spemanig said:
Things like interrupting a boss mid attack to stun them and create an opening is what I really want to see in Zelda bosses. You don't need to do that, but it would limit your effectiveness if you didn't. Options. With recent Zelda bosses, there's always only one way to defeat them. In the Souls games and Bloodborne, there are many. Since bomb arrows are confirmed, let that be a way to stun large bosses. If you are able to score a hit on them while they are attacking, then they become dazed temperarily, opening them up for a follow up, however the bosses actually are smart enough to dodge obvious attacks. Same with the sheild bash. If you can block a powerful hit, there's a chance you can daze the boss, but they can also punish you by knocking you off your balance if you abuse it. The parry system in WW would have been so much better if there were no visual cue. If you could only parry by paying attention to the way your enemy telegraphs an attack and also the alert sound, it would have felt less cheap. Also, they should have had you manually attack the enemy after you parry rather than it simply being automatic. Press A to parry and then time pressing B correctly to successfully execute the counter attack. But yeah, the boss fights in Dark Souls are awesome. |
I totally agree with all of this! That's what I'd like to see from bosses, but also to a certain extent, to smaller foes as well.
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