeling brave). That's why it's the only one of the three that does relevant damage. This also applies to Godskin Noble's "noble presence". Death bird attack is a positioning thing, he will do it if you are at mid-range, not if you are glued to him attacking the body. The only attack in the game that is equally fast as some attacks from DS3 bosses from a neutral is the double swing to the left from Godskin Apostle. It requires instant reaction and two perfect rolls, but at least it's the only attack that he does to the left, so it's no THAT bad to react.

    • @jermergerg
      @jermergerg 21 час назад

      Hmm I think maybe there's some miscommunication. My point is not that no enemy has had fast attacks before, it's about fast attacks in complicated patterns up close. The Crucible Knight's tail swipe, for example, is a followup, but it's not a followup to every move. He does it sometimes, but not always. The Deathbird certainly does his scream attack up close, I showed it in the video.

    • @jermergerg
      @jermergerg 21 час назад

      I also didn't say there's no cue for these attacks. In fact I explain the cues in detail! But I also document that the time between the cue and the incursion of damage is half a second.

    • @Arfadoz
      @Arfadoz 20 часов назад

      @@jermergerg Saying that they're "instant attacks" just hurts the image of ER. None of that is instant, and they aren't even that fast. Instant is Oceiros shitty charge attack in phase 2, fast is Gwyn unbalanced sword swing. Every attack in this video is perfectly balanced and good for the fight, even ODK fireball.

    • @jermergerg
      @jermergerg 20 часов назад

      @@Arfadoz Dude I didn't say it's unfair a single time! I love Elden Ring, and I think it's perfectly reasonable to say that attacks that require half a second to react to without taking damage are functionally instant. I showed footage of me successfully reacting to them. The fact that extremely rapid attacks at close range in complicated move sets exist is not a criticism of the game, merely a feature of the evolution of combat. People who want to use that to hate on Elden Ring are already haters of Elden Ring.

  • @BBQcheese
    @BBQcheese 22 часа назад

    In almost every case I think this is actually a really good addition to most bosses. Thing is that these types of attacks exist to punish you for attacking in nuetral, being overly greedy and/or just having bad positioning. I've seen some comments from others in here saying that perhaps they should be more reactable but that negates the entire point of the attack. Take Godricks whirlwind for example as it's been used by several others here, the point is to gain an understanding of his kit get in and punish during his windows and then get back out to mid range again. This prevents the player from doing things like just circle strafing to the bosses back constantly. This is the case with a lot of these types of attacks. To bolster my point I can link a clip of me absolutely dumpsering old demon king SL1 hitless in about a minute on the first try after not playing DS3 in years. This boss desperately needed an attack like Godricks whirlwind because as is you can just get under him and he can do nothing to stop you. I've made this point before but I think it highlights the issue quite well. A boss that is a punching bag is no fun imo. They need mechanics that force the player to deal with their kit. These attacks can come in other ways as well though. If we look at Morgott the first slash from his helicopter move comes out absurdly fast, in fact I do think it's unreactable, you have to roll preemptively to avoid it, however it's a consistent follow up in a dedicated combo flow chart so you know exactly when he's going to do it. These are entirely fair imo as they are consistent and learnable. Then you have bosses like Radagon. He has moves that are incredibly fast he can do from neutral like his stomp and thrust which exist to punish greed and attacking in neutral. He also has mix ups like his shotgun spray attack that are even faster but it's only ever a follow up to a different move that is extremely telegraphed. These types are the hardest for me to deal with personally but I also have to admit that it feels incredibly rewarding to learn them. And at the end of the day this is what it comes down to though... Do we want every attack to be sight readable and reactable the first time we see it? I'd argue no. Aso that this is a standard that doesn't really apply to most of Fromsofts games especially since Bloodborne. This is not something unique to ER and it's heavily present in Bloodborne and DS3 also. Bosses like Ludwig, OoK, Maria, Dancer, Champion Gundyr and Soul of Cinder all have attacks like this. These games are meant to be about learning through failure, trial and error is the entire point. Obviously, the degree to which a person finds trial and error to be enjoyable is going to be different which is why the game itself has an enormous amount of tools which can alter this dramatically. One thing that annoys me is how people make this argument that you need to either cheese the game or struggle for many hours. This simply isn't true. People act like there are no spirit ashes that exist aside from mimic and tiche, or that you must have a completely broken bleed build or be naked with a club and there's no in between. There is no nuance in this discussion and it's absurd to me. ER offers you so many tools to dial in the difficulty in a way that appeals to you but everyone just ignores them and complains. At the end of the day I love ER bosses and while they're certainly not perfect neither are any of them across the entire series. Yes, they are very difficult to learn if you want to play solo, melee only, no ashes of war ECT and never trade. However, the trade off there is that they are MUCH better to return to at least for me. These flights remain difficult to execute even when mastered which is great for replayability. It's also incredibly satisfying to learn, overcome and become consistent with something that previously felt nigh impossible which is the literal point of these games.

    • @jermergerg
      @jermergerg 22 часа назад

      I agree, I think the struggle for mastery with Elden Ring bosses is one of the things that draws me to the game!

    • @BBQcheese
      @BBQcheese 21 час назад

      ​@@jermergerg It can be incredibly frustrating at times but if I'm being honest that has just been then case with these games for me in general.

  • @rhythmmandal3377
    @rhythmmandal3377 День назад

    I hate the mechanics of this game. Yeah they can do this bullshit from neutral when you attack, great job from punishing players for just playing the game.

    • @BBQcheese
      @BBQcheese 21 час назад

      Attacking in neutral has always been a shortcut to the bonfire...

    • @rhythmmandal3377
      @rhythmmandal3377 21 час назад

      @@BBQcheese what???

    • @HeyTarnished
      @HeyTarnished 17 часов назад

      @@rhythmmandal3377He means it’s a stupid thing to attack most bosses from neutral as they’ll most definitely start their attacks/combos before you in all of Souls games, it’s not a new thing in Elden Ring, it’s mind boggling seeing people it right now noticing like it’s a new thing.

    • @rhythmmandal3377
      @rhythmmandal3377 15 часов назад

      @@HeyTarnished here is the biggest difference between ER and other games chum, in ER the enemy attacks from neutral with god like omniscience (because of the stupid input reading). And it's fucking disgusting when you consider the enemy fucking runs the fuck away after performing long as combo chains one after another. In the previous games the bosses wouldnt insta punish you for trying to attack. ER just feels horrible to play.

    • @HeyTarnished
      @HeyTarnished 12 часов назад

      @@rhythmmandal3377 Bosses don’t insta punish you for hitting, where the heck did you get this? This is factually incorrect information. Also they don’t run away from you at all if you kept being aggressive against them, well except Elden Beast.

  • @Beegyoshi000
    @Beegyoshi000 День назад

    Am i the only one that thinks midair is c teir

    • @jermergerg
      @jermergerg 22 часа назад

      If I've learned one thing from running this channel, it's that no opinion is *truly* unique :)

  • @lolly8873
    @lolly8873 День назад

    what would you classify the burial guard dog slam attack as it is well telegraphed but attack itself is too fast to blindly react and requires seemingly a 6th sense to dodge.

    • @jermergerg
      @jermergerg День назад

      tbh you're right it's pretty fast, but as you said it's very well telegraphed, so I think it's a regular attack that just has weird timing you have to learn.

  • @praised_goodness
    @praised_goodness День назад

    from 2:25 to 3:20, i dunno why but you seem to stutter more than normal there like if you are worried about something regardless great video ngl, good analysis

  • @joedohn9238
    @joedohn9238 День назад

    I think IIA is good or bad depending on how they are implemented. From my experience, these types of attacks serve the purpose of punishing careless aggression and require the player to respect the boss's neutral after an opening. Many of these IIA are positional based, and I think these are the most intuitive to learn and deal with. In the DS3 there is Demon King with his combustion when you are in front like in the video, but there are also Dancer with her quick slap attack in phase 2 when you are sticking to her right side and Champion Gundyr's kick when you are behind him. In ER, there is Radahn double sword slam when you are right in front of him, Fallingstar Beast's hind legs stomp when you are to its side, etc. While these attacks are quite fast, they only occur under specific circumstances so after being hit several times under similar conditions, pattern recognition will identify these attacks and intuitively learn how to avoid them. The more "arbitrary", the one that can occur regardless of your position is a bit more problematic in my opinion. Many of them are not quite unreactable necessarily, especially when you are expecting them, but their being position-independent removes an element of predictability; thus, making them more random and much more of a guessing game. The thing that makes this guessing game somewhat fair is that these attacks are often very weak, visually distintive from other attacks, and the boss will rarely spam the IIA one after another so after you see 1, you don't need to guess it again for the next few openings. Still, I refer to the more position-based IIA since those attacks can just be avoided like every other attack instead of the arbitrary one where you have to specifically put aside some of your neurons for that one specific attack just in case it happens. It is generally not a deal breaker for me but can be quite annoying when I happen to forget about it for a split second and get hit because I was being over-aggressive.

    • @xsubzerox3412
      @xsubzerox3412 День назад

      Yeah, wanted to share the exact same thought, my fav instance of IIA is godskin noble, in their second phase they have an instant belly launcher u can't react, literally, I don't think u can react to it. But its completely predictable as he will only do it after he's in neutral and checks if you are right up in front and near him, so it's a fun game of constantly being on his sides or behind him and avoiding staying in his front outside of punishing his wiffed attacks and then instantly rolling back or to the side.

  • @epsilon1372
    @epsilon1372 День назад

    I think its important to make these attacks visually distinct from other attacks. If an IIA, as you put it, is just another sword swing on a boss with 12 sword attacks, it can be really annoying. But if the attack has a very distinct visual cue that contrasts it from the rest of its move set, its way easier and also more fun to learn how to dodge it. It feels like the boss having to resort to a quicker ability (like the crucible knight tail swing and the zamor ice explosion) in order to catch you off guard rather than just a faster normal weapon attack

    • @jermergerg
      @jermergerg День назад

      That's a great point about how visually distinct they are from the other attacks!

    • @austin0_bandit05
      @austin0_bandit05 День назад

      Thats actually a good point. I had trouble recognizing Godrick's whirlwind for the longest time because its such an unassuming movement and blurs into the rest of his attacks.

    • @epsilon1372
      @epsilon1372 День назад

      @@austin0_bandit05 yeah i cant say for sure if that attack is truly inreactable like some say, but having a more obvious animation that stood out would make it less of a nuisance and honestly probably a cooler attack

    • @austin0_bandit05
      @austin0_bandit05 День назад

      @@epsilon1372 The number of "god damn its" it got out of me on my hitless RL1 is actually silly. He's really easy to hitless but there were several times where id miss the tell and have to start over 😂

  • @archer3813
    @archer3813 День назад

    I really hate when a really big enemy doing this. *I talk about you Midir.* How the f*ck I react when the hint didn't appear on the screen?! Damnit Fromsoft Cameraaa!!! Please gives option to scroll away againts those gigantics.

  • @carlschrappen9712
    @carlschrappen9712 День назад

    I've always considered these attacks to be "overcommitment checks". They can be done from neutral, these are typically the fastest attacks a boss has, and are identified by determining what the smallest safe opening against that boss is. They limit how big your punishes can be, because you always have to keep your punish short enough to not get caught by an overcommitment check when you're stuck in an animation, even if you'd be safe in the did one of their many other slower attacks. The Ancient Hero of Zamor's frost ball attack is a great example of this. Even if the punish you're going for would be safe against all his sword swings, you have to keep it short enough to not get by the frost ball on the off chance the Zamor Hero decides to do that attack after recovering from the attack you're punishing. Malenia's Waterfowl Dance and Manus's 5 five hit combo are an example of a different style of the overcommitment check, where you have to be a certain distance away from the boss by the time the attack starts-up to be safe. They accomplish the same thing, limiting what punishes the player is safe to commit to, but are different mainly in how much damage they do. They demand the player respect them, even if they are uncommonly used attacks. Because if the player is caught getting greedy once, that's most of their life bar gone.

    • @BBQcheese
      @BBQcheese День назад

      👆 this 100%

    • @austin0_bandit05
      @austin0_bandit05 День назад

      I think the problem with rationalizing them as over-commitment attacks is that such attacks already exist without being nigh unreactable. More often I see them swing the pendulum too far one way. Between over-commitment and no commitment at all. You might commit to a swing at any point and be caught mid animation. It becomes a negative reinforcement. Its a game of guessing rather than anticipating. Also worth considering that this greatly reduces maximizing on superior positioning. Some ashes of war for example are very slow but do huge damage. But being subject to RNG and getting caught by one of these attacks. This applies least to Crucible Knights because they only use the tail whip after specific attacks

    • @carlschrappen9712
      @carlschrappen9712 День назад

      @austin0_bandit05 Most over-commitment attacks aren't unreachable. An over-commitment attack is whatever the fastest attack a boss can use to punish getting greedy. Most bosses throughout all the Soulsbourne games have plenty of safe openings in spite of thier over commtiment attacks, you just need to not get greedy. Off the top of my head, the only ER bosses that have over-commitment attacks that are too difficult to react too and invalidate alot of otherwise safe openings are Godskin Apostle and phase 2 Godskin Noble.

    • @austin0_bandit05
      @austin0_bandit05 День назад

      @@carlschrappen9712 I agree most over-commitment attacks arent unreactable. And to be fair I said "nigh unreactable" not "unreactable". I mentioned this in a different comment but its a treacherous line to toe between what is humanly possible to react to and what isnt. And that number drops significantly in the context of a fight where you are performing inputs, paying attention to different things (hp, fp, the Death Bird's staff, Death Bird's head, etc), and in the heat of a battle. I think there's also a case to be made for the context of the moveset or fight. Or even how fun it is. I think a good example of where the cracks begin to show are an attack like Godrick's whirlwind. An attack which is 100% reactable but idk if its reasonable. I think the number of people who believe it actually is unreactable is pretty telling. It comes out fast and has an almost unnoticeable telegraph. In other words Algebra is possible to do but that doesnt make it fun. Bottom line I think a lot of these attacks end up being more annoying then fun. More unreasonable than reasonable But really I take more issue with that it can catch you mid animation before its telegraph even begins. Aka Death Bird does attack -> I swing -> Death Bird uses screech and I get caught mid animation. Even if its telegraph started before I pressed R1 the reaction time would be even shorter but its too late because I'm already committed. But im not married to this opinion. You'd have to show me a specific attack because implementation and context is everything. Ie I defended the Crucible Knight tail swipe

    • @carlschrappen9712
      @carlschrappen9712 День назад

      @@austin0_bandit05 Fair point. I can react to Godrick's Storm Assault, but it took me 10+ playthroughs to get to that point, so I can see where you're coming from.

  • @austin0_bandit05
    @austin0_bandit05 День назад

    I know its not the topic of the video but I have to comment on the bit about delayed attacks. I was one of those people. But we arent anti-delayed attacks indeed I loved Namless King. DS3 bosses have been described as a dance where you enter a sort of flow state (Gasl being the epitome of this). For every delayed attack you inject a hop and a skip into the dance. The flow is brought to a screeching halt because know you have to work against to flow. This isnt bad! Indeed Mohg has a certain flow to him once you understand his moveset. But what this means is that the player needs to be more intimately familiar with the boss's moveset than ever before. In DS3 to a certain extent you could just "react" to each consecutive attack. To an extent you could brute force a lot of the DS3 bosses without knowing their moveset perfectly. This isnt true of ER endgame bosses. And so every boss becomes a roadblock rather than a speedbump. Which wouldnt be such a problem if the endgame bosses weren't just one after another after another. You could fight Morgott, Fire Giant, Godfrey, Radagon, Elden Beast almost sequentially. Tldr: ER boss design isnt bad but Id hate to only have these sort of bosses for the foreseeable future. I want more Gael-like bosses. The flow state is a different sort of fun. But in regards to the topic. I think like most things it depends on implementation. As you mention some of these attacks are borderline unreactable or totally unreactable for some totally unreactable. My first thought (in regards to the deathbird) is that even if they are reactable between the time the attack starts to the time it follows through is faster than certain attack animations. Meaning it could telegraph when you're already stuck in an animation. So much for reacting to it. The Crucible Knight is better because it can be ANTICIPATED. It only comes after certain attacks. The downside is twofold. 1) Now you have the boring chore of identifying and memorizing which attack it will chain from. The more complex the boss the longer the checklist of tedium. Funnily enough goes back to my previous point about Gael and DS3. The less obvious whats happening, the less apparent it is to the player what they're doing wrong and how to respond to it. Hence player frustration. 2) Also much more minor is the animation chaining. I remember being endlessly frustrated by the tail whip because it would always catch me mid animation. And I think part of the reason is because its effectively a chain combo but visually the Kight will do an attack - return to standing neutral for just a second - before going into the tail whip. So from the players eyes it looks like two distinct attacks where the tail whip just randomly decided to start at that moment like it was RNG. I think it would be conveyed better to the player as one continuous stream of animations. Honestly it makes it sound like I dislike Crucible Knights but tbh they're better than most DS3 bosses 😂. And this point is rather nitpicky. Lastly, as you point out these attacks are nearly unreactable. In regards to difficulty, is this the line we want to toe? Godfrey doesn't have any particularly fast attacks but was one of the hardest for me. Malenia is fast but I never felt unreactable. I think if players are persistently failing to evade certain attacks then maybe we need to reevaluate. I think if it can be ANTICIPATED is key for these sorts of attacks because the closer we toe that line between what is reactable and what isnt the more frustrating bosses will be.

    • @jermergerg
      @jermergerg День назад

      Fantastically said! Thanks for sharing your perspective! I'll be thinking about this for some time! For me, I don't really mind learning boss move sets at such a granular level, but it's definitely substantially different in nature from combat in previous games. I think something that combines elements of each game would have really exceptional and consistent combat.

    • @austin0_bandit05
      @austin0_bandit05 День назад

      @@jermergerg And you just nailed why there's a lot of bickering about ER's design philosophy. You play for the challenge of mastery. Whereas for another player the boss roster can derail the pacing foe them. I think it is indisputable that ER bosses require more of the player than any previous souls-likes which is why you see a lot of player appreciate ER more on a 2nd playthrough. 1st playthrough your ego is at stake and also a drive to beat the game and do all the things.

    • @jermergerg
      @jermergerg День назад

      @@austin0_bandit05 I've thought the same thing! It's really about what you want out of these games.

    • @joedohn9238
      @joedohn9238 День назад

      Delayed attacks can be a hop if you choose to dodge them. However, many of the delayed attacks in ER often encouraged you to do something else other than dodging in order to avoid them. Margit's and Morgott's delayed attacks can often be strafed for huge openings, same thing with Mogh's delayed blood explosion, and Radagon's delayed hammer wave. Fallingstar Beast probably has my favorite delayed attack in the form of a delayed tail swipe, which you can jump over to avoid while also dealing damage via a jump attack. All of these delayed attacks, if you choose to time your dodge, will certainly feel like a screeching halt as you have to stop the flow to wait for the attack to connect; which can be frustrating for reasons you are quite familiar with. But if you do something like strafing and jumping, it will just flow like every other boss as you are actively avoiding the attack via doing something, instead of passively anticipate when to dodge like you are baiting a parry. This principle of delayed attack often transfers as well so it is not like you have to spend many hours to deal with one specific attack, just learn to deal with a couple and apply the principle to other similar delayed attacks. Altho, I must admit there are some very frustrating delayed attacks, most of them are command grabs like the omen's grabs and that one Hoarah Loux's grab that I swear has different timing depending on your distance from him.

    • @austin0_bandit05
      @austin0_bandit05 День назад

      @@joedohn9238 I dont disagree with anything you've said. My comment isnt anti-delayed attacks. And yes, I maximize on several of the openings you mention. Tbh this is usually the response I get. "Dont play it like its DS3". I understand the concept of positioning in fact its one of my favorite things about Elden Ring. I am merely making a case for not abandoning what made DS3 great. Id like to see bosses that take after both.

  • @trenchmouse2438
    @trenchmouse2438 День назад

    I wouldn’t mind them if they also weren’t heavy damage dealers. I think a quick ‘back off now’ type of attack should also have low damage. Not usually a problem in NG but when you go higher, it can get bad. It’s a good thing that nearly every attack in ER is react-able, but the few that aren’t as, like the ones you highlighted, are really noticeable as a result. Though I think for Zamor warrior I have more trouble with their double slash jump away move.

    • @jermergerg
      @jermergerg День назад

      The double slash with the diagonal aerial whirl in the second phase of Zamor is a *complete* nightmare!!!

    • @austin0_bandit05
      @austin0_bandit05 День назад

      I have to second the bit about the Zamor double slash 😂. Hate those fuckers

    • @kurenian
      @kurenian 18 часов назад

      Or perhaps deal solely knockback and no damage

  • @jermergerg
    @jermergerg День назад

    Let me know how you feel about IIA's in the comments below! Do you think they're a positive evolution or a negative one, and why?

    • @lanzie123
      @lanzie123 11 часов назад

      neutral for me

  • @3DCommando
    @3DCommando День назад

    Yeah I needed a summon for James Pontiff Sullivan

  • @austin0_bandit05
    @austin0_bandit05 2 дня назад

    Ahhhhhh parrying is cheating! Still a great feat though! Great shit!

    • @jermergerg
      @jermergerg 2 дня назад

      Parrying is allowed on my playlist rules haha but thanks for the kind words man!

  • @aayushdasgupta9754
    @aayushdasgupta9754 4 дня назад

    The thing about parrying pontiff is that his blue sword attacks are not parriable. And that makes no sense and I love it. It forces u out of the just stand in his face and parry strat. That is why I feel parrying Pontiff is not as cheesy as say Gwyn. A mix of parriable and unparriaable attacks mean u need to learn both parry and dodge timings.

  • @yanneves5718
    @yanneves5718 4 дня назад

    congrats!!

  • @nayyarrashid4661
    @nayyarrashid4661 5 дней назад

    Regardless of what tier each boss is there is one thing common to all. They are all very memorible whether it is for the design, lore or attack pattern learning curve or the overall difficulty. If all of the souls community were to come together I am pretty sure everyone of us will have something to say or a story to tell about what they thought about the boss or how they mastered it or merely made it out alive. This is something I didn't feel as strongly about the Elden Ring bosses. The bosses in this game are absolutely the highlight (and half the reason for them to exist is Bloodborne.)

  • @nayyarrashid4661
    @nayyarrashid4661 5 дней назад

    Halflight is annoying but PvP aspect is pure cancerous. I don't think From Soft has made a mandatory pvp centered boss which is fair. The Monk and Halflight both are bullshit but I still find the PVE fight much better than an actual player. Also Patches is available for summon and there is every reason to summon him. This is his last appearance in Dark Souls trilogy and Halflight's painting guardians are equally as stupid as Halflight himself.