VXIII said:
I disagree with that. Bosses attack patterns are well program. Positioning is a key part of the combat. You distance from the boss triggers different attacks. The player might not be able to predict it the first few times. Trials and errors is a big part of the design, true. After building your knowledge the victory would be such an achievement. It also depends on you character build. A swift, light build can roll-dodge any attack. I mean it. Heavy build can block the attack given enough Stamina and a big shield. |
For the first DS game that wasn't the case for several bosses. In order to survive against one of Seth's area attacks for instance you had to stay completely close to him, but the natural instinct is to move or stay as far away as possible. Why would you even consider this option in the first place? You'd have to get lucky and think "Eh, I don't care let me just restart..oh what!? I'm alive!" This was a simpler instance of logic in this game too compared to the two below.
There was this one boss, the bed of chaos. He would swipe his hands across this area just fast enough that you needed to jump off the cliff and into this small narrow path to get to the area needed to kill him, but the thing is there's no indication that you would even need to go jump into this pit. You can't see how it would be important until you actually jumped into it, so why would you consider it? Ceaseless Discharge also had this weird method of killing him, for some reason he dies if you get him just close enough to the entrance, attack him once at a specific moment and he...falls even though he's standing. Wut?
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