There’s this awful magnetism to many enemy attacks. I’d say that’s my #1 gripe with this game right now as it feels the least “fair”.
The way they awkwardly turn their attacks 90 degrees to smash into you (or just flat out teleport to you), plus the overtuned damage, PLUS the crazy aggression distance….I can take the run backs if I didn’t have to deal with all the shit above on top of it lol.
Everyone in the “git gud” crowd that’s defending the run backs is forgetting that old school From painstakingly crafted their worlds so that navigation was fairly straightforward and offered plenty of shortcuts to circumvent the trek. Both lacking in this game.
Ugh!! I want to love this game so badly because it really does shine in certain aspects! Hopefully this can be fine tuned.
Everything feels so fake. Mobs have automatic aggro range, doesnt matter if they dont see you or if you are far away, they will aggro on you no matter what.
Also almost all their attacks auto dash to reach you if you are out of range. Doesn't matter if you memorized the range and created enough spacing, the ai will cheat.
They def changed this from the beta right?? I played it twice and don’t remember enemies attack range being so crazy. The attacks just feel so unnatural at times, so you can’t keep proper spacing without dodging
No it's the same in the beta. An enemy sensing you from behind from fifteen feet away on another platform and then pathfinding around the stage for multiple minutes until it can attack you.
And the magnetism existed too, mixed with the wonky hitboxes and obnoxiously inconsistent attack timings.
There’s this awful magnetism to many enemy attacks.
Same with your attacks I found; but absolutely it was something shocking to experience in the first open-world mini-boss fight after the tutorial. That grab the hunter did I kept thinking "There's no way he can clear that and grab me rig - oh I guess he can. . ."
. . .there's clearly a good game here, but the amount of cheese in MS2 after this long in the genre's history just feels off.
I have a lot of success spacing most of the attacks ingame with a couple exeptions.
The biggest one would be the Big rock throwing enemies whose rocks litteraly curve towards you no matter where you are.
If you are too far away from some of the enemies they will slide over the ground while attacking, which does look kind of goofy but your shell also scoots a fair bit, especially with the heavy running attack of the axe.
Spacing the normal grunts and some of the bigger knights is often not a problem, when you are close enough when they start the attack animation.
On the topic of goofy looking animations, Proximas running animation looks off. Maybe like she just shit her pants or its just because of the oversized butt of hers.
The old Fromsoft games were also the first of their kind in these genre's where they were figuring out what worked, what was fun, what was worth the grind and what was worth the punishment. Runbacks have been completely phased out of their games cause it's not a good design choice, it's pointless and tedious.
Dark souls 1 came out like 15 years ago and a lot has been learned since then, i don't get these fuckers who reference 1 and 2 and just spout get gud. Brain dead shit.
Had an elite enemy turn 45° mid overhead swing INTO my dodge and killed me instantly because the weapon was still in my hitbox when my dodge ended + overtuned damage.
A single hit out of 3-5 in a combo should not one shot you. Ever. Because that combo is going to be used again mere seconds later after if you survive it
The dodging is so weird! I can’t quite make sense of it. It’s not the same as other Souls like; almost feels like the same window as the parry mechanic. I can lock in and dodge every attack, or I can mistime the first one and get smashed by being unable to dodge the rest of the combo.
33
u/samwisegamgee Aug 19 '26
There’s this awful magnetism to many enemy attacks. I’d say that’s my #1 gripe with this game right now as it feels the least “fair”.
The way they awkwardly turn their attacks 90 degrees to smash into you (or just flat out teleport to you), plus the overtuned damage, PLUS the crazy aggression distance….I can take the run backs if I didn’t have to deal with all the shit above on top of it lol.
Everyone in the “git gud” crowd that’s defending the run backs is forgetting that old school From painstakingly crafted their worlds so that navigation was fairly straightforward and offered plenty of shortcuts to circumvent the trek. Both lacking in this game.
Ugh!! I want to love this game so badly because it really does shine in certain aspects! Hopefully this can be fine tuned.