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Anonymous No.723068860 [Report] >>723069001 >>723069706 >>723074898 >>723080534 >>723081140 >>723084035 >>723084247 >>723087178 >>723087503
Soulsisters... How do we defend this when people hate silksong's double damage so much?
Anonymous No.723069001 [Report] >>723069287 >>723069389 >>723076021
>>723068860 (OP)
i simply blast the boss with my 9 VIT 99 INT character as soon as i walk in the doorway
so what if i'm using NG7 damage on a NG level threat
if from soft didn't want me to two shot a boss they wouldn't have put me in front of it holding that staff
Anonymous No.723069287 [Report]
>>723069001
Life's what you make it. Can't escape it. Same thing with difficulty in games.
Anonymous No.723069339 [Report] >>723069461
Have you tried dodging in time?
Anonymous No.723069389 [Report]
>>723069001
I fvcking kneel
you BEAT the game
Anonymous No.723069461 [Report] >>723069701
>>723069339
>Just play perfect the entire game
I'm sure you did, anon. Every playthrough. Upload your next no-hit playthrough and post it
Anonymous No.723069469 [Report] >>723069568 >>723069642 >>723070305 >>723073695 >>723074316 >>723074436 >>723076737 >>723084115 >>723087486
I think pressing a button at the right time to avoid damage is a bad mechanic
Anonymous No.723069568 [Report] >>723076737
>>723069469
only if positioning isn't involved.
Anonymous No.723069642 [Report] >>723070047
>>723069469
>I think my character moving without me pressing anything and then getting punished for it is a good mechanic
Anonymous No.723069701 [Report]
>>723069461
So that's a no then?
Anonymous No.723069706 [Report]
>>723068860 (OP)
why the stamina bar didn't change?
Anonymous No.723070047 [Report] >>723070471
>>723069642
Retard
Anonymous No.723070305 [Report] >>723072839 >>723079420 >>723081007 >>723088161
>>723069469
I'd rather play games where your defense is more active to begin with or tied to more stronger defensive play beyond just rolling, parry or I-frame oriented dodging alone. Examples could include:
>Most DMC and other character action games.
>Most Team Ninja games
>Space Marine 2 armor management
>3-dimensional movement options (Armored Core etc...)
And plenty more. I've just grown heavily fatigued by most roll/stamina oriented games solely because the formula hasn't really innovated much since the Dark Souls days.
Anonymous No.723070471 [Report] >>723070581
>>723070047
>4chan pass for 12 years
>Calls anyone a retard
Anonymous No.723070581 [Report]
>>723070471
>poorfag doesn't understand how the website works
Ouch!
Anonymous No.723072839 [Report] >>723074580
>>723070305
that is precisely the reason why i like hollow knight and silksong so much. Having a vast adventure game that *actually has its own fucking combat* and is devoid of dumb iframe or one-button defense combat is somehow so rare. Bonus points for no shitty estus and almost nothing about iframe dashes

I actually really liked Sekiro because it didnt feel this way and i, mistakenly, thought it would send action vidya in a better direction:
Back then it felt fresh, the one-dimensionalness of the parry was nothing compared to the coolness of enemies actually clashing backwards with you and some incentives to constantly try to be offensive towards the enemy in the basic back-and-forth thing, and still encouraging some sick hitbox dodges so you land some OP prosthetics
So i was like, hey, maybe developers will now having enemies that actually clash and defend against the player, maybe they will build on top of this system and start making some more dynamic forms of defense, maybe they will make posture more dynamic or add some new layer to it like For Honor/KCD style directional blocks...
I was so fucking wrong nigga. Now EVERYONE and their mother just makes an extremely shallow "press 1 button to invalidate attack" deflect system that is even more brainless than rolling.

>because the formula hasn't really innovated much since the Dark Souls days.
this is the one part i dont entirely agree with:
Elden Ring added so much more about jumping and ducking under attacks, guard counters, stuff like that, which is a cool step in the right direction. But its baffling that everyone aping them refuses to add any of these fancy mechanics and just sticks to one-button shit
Anonymous No.723073695 [Report] >>723075297 >>723075428 >>723086226
>>723069469
>I think pressing a button at the right time to avoid damage is a bad mechanic
You cracked it lad, good job
If defence is only a timing check then there isn't enough going on in your game to make defence interesting. It is also very awkward to make "Press button at right time" HARDER without either making it bullshit precise or making the animations deliberately misleading. Which is why you're now seeing so many soulslike boss animations which have off-beat delays that are timed 'wrong' on purpose so you can't judge the timing by watching the animation. If your whole game is pressing the button when the thing happens there is no other way to challenge the player

What people should be asking for are more interactions with movement and spacing, more defensive tools which are situationally useful and more interaction between offense and defense instead of parry either giving you offense for free or being the offense itself. To fix this you need more limitations on the player and you need parry tools to be weaker, because if you can instantly nullify any attack by just pressing one button at the right time then you don't HAVE to move or do anything other than press the button at the right time.
Anonymous No.723073769 [Report] >>723074567
>dodge backwards, space out the attack entirely
>dodge to the right, barely avoiding the attack
>jump and attack, because it's not an overhead
>run to the left
>crouch right next to the boss, somehow avoiding getting hit
>do the lying down emote, avoiding the attack entirely
>block with a shield
>use magic or bows to fight
>summon a spirit ash
>press L2 until the boss dies

Elden Ring has its flaws but it has the most extensive combat of any action-RPG. I think it's too complex for an RPG in fact.
Anonymous No.723074316 [Report] >>723086454
>>723069469
>waking back is a bad mechanic
>dodging into the attack with iframes is a bad mechanic
>dodging away from the attack with iframes is a bad mechanic
>blocking an attack is a bad mechanic
>parrying an attack is a bad mechanic
>experiencing gameplay is a bad mechanic
Anonymous No.723074436 [Report]
>>723069469
Yeah, it really was the most annoying thing about E33. Very mechanically shallow, and it ultimately just made fights tedious and builds one dimensional.
Anonymous No.723074567 [Report] >>723074806 >>723075723 >>723075859
>>723073769
>crouch right next to the boss, somehow avoiding getting hit
You sound like you've spent too much time watching meme clears from content creators. While there are lots of things you can technically do in ER to avoid certain attacks the game itself makes no real attempt to indicate visually when you can do anything like this. Even jumping over attacks, something which should be a big focus in the first souls game with a real jump button is very unclear and inconsistent, with a handful of exceptions like ground slam shockwaves. If the player can't look at the attack and figure out that you could jump over it / duck under it / sprint around it based on the animation work then you're kind of taking the piss if you praise this as a variety of defensive options

Real players aren't going to retry bosses endlessly to figure out the massive AI flowcharts and test crouching/jumping/sprinting in and around different sequences from different positions just to figure out what might work. This shit should be visually intuitive.
Anonymous No.723074580 [Report]
>>723072839
Yeah, for as much shit as Fromsoft gets, the problem with Soulsclones isn't because of From, it's from the imitators who are actually providing a lesser, devolved experience. There is a lot more complexity and depth in the offerings that From provides that others just aren't.
Anonymous No.723074806 [Report] >>723076157
>>723074567
that jump its another iframe button with a jump guardcounter feature
Anonymous No.723074898 [Report] >>723075298
>>723068860 (OP)
That doesn't happen. When you get hit all of the actions you queued up are instantly removed. The only way you can dodge after getting hit, is if you press the dodge button after getting hit, *aaaaand* after the short grace period where actions can't be queued. I such circumstances, the player is so incredibly slow, that by the time they pressed the button, the game was already awaiting their next command. That's not the game's fault.
The alternative is that you were mashing buttons in a panic, and didn't realize you pressed dodge again when the game was awaiting new command.
Anonymous No.723075297 [Report] >>723076013
>>723073695
>webm
that game had so much going for it but they completely fucked it up
too much of the combat is just a shallower version of roll souls, if you counteract it with cool abilities it just gets way too undeliberate. Its one of the worst examples of bad animations because they are made primarily around visuals rather than clarity so you get enemy weapons stretching far beyond their reach, janky instant acceleration or deacceleration, shit like that. Enemy tracking is also practically completely arbitrary because some attacks will 180 and some attacks cant even turn 30 degrees and its practically with zero distinction
They should have entirely cut out i-frame shit as the core way to defend and build the game around it. But alas theyre sinking way too much into graphics and tech that is killing their game to focus much on core combat
Anonymous No.723075298 [Report] >>723075529 >>723075542
>>723074898
>When you get hit all of the actions you queued up are instantly removed. The only way you can dodge after getting hit, is if you press the dodge button after getting hit
What do you think "dodge too late" means retard. There are multiple soulslikes which can buffer a dodge input from immediately after hitstun begins until the end of hitstun, giving you an extra unintended dodge, this is especially true whenever hitstun is short
Anonymous No.723075428 [Report] >>723076013
>>723073695
i forgot to mention one thing
>It is also very awkward to make "Press button at right time" HARDER without either making it bullshit precise or making the animations deliberately misleading
I think what you need is to just add more interesting systems on top of it.
Games could (and really should) invest into directional parry/block defense because it adds so much more room to make generic parrying/deflecting actually have meaningful differences across different enemies, different ways to provide challenge, and more ways to encourage you to do something like
>i wanted to block/parry this but the boss suddenly did something and now i suddenly decided to dodge it instead
>i want to try a dodge with my guard in this direction so i can counter two options with one action
etc
Anonymous No.723075529 [Report]
>>723075298
DS3 has a long ass delay before you can buffer a roll. It can outright fuck over people with fast reactions trying to roll an attack coming out AFTER they took damage
your video is someone constantly mashing roll for little to no reason
Anonymous No.723075542 [Report] >>723075624 >>723076327
>>723075298
What do you think "queue" means, retard? In your tard language, queuing an action is buffering an action.
You can't "buffer" a dodge immediately after getting hit. There is a small window of time where that's impossible. If you miss that window, it's because you are later than late. Which is your fault.
Anonymous No.723075624 [Report]
>>723075542
>There is a small window of time where that's impossible.
in earlier from games, you could outright roll almost instantly after taking damage and eat the buffered roll
in DS3, it kind of sucks because the window where you cant press roll is so obnoxiously large that non-reaction lets can outright have their conscious reaction roll presses ignored
in ER it seems to be more reasonable
Anonymous No.723075723 [Report]
>>723074567
>s the game itself makes no real attempt to indicate visually when you can do anything like this
youre both right and wrong, with some ashes of war that lower your hitbox real far it gets a lot more constant to pull this off against tall enemies. i managed to figure out quite a few of these when just fighting bosses normally
Anonymous No.723075859 [Report]
>>723074567
Streamers usually pick the most braindead strategies since it's their job, the meme runs are done by amateurs.
I mentionned things anyone can do without trial and error, having a summon to switch aggro and using spells ensures you don't have to deal with the boss moveset. My 1st playthrough was like that.
Anonymous No.723076013 [Report] >>723078054
>>723075297
>Enemy tracking is also practically completely arbitrary because some attacks will 180 and some attacks cant even turn 30 degrees and its practically with zero distinction
This but Elden Ring

>>723075428
>Games could (and really should) invest into directional parry/block defense
Directional defense already exists and it's called dodge. If you remove or greatly reduce the invulnerability on dodge then it matters which direction you dodge into, and now dodge feels like more than just a timing check.
You can keep timed block as an immediate option to cover the lack of invulnerability but you need to make timed block worse (than Sekiro) as an option so that just pressing the button at the right time doesn't become preferable to dodging at the right time and in the right direction. Dodge is the more interesting option in this example. The way you make timed block worse is just by giving it more recovery / higher stamina cost if you use it against "the wrong" attacks, where the wrong attacks would be big heavy hits that the game wants you to dodge out of the way of or jump over. So now you have different defensive tools you want to use against different enemy attacks in different situations but not in a Simon Says way where you can only press Y when the game tells you to
Anonymous No.723076021 [Report]
>>723069001
>if from soft didn't want me to two shot a boss they wouldn't have put me in front of it holding that staff
This is what people don't get. Blast the boss with spells, use ashes, abuse STR bonks, do whatever the fuck they want.
MAlenia is healing a % of her healt on each hit. Not even lfiesteal, outright healing so Anti-heal doesn't work. I ain't gimping myself over some internet anons, I'm destroying that bitch with all I got.
Anonymous No.723076157 [Report] >>723076568
>>723074806
Leg's hitbox is removed on jump, the upper half is still active. They simply wanted to avoid you getting destroyed because the sword grazed your feet.
Anonymous No.723076327 [Report] >>723076639
>>723075542
What kind of zoomer faggot needs an explanation for the term "buffer"? Shouldn't you be in school?
Souls games buffer dodge on ButtonUP so you can easily get situations where you press a button down as something hits you and then get the button release during hitstun to convert into a dodge even after you've recognised that the hit landed and don't want an extra roll
Anonymous No.723076568 [Report] >>723077368
>>723076157
In the network test, which was relatively late in development and after the animations for the majority of bosses and enemies would have been completed, jump was FULLY invulnerable for several frames after button press

They changed this after the network test, which means none of the content was designed around the no-legbox jump and I have to assume this is why nothing lines up visually. Because they weren't trying to do that when they made the animations
Anonymous No.723076639 [Report] >>723076949 >>723077314 >>723078153
>>723076327
Again, if you pressed the button after the small window of time where queuing is impossible, then you're later than late. It's not the game's fault you dodge THAT fucking late.

You cannot press, get hit, and then release for action.
You get hit, wait beyond the small no queue window, then press and release.

You're THAT fucking late.
Anonymous No.723076737 [Report] >>723082220 >>723082929
>>723069469
>>723069568
What's the alternative?
Anonymous No.723076949 [Report]
>>723076639
You can't just make up mechanics and fail to understand everyone you reply to then pretend you're right dipshit
Anonymous No.723077314 [Report] >>723078153 >>723080519 >>723084401
>>723076639
https://www.youtube.com/watch?v=vuanxLG_qPU
>Presses dodge 5 frames BEFORE he gets hit
>Gets hit anyway
>Character dodges after almost a full second
I await your reply, anon
Anonymous No.723077368 [Report]
>>723076568
Not everything is designed to work a specific way, tho I won't argue that jump and its mechanics were more dominant in the og idea of the game and FROM's balance is ass, and readding the hurtbox back also meant nerfing ground attacks (as most bosses suffered across patches) to compensate for the lack of air time invulnerability.

PEronally, I don't find the tools to fight back in ER to stand out too much in the sense that it puts me in a situation where I feel being damaged was bullshit, more often than not I can tell I parried/blocked late, dodges poorly or used the wrong dodge (jump/roll/move away) from the attack, and the little I found felt closer to a lack of time and polish to take every situation into account.
This isn't to say stuff like enemies dodging when any projectile is used, spam attacks or intentionally delaying an attack are good, but they're not the "it's ruined" many people claim to be, jsut things that needed mroe time in the oven.

Had we not have the network test and instead this hurtbox change be known due developer interviews, more people would praise it as a good design chocie rather than the afterthough it feels now. And due the nature of jump moving you across another plane rather than rolling, it is easier and faster to get away with tweaking attacks to be dodgeable or not, similar to how many attacks in DS3 were not tweaked to be dodgeable with the stomp WA, but they did anyway due the nature of the attack being dodged.
Anonymous No.723078054 [Report] >>723080972 >>723085175
>>723076013
>Directional defense already exists and it's called dodge.
i was talking about having to actually aim block and parry you dummy
also this makes these abilities care more about directional dodging, and it does not conflict with making blocks or parries timed
>The way you make timed block worse is just by giving it more recovery / higher stamina cost if you use it against "the wrong" attacks, where the wrong attacks would be big heavy hits that the game wants you to dodge out of the way or jump over
this is conceptually fine but it also sounds really simon saisy and canned in a way, and i think youre focused way too much on "reward" and less so the actual execution of the move in the first place. having relatively canned or flowcharty 'rewards' for responding to attacks is what usually leads to it feeling a little shallow once youre used to it in the first place. i think there are better ways to mix blocking and dodging

out of curiosity have you seen pic related?
Anonymous No.723078153 [Report] >>723080519
>>723077314
>>723076639
https://www.youtube.com/watch?v=faLtZv6tIWI
An example in Dark Souls 3
>Gets hit
>Rolls before getting hit again but can't because he's getting chained (not arguing this)
>Almost a full second later, his roll comes out
>If the roll didn't buffer and came out when he ACTUALLY hit it, he would have survived the attack
I await your response, soulsdrone anon. Thanks for proving my point that soulsdrones would defend anything in the game. Next thread I make will be about bosses input reading
Anonymous No.723079420 [Report] >>723080920
>>723070305
>most action games
>Team Ninja games
The worst examples you could have picked.
Anonymous No.723080519 [Report]
>>723077314
In this video, he presses and releases the button before taking damage. If his input HUD can be believed. We have to assume that the visuals of the HUD are actually synced with the actions of his recording. Which I don't really trust. However, it shows that the button press and release came before taking damage. Which means that his dodge couldn't have been buffered.

>>723078153
Hm, if I had to guess, I would say this is because he was guard broken. The state of guarding superseding the state of taking damage. So he buffered from a guard state, not a damage state.

>soulsdrone
Don't be tiresome anon. I don't defend every fromsoft decision. I just think you're wrong about this one thing. Try having an argument without collapsing into a schitzo heap for once.
Anonymous No.723080534 [Report]
>>723068860 (OP)
I never had an issue with stored rolls in DS1-DS3, but for some reason it happened to me constantly in ER. Did they change the stored roll timing somehow? Or were they designing attack patterns deliberately to provoke it?
Anonymous No.723080826 [Report]
>Developer's intended romance option is the best one
Anonymous No.723080920 [Report]
>>723079420
Why? Most of them involve quite a bit of defensive options and gameplay that isn't really around for most Soulslikes. Wo Long, Stranger of Paradise and Nioh 2 have multiple layers of defensive options built into their system mechanics and on the action game side of things you've got entries like DMC 3, 4, 5, Metal Gear Rising, Ninja Gaiden etc.
Anonymous No.723080972 [Report] >>723081325 >>723083529
>>723078054
>this is conceptually fine but it also sounds really simon saisy and canned in a way
Blocking already more or less works like this and nobody has ever suggested that Block vs Dodge is Simon Says. I'm just suggesting extending the same kind of distinction to timed blocks because the regular held block in Souls is too simple and doesn't have enough restrictions so it is either far too easy or far too useless with not a lot of middle ground.

I'm not talking about binary "You can't block/parry this" decisions. I'm talking about this webm. Timed block works, but you get blown back and have extended recovery instead of being able to instantly nullify an attack and hit back. If you remove the posture damage from this interaction in the webm then you have a situation where both dodge and block work, but dodging is "better" if you can make it work without your iframes
Anonymous No.723081007 [Report] >>723081479
>>723070305
>>Most DMC and other character action games.
>>Most Team Ninja games
I really don't know what you're talking about. In DMC and Ninja Gaiden, you mainly avoid damage by jumping and/or juggling enemies in the air. And in DMC, if you're a trickster, you have a dash with i-frames (though it's more for mobility and closing gaps than dodging). How is this meaningfully so much different or better than a Dark Souls roll?
Anonymous No.723081140 [Report]
>>723068860 (OP)
% based boss damage in most fights in elden ring already turned elden ring in "3 hits and you are dead" game basically exactly like silksong so i never got the bitching silksong got, i think its just a skill issue
Anonymous No.723081325 [Report]
>>723080972
>the regular held block in Souls is too simple and doesn't have enough restrictions so it is either far too easy or far too useless with not a lot of middle ground.
NTA but blocking in DS3 was unironically in a really good place. It was good enough to tank some light hits and stingers at the start/end of enemy combos. It was good enough to make blocking with your 2handed weapon work in a pinch. But it wasn't good enough to tank entire combos without serious stat investment. However, at the same time, enemies had enough cheeky little "hah gotcha" faggot attacks to make carrying a small shield almost always worth it. The QOL in DS3 where you used a medium shield to block stray hits, versus a pure no-shield run, is huge.
Contrast this with ER, where blocking is so insanely good that the game expects you to be doing it at all times, that the enemies are all roided up DMC characters because they still need to be conceivably breaking that guard. And then since they can't have guard countering be an I WIN button, the mobs have shitloads of really annoying optional combo extensions. That's what happens when you make guarding too good.
Guarding was also "too good" in DS1 (Heater shield was absurdly OP), but I would say it wasn't as much a problem because DS1 wasn't nearly as obsessed with being LMAO SO HARD as later games in the franchise became.
Anonymous No.723081479 [Report] >>723082060
>>723081007
Ninja Gaiden games have block, blocking is great and when used well is just as much a defensive option as jumping, smokes, wallrunning and plethora of other options the game throws at you such as positioning in general. DMC also wildly varies depending on the characters and what they have access to. For DMC, neutral jump and enemy step are strong offensive options that also play into your defense. Beyond that i also mentioned other Team Ninja games and this includes stuff like Rise of the Ronin, Nioh 2 and Strange of Paradise which all have quite the unique take on your defensive options.
Anonymous No.723081484 [Report]
hey guys, sorry to interrupt the discourse, just passing by to say lmao and laugh at you
lmao
Anonymous No.723082060 [Report]
>>723081479
ff7 remake also has superior defense options compared to iframe spam roll slop.
its actually shocking just how basic souls combat is, its the fisher price of action combat.
Anonymous No.723082220 [Report]
>>723076737
More than one button press needed and only offers mitigation unless using precise positioning as well.
Anonymous No.723082929 [Report]
>>723076737
FF7 Remake has the best defense design in any action game i have played, its simple and works.
There are basically two types of enemy attacks, fast blockable ones and slow (ground hazard prediction mmo thingy) unblockable ones.
Rolling has no iframes and exists as a positioning tool and to avoid slow unblockable attacks if you try to roll fast attacks you get caught if you try to block unblockable attacks you get the full damage. Blocking blocks around 75% damage of fast attacks (so you cant turtle and runaway forever) and builds your main attack ressource so you are rewarded for blocking by giving more offensive oppurtunities.
This all incentives offensive play with smart defense options that when done right reward you with offensive ressources just like attacks.

Its so simple yet from a combat design point of view genius and fixes ALL issues with typcial defense options in action games (to easy, to hard, iframes turning the game into simon says shit, making the player turtle when things get too hard (cooldowns for example, rewarding defensive play with more defense instead of offense) etc)
Anonymous No.723083480 [Report] >>723083742
Parryslop/timed block games get too obnoxiously trial-and-errory for me, Nine Sols was a big offender. Felt like they realized the game was actually beatable if you just played the rhythm game, so they fucked up all the enemy attack animations with weird pauses and shit to ruin your intuition and force you to brute force memorize everything.
Anonymous No.723083529 [Report]
>>723080972
your image is exactly what i mean
dodging is just way better for this stomp and its fine as an one off, but making a game constantly have situations like that would be more stale. Its practically binary if you dont count umbrella
its possible to get way more interesting
Anonymous No.723083742 [Report]
>>723083480
i think nine sols is very easy if you played sekiro, a lot easier even
but in a way it is more unfair: in sekiro you can actually tell the attack timings of everything by looking and reacting with your eyes. in 9S there will sometimes be instant wind-downs, or an attack that used to be slow as shit happens to come out 2x faster in a combo chain
Anonymous No.723084035 [Report]
>>723068860 (OP)
Defend?
Anonymous No.723084115 [Report]
>>723069469
Good thing that in Souls games it's a prediction more than a reaction because of the input lag so even if you panic you have limited iframes and bosses are designed around roll catching you
Anonymous No.723084247 [Report]
>>723068860 (OP)
Hey grandpa you don't have to play games that are too fast for you. Go play some minesweeper.
Anonymous No.723084401 [Report]
>>723077314
anon.... Das and Elden Ring (pre nightrein and Not in Sekiro) dodge happens on button RELEASE
not PRESS
Anonymous No.723085175 [Report]
>>723078054
>out of curiosity have you seen pic related?
Yes I have and I'm not a fan. The 3 way mini-game doesn't interact with the rest of the game at all so it's detached from spacing and positioning, this is a case of Devs trying to force their own tacked-on game mechanic at the expense of all the fundamentals of the genre
Changing the position of your character is a much better dynamic to play around than changing the position of your stationary guard
Anonymous No.723086226 [Report] >>723086828 >>723087267
>>723073695
It is always easier to "crack the problem" than it is to come up, let alone code, a satisfying solution.

There's just too many variables to "fix" a game with only a single aspect.
A game where you are forced to take damage even with the best parry, mean players will either only favor dodge (if health is too precious), or favor DPS to end the fight quickly then replenish health.
And avoiding "instant" mechanic mean either making attack/parry timing less flexible, or forcing the player to give up attack until an opportunity open.
Some people DO like playing heavy shield capable of holding their line.

Complexifying parry/tank/dodge so you must do the "right one" mean giving visual tells, dedicating at least one more button to it and arguably giving extra time.
It also restricts more and more the number/type of enemies you fight as you spend more time per enemy.
No problem with that myself, but it's more work for developers.

My only problem with the Dark Soul formula is that it is good against average enemies., but when it comes to bosses those are usually gigantic or possess a bullshit gimmick that require an entire build to counter.
At least Elden Ring going open-world avoid the problem of getting stuck.

As for Armored Core, AC6 is only failing in that everything was rebalanced for "AC duel" when it should have been encouraged adapting your design to match the terrain and the mission.
Anonymous No.723086454 [Report] >>723086956
>>723074316
You forgot
>tanking the attack is a bad mechanic
Anonymous No.723086828 [Report] >>723089951
>>723086226
I have very fleshed out 'solutions' in my head that don't fit into 4chan posts but they don't look anything like anything you're talking about there, so you've assumed something I was never suggesting
Anonymous No.723086956 [Report] >>723090165
>>723086454
Tanking the attack can be a good mechanic when there's intention and a thought process behind it instead of just you getting hit because you weren't looking at the screen
Anonymous No.723087178 [Report]
>>723068860 (OP)
Grab a fucking shield.
Anonymous No.723087267 [Report] >>723089951
>>723086226
as already stated ff7 remake literally fixed all the issues you mention
Anonymous No.723087486 [Report]
>>723069469
I think in certain games, it's fine. But it's become a trend where it is thoughtlessly being implemented in every single game, similar to how every game used to have "RPG mechanics".
Anonymous No.723087503 [Report]
>>723068860 (OP)
we dont, elden ring sucked
Anonymous No.723088161 [Report]
>>723070305
I wish more games had play styles similar to Monster Hunter lance, particularly Worlds and Rise's version. I love having my defense be an active component of my offense in the way lance handles it.
Anonymous No.723089951 [Report]
>>723086828
I didn't target your suggestions explicitly, I merely explored more type of solution because I believe you are only looking at it from one perspective.
I can believe your 'solution' would work, but what I read would limit the playstyle. At least ER extended movement.
Don't think we'll ever please everyone anyway, some players prefer the tricks with rolls and iframe over a hypothetical perfectly diegetic gameplay.

>>723087267
>ff7 remake
It's a gameplay so fundamentally different, I don't know why anon even bring this up.
https://www.youtube.com/watch?v=43Jt-GG1PFA
Not saying it's bad, I'm saying it's not comparable.
Anonymous No.723090165 [Report]
>>723086956
So can be the rest but it doesn't matter, it's a bad mechanic because contrarian.