Message from @Dr.Wol
Discord ID: 503330518088024085
hell, even DS2 had the thing where with the right setup you could just almost oneshot most bosses with some spells
For still others, maybe you dodge in a particular direction
You also only have to repeat when you're doing badly
but I have yet to see any other game do bosses consistently as good as dark souls
theres that dark souls copy game, Lords of the Fallen
If you're doing well against a new boss, you're likely figuring out how it works
didn't everyone hate lords of the fallen?
find me a game that does bosses better than dark souls
I think it was generally thought of as a satisfactory tide-over
Wonderful 101
You'd probably have ot restrict that to RPGs
I have fond memories of e.g. Metroid Prime bosses
>Platinum Games
not even fair
But the necessary principles there are really different
still, the same things that you could criticize dark souls bosses for could also be applied to games like Metal Gear Rising
Enemy design generally
Lords of the Fall was legit what i said though, and due to its similarities to dark souls i generalise any such games the same,
Its about just dodging around until you understand the boss's standard pattern and then just attack during that 1 build in flaw
Most enemies are always designed with deliberate spaces for them to be vulnerable to the player
You can also do the inverse
Attack until it's dangerous
thats the premise of Serious Sam 😄
what's wrong with that design doctrine?
should fighting a boss be a random chance of success, or a challenge that can be learned and overcome?
dark souls is very much like a dance
theres a difference between a challenge to overcome, and
"Oh he's about to be vulnerable"
dark souls doesn't have hyper armor for bosses
they're always vulnerable to damage
yes but you'll get punished for recklessness
if you maneuver out of the way during their attack you can hit them whenever you want
DS2 even gave you extra damage for this
so you shouldn't be punished for recklessness?
You should be, but thats not the point
Blitzcrieging the boss trying to deal more damage to it than it can do to you in the same timeframe should be punished
but it shouldn't be a waiting game
which was my experience with it atleast
that makes no sense
should you be able to attack the boss while it's attacking or something?
I don't understand how you would do bosses differently
i'd give the bosses more abilities, and methods/chances to surprise/counter you
And make them feel like you're on an even footing, but can't properly learn their method of attack
such a thing would be impossible to program
you need to make animations, line up hit detection, and pre-program AI
sooner or later, people are going to learn the pattern, and it will become a dance that can be learned
what you've just described is what only PvP can do
and even then, with a limit
because there IS a limit to the tools that can be used by the player
Nah it wouldn't be impossible to program,
It would require a lot more work yes,
But you can easily design such systems where an enemy can switch its attack half-way and have a selection of attack choices or so
but there would ofc be flaws to it
Dark Souls 3 kinda does that
enemies will slow down or speed up their attacks seemingly randomly to throw off players
stuff liek that yeah