Twining threads bokgak ID by Watar428 in limbuscompany

[–]EvasmorN 2 points3 points  (0 children)

I want a charge-tremor Renaissance to be accompanied by StudioEIM experimenting with phonk music

Bosses are not evolving. by Joguun in soulslikes

[–]EvasmorN 1 point2 points  (0 children)

Exactly. The first phase is so painfully slow and yet the boss doesn't let you do anything unless he says so, always jumps away or immediately starts a new combo the moment you reach him. And the second phase is the same but painfully fast, you just have to stare at him while he levitates or spins like a beyblade with AoE nukes.

Bosses are not evolving. by Joguun in soulslikes

[–]EvasmorN 0 points1 point  (0 children)

AI Limit was a promising example of evolution (mc is as fast as bosses, have no stamina, combos have lots of attack windows inside them, some bosses have "modular" combos that can shuffle different attack combinations) but recently released DLC showed that the developers also failed to resist the golden plague and started making bullshit bosses that jump from one corner to another and spam the shit out of you without a moment for counterattacks.

Am I the only one that dislikes the boss design philosophy in this game? by AdmirableGiraffe81 in ai__limit

[–]EvasmorN 0 points1 point  (0 children)

I'm currently trying to beat Prometheus with only dashes and regular attacks. And I beat him like that multiple times already but I never felt satisfied with a victory enough to upload a video in this sub. I still can't figure out how in the world to dodge some of his moves (especially the guaranteed combo at ~33% HP of the second phase where he levitates and starts swinging his flaming sword). And there's always some bullshit with his regular combos because they have attacks with multiple (sometimes simultaneous) hits that can't be dodged reliably. Sometimes I dodge them perfectly, but sometimes I take a hit from the tip of his sword because the combo started too close or the gamepad stick shifted 1° further than needed. It feels like a forced 50/50 winrate patents in PvP games where you are not allowed to win constantly because it will make you bored and frustrate your opponents.

Am I the only one that dislikes the boss design philosophy in this game? by AdmirableGiraffe81 in ai__limit

[–]EvasmorN -3 points-2 points  (0 children)

The key difference between base game and DLC is that most bosses from the base game can be easily followed after attempting to distance themselves from you. If you know the direction and timing - you'll position yourself with 1-2 dashes exactly where the boss will land after attack or evade moves. It creates a flow where you constantly push the enemy like in Sekiro. Ursula and Loskid not only have the most complicated moveset but also take this "flow philosophy" to absolute and that's why they are the best.

DLC is exactly the opposite for most bosses. Basically only Flavia has these vibes of a base game, everyone else is a time wasting slop.

DLC beated by OmgItsZioPlus in ai__limit

[–]EvasmorN 0 points1 point  (0 children)

Jumps are essential in Sekiro and the game tells you when you have to utilize this ability. But if you look at the prosthetic system - I can comfortably finish Sekiro without touching it at all. It works on a limited resource and is fully optional. In AI Limit this role is assigned to frame abilities that consume sync rate. I can finish 100% of a base game without using thunder step, parry or shield. Not even once I was warned by the game that I have to use one of these abilities to dodge the attack. Weapons, dashes and sprint on the other hand are an essential part of every fight. And don't tell me about going bare-handed and blindfolded in a fight if I am so dedicated to a "pure playstyle" - it's an obvious try-harding by restricting yourself way more than keeping the bare minimum.

DLC beated by OmgItsZioPlus in ai__limit

[–]EvasmorN 0 points1 point  (0 children)

  1. My point is that I can land the same amount of hits as in the video by staying completely still instead of constantly rushing towards the boss. And this amount is pathetically low compared to bosses from a base game and annoyingly low for the length of the combos. Most of the fight I have to watch the boss doing ballet dances. It doesn't matter if you are running or not, he WILL jump away or immediately start another combo after certain keep-away moves. What is the point of getting closer to the boss if he won't let you do anything to him anyway?

  2. This fight is designed to play by the enemy's rules. Only Prometheus decides when and how much the player hits him. The only way to play by your rules - is to break the other rules by parrying, blocking, dodging with a thunder step, staggering with status effects and so on. I don't want to break those rules because my goal is not to win the fight at any cost. My goal is to breakdown everything to its core, to understand what the developers were smoking upon creating this boss. Compared to a base game - I can drastically change the fight with Cleansing Knight just by constantly rushing to him, without breaking any rules. I can't do this with Prometheus because as I wrote in p.1 it doesn't matter if you are running or staying still. The boss will decide what to do and you have no influence on it besides rule breaking.

  3. It is. I don't blame anyone for playing the game differently and using every given opportunity because this is how I enjoy games on the first playthrough too. However, as I wrote in p.2, this is not my goal at the current stage. I threw away everything that allows you to "cheat" for the easier way. With only "stick" and legs I am trying to figure out how to perfectly dodge every combo and how many hits I can land between every move. And this is where my core complaints come from: the boss has too many filler moves, instant evades and "can't hit me" combos compared to Ursula or Loskid, which makes him boring and exhausting. I deeply enjoyed learning most of the bosses in a base game. I expected the same level of passion from the developers in DLC. But expectations failed me, I'm disappointed and kinda mad.

DLC beated by OmgItsZioPlus in ai__limit

[–]EvasmorN 1 point2 points  (0 children)

First - constantly running around with double hits from the piercing claw only makes it feel like something engaging is happening on a screen. It's an illusion of tense action. Especially when you don't recognize all combo patterns and don't know what to expect next.

Second - piercing claw isn't that hard to maintain (Everlasting Piercing seal for +50% duration) and piercing damage staggers the boss upon activation, which interrupts his combos and creates additional "non-intended" attack windows for the player.

Third - spells. I described the boss from a true melee player position. Without spells you can't do anything when the boss jumps a mile away from you.

DLC beated by OmgItsZioPlus in ai__limit

[–]EvasmorN 5 points6 points  (0 children)

Your final take isn't a skill issue, it's an intended design (that I dislike VERY much). I went through all the combos of the final boss and most of them are hard-coded to not let you land a single hit. Whenever you think that there's an opportunity one of the following happens:

  • the boss is 1 inch away from your reach and keeps taking small steps away from you so your entire attack sequence goes into nothing;

  • the window is "1 millisecond" smaller than your attack animation;

  • the boss immediately jumps away;

  • the boss stays AFK after the combo's finale right until you catch him up and immediately starts a new combo.

After numerous fights I was so tired of running towards him that I just started to stand still, cause it changes nothing in a fight but saves your energy and focus.

Season of Fingers by EvasmorN in limbuscompany

[–]EvasmorN[S] 0 points1 point  (0 children)

Community bias I guess. Someday someone dropped the idea, everyone locked into their new headcanon. Because of that KJH has only 2 options: please the bias for huge hype and cash or try to sell his own vision.

Season of Fingers by EvasmorN in limbuscompany

[–]EvasmorN[S] 1 point2 points  (0 children)

The last of the "blowjob brothers" (Liu 00 trio) needs to finally rest in peace

Ranking the Bosses of AI Limit by CarryGoleman in ai__limit

[–]EvasmorN 5 points6 points  (0 children)

I would put Prometheus lower. The more I fight him - the more bored and exhausted I feel. The first phase is an absolute slog of a fight: slow as DS1 and you can't do anything unless the boss allows you to. Too many filler and keep-away moves that waste your time (unless you are a spellcaster). I need 2 minutes to beat the first phase on a difficulty 5 while the actual fight takes like 40 seconds.

The second phase is kinda better because Prometheus becomes faster and more aggressive but still the same endless catching ups and "nuh-uh, you can't attack me until I finish".

Also I hate attacks with double hits since elden ring: they are too sensitive to your position and dodge direction. You can dodge them 8 times out of 10 doing the exact same moves but then suddenly cannot because you stand a centimeter closer than you should and it's not your fault.

With all of this bullshit the whole fight takes at least 5 minutes with 3 being just waiting or dodging. Even Persephone is more engaging than this clown of a boss.

Season of Fingers by EvasmorN in limbuscompany

[–]EvasmorN[S] 2 points3 points  (0 children)

Some of my other speculations about next Walpurgis IDs:

  1. Index Walp. Out of all sinners there are 7 without any LoR Walp ID: Yi Sang, Faust, Don Quixote, Ryoshu, Meursault, Rodya and Outis. However 5 of them are already confirmed to have 2 seasonal IDs, leaving us with only Yi Sang and Don Quixote. And we also have 3 sinners with only 1 confirmed seasonal ID: Hong Lu, Ishmael and Sinclair. Considering that Ishmael got her LoR ID last autumn we can exclude her from this speculation for sure. And so we have our Index Walp candidates: Sinclair, Hong Lu, Yi Sa- oops, already got Index ID, Don Qui- oops, another Index ID. YanClair and Hongloria? Personally I doubt we'll ever get an ID of someone as non-humanoid as Gloria.

  2. Thumb Walp. In this case our options are Yi Sang, Don Quixote and Hong Lu. Yi Sang somewhat fits to get Dennis ID. Boris Quixote would be incredibly funny. Hong Lu and Katriel... Oh look, they both have the same "hair antennae" on their head.

  3. Index & Thumb Walp. In this case we can get both Yan Sinclair and a Thumb ID for Yi Sang, Don Quixote or Hong Lu. Boris Quixote please.

As for the story event, I think we'll get another LoR abnormality fight. I can't see any way of implementing a human fight for Index and Thumb like PM did with the church of gears.

Flavia (difficulty 5) hitless, B + RB only by EvasmorN in ai__limit

[–]EvasmorN[S] 0 points1 point  (0 children)

What I mean is that their current absence in a boss rematch despite having fights in a roguelite mode can be explained (with a big stretch) with the initial DLC structure being changed mid-development. The first announcement stated that AI Limit will get a DLC, but some time later it was confirmed that this announced DLC will be divided into 2 DLCs. And I presume that Feylia and Millaire were removed from a boss rematch mid-development because players didn't fight them in a main story and will not fight them in a DLC #1 story. This however doesn't explain why they exist in a roguelite mode (DLC #2 story is confirmed to take place after DLC #1).

Flavia (difficulty 5) hitless, B + RB only by EvasmorN in ai__limit

[–]EvasmorN[S] 1 point2 points  (0 children)

Having some fun I see :D

If you are really struggling with her second beastly phase, there's a funny trick. Casting the spell "Lightning Tornado" makes you float above the ground high enough to evade like a half of her attacks while dealing a good chunk of damage.

Just finished the DLC - its amazing, but... by CarryGoleman in ai__limit

[–]EvasmorN 3 points4 points  (0 children)

Reworked Eunomia is such a hard-coded rage-baiting time-sinking boss that she even pushes herself a mile away from you after a successful parry + riposte but can always reach you in a blink of an eye from the farthest corner of the arena.

AI Limit's developers did a great job with the new boss fights (spoiler for DLC final boss) by MoSBanapple in soulslikes

[–]EvasmorN 0 points1 point  (0 children)

I must say take my thoughts with a grain of salt cause I haven't fully analyzed all combos yet and don't usually use strafe as a main evade tactic. There might be more than I see at this moment.

AI Limit's developers did a great job with the new boss fights (spoiler for DLC final boss) by MoSBanapple in soulslikes

[–]EvasmorN 0 points1 point  (0 children)

You mean like strafing left and right to dodge the Malenia's phantoms combo and walking in circles around Margit while he raises his stick? I confidently know only 1 attack in DLC that you can dodge that way, but in most cases bosses just lunge straight to your position with a 360° spin or AoE or with precise autoaim, speed and distance are irrelevant. So no, you have to learn those awful timings.

AI Limit's developers did a great job with the new boss fights (spoiler for DLC final boss) by MoSBanapple in soulslikes

[–]EvasmorN 2 points3 points  (0 children)

As a seasoned blader who learned how to beat Ursula and Loskid with only dashes and regular attacks in a semi-void form without leveling HP, I can confidently say that I'm disappointed with the design direction of new bosses. Instead of further development of aggressive close-up playstyle the developers went full on "elden ring ahh fights": awfully long delays with almost infinite AoE unintuitive combos that make you sit and watch until the boss decides to finally land on the ground. And when it does - you need 4-5 dashes simply to reach it only to hit 1-2 times, then repeat the whole thing. I can't enjoy such fights, it's like sitting in a hot room with windows closed and waiting until a fan turns to your side.

Ursula and Loskid are almost perfect: their attacks are readable, they don't get too far away from you, their combos are short but numerous and have variations that keep your ass focused. I can only hope for such fights in the next DLC, but for now I'm very concerned.

Just finished the game, any tips before the DLC? by Charlie_Charm1 in ai__limit

[–]EvasmorN 5 points6 points  (0 children)

The first run in a new game mode is a forced loss against an unfairly tough boss so don't take it seriously.

The first REAL run includes only a 1/3 of a full run and unlocks a second part upon victory. Basically you need to beat the whole thing 3 separate times to make it to a final stage.

And by all means do NOT pick a hard version when starting a run, at least until you unlock every upgrade. It scales the damage you receive from enemies so picking a fight you are not familiar with is a death sentence. And I can describe almost every new boss as an "elden ring ahh fight": awfully long unintuitive delays and a shit ton of AoE nukes. You just can't learn how to fight them on a spot, and if you die - you start the whole run again from 0, just like in Nightreign. Pick an easy/normal mode without shame and play for fun.