Amazing video. I had a problem with Metyr didnt know how to dodge some attacks. I already did the fight but it wasnt really good. So great job now i know how to beat the boss the right way
Thank you very much. I was trying hard to imagine what the developer-intended strategy would be, so this was the closest I could get. I'm glad you liked the video.
lmao for sure. I love that you can teleport from that far away, makes it so easy since you don't have to worry about your positioning when she staggers.
what do you think of elden ring boss roster and after the dlc do you think the bosses are more fun and consistant compared to the older games or do you feel that they are jankier and boring and who's you're favourite soulsborne boss
Sorry for the late reply. I haven't been keeping up with UA-cam for a while. I think Elden Ring's boss roster is overall some of the best from FromSoftware, or at least, the higher tier bosses are better on average than a similar fraction of bosses from any previous game, and I think the DLC is mostly a lateral move in terms of boss quality. On the other hand, Elden Ring and the DLC pushed the envelope to the point of breaking, perhaps a bit more than the other games. The Orphan of Kos is my favorite boss, but I don't think it's the absolute best or anything especially since his AI is so janky. In my opinion, the Old Hunters bosses were just the first bosses that went all in with some design elements that are easily taken for granted, like longer and more varied combo trees, and more positioning-based attack patterns and behaviors. Also, those bosses, particularly the Orphan of Kos, seemed to have a lot of _accidental_ depth. When I fought him years ago, looking for all the backstab openings I could find, I remember thinking that it was really unlikely that anyone at FromSoftware thought of most of the ways you can actually land hits safely, and I think that's particularly true of bosses like Maria and Gascoigne as well (since you can also backstab just about anything he does), but the typical player isn't going to do any of that. The gameplay designers probably just slapped a bunch of combos together, and maybe they thought that the average player would find a few ways to punish the bosses here and there, or that they would trade hits and use parries or whatever. But, they had just enough foresight to apply the same core gameplay mechanics as all the other humanoid enemies, and that basically created a lot of room for that accidental depth to emerge. I think this directly relates to what went so right _and_ wrong with Elden Ring and Shadow of the Erdtree. When they throw a lot of things at the wall, a lot of it will work well, but some of it will be so terrible that it's hard to understand what they were thinking. With many of the supermoves like Waterfowl Dance, Elden Stars, Metyr's bullshit, they clearly didn't design those with much foresight, and again, they probably just expected the player to figure out some way around it, especially since there are so many powerful Ash of War skills you can use this game. The difference is that those didn't happen to work out so well. That said, the DLC does have a lot of my favorite bosses ever, like Midra and Messmer, and I warmed up a lot to Bayle too. The core game bosses like Mohg, Morgott, Maliketh, Radahn, Godfrey (if his AI was better) are really special too, and I'm personally a fan of the large bosses like Astel and Fortissax, so Elden Ring is definitely not lacking in excellence. In the future, I just hope they manage to reign in some of the haphazard design elements into something more consistently good.
One of the worst bosses fromsoft has ever made made
Great vedio
Yeah, it's truly unbelievable how bad this boss is. It's like the exact opposite of perfect, which should be impossible to design by accident.
@@Dargonsouls you know what that means? We need to make G-S0ul fight this boss fists only. 🤭
Amazing video. I had a problem with Metyr didnt know how to dodge some attacks. I already did the fight but it wasnt really good. So great job now i know how to beat the boss the right way
Thank you very much. I was trying hard to imagine what the developer-intended strategy would be, so this was the closest I could get. I'm glad you liked the video.
Gg great fight
00:41 dark souls 3 dog moment
lmao for sure. I love that you can teleport from that far away, makes it so easy since you don't have to worry about your positioning when she staggers.
what do you think of elden ring boss roster and after the dlc do you think the bosses are more fun and consistant compared to the older games or do you feel that they are jankier and boring
and who's you're favourite soulsborne boss
Sorry for the late reply. I haven't been keeping up with UA-cam for a while. I think Elden Ring's boss roster is overall some of the best from FromSoftware, or at least, the higher tier bosses are better on average than a similar fraction of bosses from any previous game, and I think the DLC is mostly a lateral move in terms of boss quality. On the other hand, Elden Ring and the DLC pushed the envelope to the point of breaking, perhaps a bit more than the other games.
The Orphan of Kos is my favorite boss, but I don't think it's the absolute best or anything especially since his AI is so janky. In my opinion, the Old Hunters bosses were just the first bosses that went all in with some design elements that are easily taken for granted, like longer and more varied combo trees, and more positioning-based attack patterns and behaviors. Also, those bosses, particularly the Orphan of Kos, seemed to have a lot of _accidental_ depth. When I fought him years ago, looking for all the backstab openings I could find, I remember thinking that it was really unlikely that anyone at FromSoftware thought of most of the ways you can actually land hits safely, and I think that's particularly true of bosses like Maria and Gascoigne as well (since you can also backstab just about anything he does), but the typical player isn't going to do any of that. The gameplay designers probably just slapped a bunch of combos together, and maybe they thought that the average player would find a few ways to punish the bosses here and there, or that they would trade hits and use parries or whatever. But, they had just enough foresight to apply the same core gameplay mechanics as all the other humanoid enemies, and that basically created a lot of room for that accidental depth to emerge.
I think this directly relates to what went so right _and_ wrong with Elden Ring and Shadow of the Erdtree. When they throw a lot of things at the wall, a lot of it will work well, but some of it will be so terrible that it's hard to understand what they were thinking. With many of the supermoves like Waterfowl Dance, Elden Stars, Metyr's bullshit, they clearly didn't design those with much foresight, and again, they probably just expected the player to figure out some way around it, especially since there are so many powerful Ash of War skills you can use this game. The difference is that those didn't happen to work out so well. That said, the DLC does have a lot of my favorite bosses ever, like Midra and Messmer, and I warmed up a lot to Bayle too. The core game bosses like Mohg, Morgott, Maliketh, Radahn, Godfrey (if his AI was better) are really special too, and I'm personally a fan of the large bosses like Astel and Fortissax, so Elden Ring is definitely not lacking in excellence. In the future, I just hope they manage to reign in some of the haphazard design elements into something more consistently good.
Great fight! But... no one should ever finger their mommy. ;)
Some might be tempted though since it's a _giant_ mommy and the platonic ideal of both _hands_ and _feet_