> Radahn
I think he is going to be the main boss with the most divided fanbases. On one hand, despite his massive size, he has unreasonable tracking distance and bullshit patterns solely designed to kill the up-close melee builds. There are some players who actually nailed down no-damage/solo Radahn, but I think, for most people, it's not gonna be a fun battle to solo-run unless they are overleveled.
On the other hand, he has the greatest lore out of all demi-gods so far, the phase transition is jaw-dropping and the concept of summoning an infinite amount NPC to engage the battlefield is a unique way of FROM a making memorable boss fight instead of using the stale gimmick over and over. In fact, I must say that the three rune-bearer bosses I fought have some neat gameplay mechanics tied to them, and I felt like FROM actually cared about "memorable" encounters with the bigger bosses. Something that we could have in Demon's Souls, but more engaging and difficult.
>builds
As a classic RPG standard, it makes sense that some encounter is unreasonably hard to deal with certain builds. You have made a choice to make that build, and therefore the world is reacting to you positively or negatively. After all, old crpgs punished players by making players can't make certain choices as a long-term consequence of the mistakes made a long time ago, such as leveling up wrong stats or poor choice on the quest lines.
The problem is that this game is an action game at the baseline, and the enemy-pattern-study and positioning was the strongest part of the series even with the basic combat system. And from what I've experienced, aside from bow-builds (Sorry, birdman) all build in souls series had an opportunity to see and defeat everything with the knowledge about the real-time actions you could make. That's why the souls series has been -despite some issues- always satisfying as action games. In Elden Ring, since the unique enemies are extremely difficult unless you specialized in certain builds, I can see that people feel frustrated about Elden Ring's approach.
I'm trying to fight Malenia, the valkyrie boss from every Elden Ring advertisement. I can't see how to beat this boss unless you leveled up your stamina to maximum and fully upgraded a big beefy shield. Of course, I'll find a way to beat this boss with my mage-knight build, but I'm sure it's gonna be kinda luck-based, unlike the older "hard" bosses like Friede which can be dealt with consistently.
I think he is going to be the main boss with the most divided fanbases. On one hand, despite his massive size, he has unreasonable tracking distance and bullshit patterns solely designed to kill the up-close melee builds. There are some players who actually nailed down no-damage/solo Radahn, but I think, for most people, it's not gonna be a fun battle to solo-run unless they are overleveled.
On the other hand, he has the greatest lore out of all demi-gods so far, the phase transition is jaw-dropping and the concept of summoning an infinite amount NPC to engage the battlefield is a unique way of FROM a making memorable boss fight instead of using the stale gimmick over and over. In fact, I must say that the three rune-bearer bosses I fought have some neat gameplay mechanics tied to them, and I felt like FROM actually cared about "memorable" encounters with the bigger bosses. Something that we could have in Demon's Souls, but more engaging and difficult.
>builds
As a classic RPG standard, it makes sense that some encounter is unreasonably hard to deal with certain builds. You have made a choice to make that build, and therefore the world is reacting to you positively or negatively. After all, old crpgs punished players by making players can't make certain choices as a long-term consequence of the mistakes made a long time ago, such as leveling up wrong stats or poor choice on the quest lines.
The problem is that this game is an action game at the baseline, and the enemy-pattern-study and positioning was the strongest part of the series even with the basic combat system. And from what I've experienced, aside from bow-builds (Sorry, birdman) all build in souls series had an opportunity to see and defeat everything with the knowledge about the real-time actions you could make. That's why the souls series has been -despite some issues- always satisfying as action games. In Elden Ring, since the unique enemies are extremely difficult unless you specialized in certain builds, I can see that people feel frustrated about Elden Ring's approach.
I'm trying to fight Malenia, the valkyrie boss from every Elden Ring advertisement. I can't see how to beat this boss unless you leveled up your stamina to maximum and fully upgraded a big beefy shield. Of course, I'll find a way to beat this boss with my mage-knight build, but I'm sure it's gonna be kinda luck-based, unlike the older "hard" bosses like Friede which can be dealt with consistently.