It's really great to see people shifting the midset around how to aproach difficulty. Every boss guide at the top of the search will always be: use this weapon, this buff, this ash; insted of some mechanical strategies you can employ which will actually force you to engage with the beautiful dance fromsoft have made. Great vid.
Great video! The DLC bosses really show the difference between DS3 and Elden Ring. In DS3 you can basically just roll an attack and get a few R1s in. While having the ability to heal at neutral or just spam roll backwards till you create enough distance. In Elden Ring on the other hand. Especially in the DLC. you need to be mindful about your position relative to the boss. The direction you roll. If there is an attack window in the middle of a bosses combos. You have to decide while dodging attacks wether to use that one you get to get some damage in or heal instead. Actually jumping jumpable attacks instead of dodging them suddenly makes the attack windows twice as long. and so on and so on. Elden Ring is it's own type of game at this point. It's not like DS3 nor it's trying to be. It's not a mix between sekiro and bloodborne. It has it's own mechanics to understand. Learn and adapt to.
I'm not going to comment on the whole video yet, but I just wanted to comment on how gorgeous Romina's movements are in the section you're slowing and highlighting. She was already one of my favorite new bosses because her attacks were so much more deliberate that most, but no less elaborate.
You are the voice of reason. I told my buddy who didnt like the bosses that they are like high intensity, fast paced pattern recognition puzzles that are designed to be learned. Seems like Fromsoft has designed these fights for 1v1 encounters and just thrown in summons and OP stuff for people who want to fast track or skip most, if not all of the learning process. In the DLC this style of play can lead to a poor experience and victories can feel random and lucky. Er feels like Fromsoft is at an identity crisis. But as long as they make excellent bosses tsilored for 1v1 i wont care
Bro, the video is quite good with some solid advice. I'd just like to add that when you're discussing rolling out, while it may keep you alive it will often cause the boss to reset to neutral and can give the illusion that the attack chain was finished when it actually wasn't. This happens quite a lot with Rellana for example if you get to far back she just won't do her finishers and instead reset and either use a ranged attack, gap closer or edge walk until you come back into range. The best way to deal with this I've found is to simply go in with a shield for an attempt or two and literally just block. It helps you see the full combos with their finishers, see punish windows and familiarize yourself with timings. You touched on some of this while talking about combo branches but this is just a small piece of of advice that can really accelerate the learning process.
That first section is so real. I was watching the OnlyWaifu vid about how Impenetrable Thorns is bugged to do a billion damage and people were super mad about that vid. Not because Waifu was wrong but because he brought attention to the bugged spell which would incourage From to nerf it. I went back to check and yes, there were many people that were mad that they nerfed things like BHS, Rivers of Blood, and Rolling sparks simply because they dont like "fighting" bosses, they just like 3 shotting them. I know there's no right way to play but clearly Fromsoft has an intended vision. A lot of people dont want to learn bosses, they want to damage trade as much as possible. They want the highest damaging weapons and spells in order to kill the boss as fast as possible. They treat it as a race, kill fast or be killed when Fromsoft wants you to dodge, block, use positioning to not get killed. Otherwise every weapon would just one shot bosses.
bugged and absolutely broken things should be nerfed. weak things nobody uses should be buffed. i understand why people dont want certain things nerfed (i myself am a big fan of mohg's spear) but it is abundantly clear that some things in this dlc are so broken they arent even that fun to use
@@epsilon1372 coop is extremely boring cause of it, like hosts forget that their spirit ashes can distract the boss for their thorn spam 😂 then again thatd take abit of effort still with how aggression vs summons is in the dlc lol
great vid. my strategy with the bosses is to use light attacks for mid combo punishes and charged heavy and jump attacks for safer openings(mostly combo finishers) so i have a chance to posture break and although I'm Dex build this approach makes the rythm going and dealing damage more consistent, this was beautifully done in the base game but the dlc bosses were on another level in when to go with the rythm and when to break the rythm, the best example of them was rellana which had all three types of punishes(mid-combo, short combo and long combo finishers) and when i learned all of them, i didn't find myself dodging a 15 hit combo and landing a single hit and repeat the way some people love to describe.
I am finally adapting to the DLC bosses moveset. The biggest problem which I have realized looking at the first minute of this video is that DLC bosses require multiple dodges and even multiple dodges in different directions before you can safely land a hit and for someone like me who cannot always time these dodges right it is a big headache getting the punishment right. That's also a big reason why I am still a huge fan of Bloodborne combat. You dodge once and if you dodge properly you can always land a slash and then quickly back off or dodge again. Bloodborne just suits my playing mindset more. I first had to endure this dodge roll madness during Namless King. But the more I go without landing hits the more restless my R1 finger grows and my palm gets sweaty.
I’m really grateful for videos like these combatting the insane misinformation and straight up loser mentality I’m seeing from so many people, even self styled “souls vets”.
Hell yeah another great video. I'm interested to see your thoughts on the final boss. I feel like that was the fight that really made me learn/realize a lot of the things you talk about in these guides.
Issue is that most people don't want to take a systematic approach to learning a boss. They want to go in with a gojo "nah I'd win" mindset and freestyle a win out of their innate "skill." They want to feel like they are GOOD at the game, so they can't go into a boss with a learning mindset because they must then first admit to themselves that they are far from mastery. I personally never go into a boss assuming I'm going to win the first attempt, I usually go in and just focus on dodging without even attacking back at all the first few attempts. That way you don't suffer from the pressure of hoping you can clutch out a win, and thus making mistakes. You can just focus on learning how to avoid damage. If you learn how to avoid damage then it doesn't matter what weapon you use or how much DPS you deal, you will win.
I have recently started doing my first rl1 run, and so far its been really fun. I have been trying to incorporate parries wherever I can and I don't know if it is making my life easier or harder. I am currently at the draconic tree sentinel and I can parry him 80% of the time but those 20% of the time means its an instant death. Do you have any tips on how you should approach battles at rl1?
DO NOT TRAIN AT RL1! Seriously, I cannot stress this enough. Particularly if you're a console player. If it's your first run set up two characters one with a ton of vigor and defense but base level stamina and an un-upgraded version of whatever weapon you're planning to use. Doing this will allow you to make a ton of mistakes while learning but also force you to learn proper stamina management while keeping your damage low enough that you need to engage the boss and you won't likely out DPS it or finish it on accident before you learn everything. When you can consistently dance with the boss and return damage for long periods without receiving any switch back to your RL1. For bosses with two distinct phases it can be helpful to keep a really OP weapon as a backup to burn the first phase quickly once you've learned it so you can practice the second. Of course none of this matters if you have access to CE. Draconic Tree Sentinel has a ton of position based openings. He's quite susceptible to being strafed. In P2 his giant super delayed slam has a lingering hitbox on the outside. If you space properly and roll into the attack it will never hit you and you can get off a large punish. His single lightning attack where he pumps his arm once will always miss if you're very close to him. You don't even need to roll, it's quite consistent and makes for a large punish opportunity. Also check out Jordien he has an entire RL1+0 all rememberance guide. It is quite useful. If you have any more questions about bosses or routing just ask if I can't help you I know someone who can.
for messmer's spear attack i found out accidentally you can just stand underneath him and he misses the whole combo. no need to even dodge until the explosion at the end
At 4:30, you can actually roll in and avoid it. Roll into her to the right (your right), her first swing goes over your head and you can roll the second swing instead of getting roll caught.
0:32 Thats literally how I beat Radanh xD. But you need the build and the knowledge to really know what you are doing, so this trading strategy slander will not be disminished.
I have a few random things in my head that I would like to manifest into text. Midir is spelled very similarly to Midra. The Midra fight is rolling with the madness. The dlc still suffers from elden rings replayability problem, in fact the Scadutree fragments might make it worse. Has commander Gaius been reached about his boar's extended warranty? Why is gravity so strong? Romina has one of the weakest variations of scarlet rot in elden ring. This is based on the fact that my health bar didn't disintegrate when I was afflicted. Orbital Death Ray.
Anytime I see someone on Reddit or whatever complain that "x" boss attack is "bad design" I have a stroke, especially when it is in a hitless context. Fromsoft has never designed these games to be done hitless, and there has never been any punishment for getting hit in any of there games. It is dying, not getting hit, that is a problem. So when you hear hitless runners say that a boss is "dogshit design" because you cant fight it hitless for >1 hour it reeks of a fundamental lack of understanding of what the game is about. No hate to most hitless runners tho. I just think using a hitless context to discuss bosses is harmful to the discourse. Bosses like Mohg with lots of little damage ticks that will rarely kill you, but are hard to avoid completely should be more prevelant. Armored Core 6, while not a true Souls game, the bosses are as close to classic Souls bosses as Sekiro's are, and I think they really encapsulate this type of gameplay perfectly.
well I explicitly said I'm not encouraging ppl to do hitless runs, just to incorporate some strategies rather than just flailing around with heavy weapons, never learning the boss.
the thing is a lot of these bosses arent perfect. things like waterfowl dance are still ass at least imo. but the issue is that a lot of people who complain on reddit arent looking for a nuanced discussion on whether or not a certain attack is fair or a boss is fun or not. they are going on to validate their opinions and rant about something in their life because they dont have any other problems more important to worry about.
@@jermergerg Dw dude I'm with you, learn the bosses moveset. People who just want to outstat the bosses to avoid actually engaging with the boss is boring.
@@epsilon1372 Redditards are one thing, its another when you have people with 1000s of followers trying to hitless NG+7 no upgrades RL1 etc. the entire game within the first week using CE to practice the game immediately after their first playthrough, who then go and cry to their fanbase about how badly designed the bosses are, because they cant be fought for more than an hour hitless. Main complaints I've seen are with Dancing Lion's Lightning/Frost AoEs and Radahn's Light follow ups, (Double Swipe seems like just an oversight by the devs and not an intentional design choice). I find both of these attacks represent something similar to Mohgs bloodflame, in that they are both extremely dynamic and require reacting to very slight positional changes betwen the player and the boss. If you are slightly further away from Lion during some of its Ice attacks you want to jump away, versus jump to the side or back if you are closer etc. I think making bosses like this makes fights have so much more room to learn and get better, at the cost that there will be some very rare (1/100) scenarios where you will be in a position where you are almost guaranteed to get hit. And I think this is why I dislike the reputation hitless (and similarly RL1) has as a gold standard for challenge runs. Sometimes you get hit by random shit and your whole run is over, but the games arent designed for that, you have 14 flasks for a reason, theres no way you are getting hit by truly unavoidable attacks 15 times in a fight before winning. I also think there is some skill involved in recovering from making mistakes in a boss fight, that hitless completely negates.
I cannot disagree with this more and even your examples are flawed. You can absolutely hitless Mohg aside from the scripted nihil... What are you even talking about? Yes I'm sure they don't set out to design the game to be hitless, that is just a natural consequence of having well designed and consistent bosses... I've seen this brain dead take several times since the DLC in an attempt to defend abject nonsense like Metyr laser attack... What benefit is there in making an attack that is unavoidable without extreme AI manipulation and/or specific ashes of war? In what way does this enhance the gameplay? It doesn't... It's an RPG about build diversity and player freedom. Pigeon holing players into using specific tools runs contrary to both. The game should be balanced around the base tools available to every player in their base kit because that is all the developer can ever reliably know the player has access to outside of something like a gimmick fight.
She's not a snake, I am very dumb.
I looked at the comments while watching the video and the moment I saw this comment you called commander Gaius's boar a hippo.
@@Wilhelmthewide omg im a mess
@@jermergerg I would have loved a Lamprey boss with several heads.
It's really great to see people shifting the midset around how to aproach difficulty. Every boss guide at the top of the search will always be: use this weapon, this buff, this ash; insted of some mechanical strategies you can employ which will actually force you to engage with the beautiful dance fromsoft have made. Great vid.
aw thanks!!!
Great video! The DLC bosses really show the difference between DS3 and Elden Ring. In DS3 you can basically just roll an attack and get a few R1s in. While having the ability to heal at neutral or just spam roll backwards till you create enough distance. In Elden Ring on the other hand. Especially in the DLC. you need to be mindful about your position relative to the boss. The direction you roll. If there is an attack window in the middle of a bosses combos. You have to decide while dodging attacks wether to use that one you get to get some damage in or heal instead. Actually jumping jumpable attacks instead of dodging them suddenly makes the attack windows twice as long. and so on and so on. Elden Ring is it's own type of game at this point.
It's not like DS3 nor it's trying to be. It's not a mix between sekiro and bloodborne. It has it's own mechanics to understand. Learn and adapt to.
I'm not going to comment on the whole video yet, but I just wanted to comment on how gorgeous Romina's movements are in the section you're slowing and highlighting. She was already one of my favorite new bosses because her attacks were so much more deliberate that most, but no less elaborate.
You are the voice of reason. I told my buddy who didnt like the bosses that they are like high intensity, fast paced pattern recognition puzzles that are designed to be learned.
Seems like Fromsoft has designed these fights for 1v1 encounters and just thrown in summons and OP stuff for people who want to fast track or skip most, if not all of the learning process. In the DLC this style of play can lead to a poor experience and victories can feel random and lucky. Er feels like Fromsoft is at an identity crisis. But as long as they make excellent bosses tsilored for 1v1 i wont care
Bro, the video is quite good with some solid advice. I'd just like to add that when you're discussing rolling out, while it may keep you alive it will often cause the boss to reset to neutral and can give the illusion that the attack chain was finished when it actually wasn't. This happens quite a lot with Rellana for example if you get to far back she just won't do her finishers and instead reset and either use a ranged attack, gap closer or edge walk until you come back into range.
The best way to deal with this I've found is to simply go in with a shield for an attempt or two and literally just block. It helps you see the full combos with their finishers, see punish windows and familiarize yourself with timings.
You touched on some of this while talking about combo branches but this is just a small piece of of advice that can really accelerate the learning process.
That first section is so real. I was watching the OnlyWaifu vid about how Impenetrable Thorns is bugged to do a billion damage and people were super mad about that vid. Not because Waifu was wrong but because he brought attention to the bugged spell which would incourage From to nerf it.
I went back to check and yes, there were many people that were mad that they nerfed things like BHS, Rivers of Blood, and Rolling sparks simply because they dont like "fighting" bosses, they just like 3 shotting them. I know there's no right way to play but clearly Fromsoft has an intended vision.
A lot of people dont want to learn bosses, they want to damage trade as much as possible. They want the highest damaging weapons and spells in order to kill the boss as fast as possible.
They treat it as a race, kill fast or be killed when Fromsoft wants you to dodge, block, use positioning to not get killed. Otherwise every weapon would just one shot bosses.
Another banger vid btw
bugged and absolutely broken things should be nerfed. weak things nobody uses should be buffed. i understand why people dont want certain things nerfed (i myself am a big fan of mohg's spear) but it is abundantly clear that some things in this dlc are so broken they arent even that fun to use
@@epsilon1372 coop is extremely boring cause of it, like hosts forget that their spirit ashes can distract the boss for their thorn spam 😂 then again thatd take abit of effort still with how aggression vs summons is in the dlc lol
great vid. my strategy with the bosses is to use light attacks for mid combo punishes and charged heavy and jump attacks for safer openings(mostly combo finishers) so i have a chance to posture break and although I'm Dex build this approach makes the rythm going and dealing damage more consistent, this was beautifully done in the base game but the dlc bosses were on another level in when to go with the rythm and when to break the rythm, the best example of them was rellana which had all three types of punishes(mid-combo, short combo and long combo finishers) and when i learned all of them, i didn't find myself dodging a 15 hit combo and landing a single hit and repeat the way some people love to describe.
I am finally adapting to the DLC bosses moveset. The biggest problem which I have realized looking at the first minute of this video is that DLC bosses require multiple dodges and even multiple dodges in different directions before you can safely land a hit and for someone like me who cannot always time these dodges right it is a big headache getting the punishment right. That's also a big reason why I am still a huge fan of Bloodborne combat. You dodge once and if you dodge properly you can always land a slash and then quickly back off or dodge again. Bloodborne just suits my playing mindset more. I first had to endure this dodge roll madness during Namless King. But the more I go without landing hits the more restless my R1 finger grows and my palm gets sweaty.
I’m really grateful for videos like these combatting the insane misinformation and straight up loser mentality I’m seeing from so many people, even self styled “souls vets”.
Hell yeah another great video.
I'm interested to see your thoughts on the final boss. I feel like that was the fight that really made me learn/realize a lot of the things you talk about in these guides.
Issue is that most people don't want to take a systematic approach to learning a boss. They want to go in with a gojo "nah I'd win" mindset and freestyle a win out of their innate "skill." They want to feel like they are GOOD at the game, so they can't go into a boss with a learning mindset because they must then first admit to themselves that they are far from mastery.
I personally never go into a boss assuming I'm going to win the first attempt, I usually go in and just focus on dodging without even attacking back at all the first few attempts. That way you don't suffer from the pressure of hoping you can clutch out a win, and thus making mistakes. You can just focus on learning how to avoid damage. If you learn how to avoid damage then it doesn't matter what weapon you use or how much DPS you deal, you will win.
Amazing video but I was wondering do you play your no hit runs in NG+ or base game?
Thanks! This is base game right now with a character I made for the DLC
I have recently started doing my first rl1 run, and so far its been really fun. I have been trying to incorporate parries wherever I can and I don't know if it is making my life easier or harder. I am currently at the draconic tree sentinel and I can parry him 80% of the time but those 20% of the time means its an instant death. Do you have any tips on how you should approach battles at rl1?
you can sneak behind and poison mist him without aggro. used that on my rl1
@@bobsinclair8990 i dont think thats the way he wants to approach bosses
@@epsilon1372 probably, still asked about field bosses on rl1 and that's the easy solution to most of them
DO NOT TRAIN AT RL1!
Seriously, I cannot stress this enough. Particularly if you're a console player. If it's your first run set up two characters one with a ton of vigor and defense but base level stamina and an un-upgraded version of whatever weapon you're planning to use.
Doing this will allow you to make a ton of mistakes while learning but also force you to learn proper stamina management while keeping your damage low enough that you need to engage the boss and you won't likely out DPS it or finish it on accident before you learn everything.
When you can consistently dance with the boss and return damage for long periods without receiving any switch back to your RL1.
For bosses with two distinct phases it can be helpful to keep a really OP weapon as a backup to burn the first phase quickly once you've learned it so you can practice the second.
Of course none of this matters if you have access to CE.
Draconic Tree Sentinel has a ton of position based openings. He's quite susceptible to being strafed. In P2 his giant super delayed slam has a lingering hitbox on the outside. If you space properly and roll into the attack it will never hit you and you can get off a large punish. His single lightning attack where he pumps his arm once will always miss if you're very close to him. You don't even need to roll, it's quite consistent and makes for a large punish opportunity.
Also check out Jordien he has an entire RL1+0 all rememberance guide. It is quite useful.
If you have any more questions about bosses or routing just ask if I can't help you I know someone who can.
@@BBQcheese very helpful comment i happen to agree with, especially about not trying it at rl1 first.
will link the previous and this amongst a heartfelt "git gud"
Thanks :D
for messmer's spear attack i found out accidentally you can just stand underneath him and he misses the whole combo. no need to even dodge until the explosion at the end
At 4:30, you can actually roll in and avoid it.
Roll into her to the right (your right), her first swing goes over your head and you can roll the second swing instead of getting roll caught.
Another great combat video!
0:32 Thats literally how I beat Radanh xD. But you need the build and the knowledge to really know what you are doing, so this trading strategy slander will not be disminished.
I have a few random things in my head that I would like to manifest into text.
Midir is spelled very similarly to Midra.
The Midra fight is rolling with the madness.
The dlc still suffers from elden rings replayability problem, in fact the Scadutree fragments might make it worse.
Has commander Gaius been reached about his boar's extended warranty?
Why is gravity so strong?
Romina has one of the weakest variations of scarlet rot in elden ring. This is based on the fact that my health bar didn't disintegrate when I was afflicted.
Orbital Death Ray.
3:10 um snake?
Just messing lol I like the video
OMG I'm an idiot!!!
I beat the DLC bosses solo but i still can’t fucking dodge waterfowl
Anytime I see someone on Reddit or whatever complain that "x" boss attack is "bad design" I have a stroke, especially when it is in a hitless context. Fromsoft has never designed these games to be done hitless, and there has never been any punishment for getting hit in any of there games. It is dying, not getting hit, that is a problem. So when you hear hitless runners say that a boss is "dogshit design" because you cant fight it hitless for >1 hour it reeks of a fundamental lack of understanding of what the game is about.
No hate to most hitless runners tho. I just think using a hitless context to discuss bosses is harmful to the discourse. Bosses like Mohg with lots of little damage ticks that will rarely kill you, but are hard to avoid completely should be more prevelant. Armored Core 6, while not a true Souls game, the bosses are as close to classic Souls bosses as Sekiro's are, and I think they really encapsulate this type of gameplay perfectly.
well I explicitly said I'm not encouraging ppl to do hitless runs, just to incorporate some strategies rather than just flailing around with heavy weapons, never learning the boss.
the thing is a lot of these bosses arent perfect. things like waterfowl dance are still ass at least imo. but the issue is that a lot of people who complain on reddit arent looking for a nuanced discussion on whether or not a certain attack is fair or a boss is fun or not. they are going on to validate their opinions and rant about something in their life because they dont have any other problems more important to worry about.
@@jermergerg Dw dude I'm with you, learn the bosses moveset. People who just want to outstat the bosses to avoid actually engaging with the boss is boring.
@@epsilon1372 Redditards are one thing, its another when you have people with 1000s of followers trying to hitless NG+7 no upgrades RL1 etc. the entire game within the first week using CE to practice the game immediately after their first playthrough, who then go and cry to their fanbase about how badly designed the bosses are, because they cant be fought for more than an hour hitless.
Main complaints I've seen are with Dancing Lion's Lightning/Frost AoEs and Radahn's Light follow ups, (Double Swipe seems like just an oversight by the devs and not an intentional design choice).
I find both of these attacks represent something similar to Mohgs bloodflame, in that they are both extremely dynamic and require reacting to very slight positional changes betwen the player and the boss. If you are slightly further away from Lion during some of its Ice attacks you want to jump away, versus jump to the side or back if you are closer etc.
I think making bosses like this makes fights have so much more room to learn and get better, at the cost that there will be some very rare (1/100) scenarios where you will be in a position where you are almost guaranteed to get hit.
And I think this is why I dislike the reputation hitless (and similarly RL1) has as a gold standard for challenge runs. Sometimes you get hit by random shit and your whole run is over, but the games arent designed for that, you have 14 flasks for a reason, theres no way you are getting hit by truly unavoidable attacks 15 times in a fight before winning.
I also think there is some skill involved in recovering from making mistakes in a boss fight, that hitless completely negates.
I cannot disagree with this more and even your examples are flawed. You can absolutely hitless Mohg aside from the scripted nihil... What are you even talking about?
Yes I'm sure they don't set out to design the game to be hitless, that is just a natural consequence of having well designed and consistent bosses...
I've seen this brain dead take several times since the DLC in an attempt to defend abject nonsense like Metyr laser attack... What benefit is there in making an attack that is unavoidable without extreme AI manipulation and/or specific ashes of war?
In what way does this enhance the gameplay? It doesn't... It's an RPG about build diversity and player freedom. Pigeon holing players into using specific tools runs contrary to both.
The game should be balanced around the base tools available to every player in their base kit because that is all the developer can ever reliably know the player has access to outside of something like a gimmick fight.