It's really funny how much they wanted to evoke Ornstein and Smough...

It's really funny how much they wanted to evoke Ornstein and Smough, but did not understand what made Ornstein and Smough good

Attached: fattyandbeanpole.png (1276x714, 1.27M)

stop criticising and CONSOOM

Miyazaki has been creatively bankrupt since DS3. It's just sad at this point.

you have one big fat guy, and one skinny guy. it's literally the exact same as OnS.

yup, that's all it takes. that and pillars apparently

Nigga if they were trying to cope O&S theyd absorb the dead guy, its more 4 Kings than anything else.

What made O&S so good then?

This boss perfectly exemplifies what's wrong with the fucking boss design in this game. The fat guy is a boss on his own, the skinny guy is a boss on his own, and then you fight them both together in a separate boss fight. Not to mention they are also regular fucking enemies (at least the fat guy).

There's also a boss where you fight them sequentially

Not complaining though, apostle is a great fight

that fight is good because it's a proper solo endurance battle. This is not

>Its like O and S because it just is ok!

this game is so damn unbalanced it's unreal
the open world formula doesn't work well
the bosses especially are the worst offenders we dpjy

It's the DS2 B-team what do you expect?

O&S are good because they're very different enemies, and are designed with fighting one in mind while managing the other. Ornstein is a fast thruster with ranged options. Smough is slow and uses very predictable sweeping attacks. Ornstein's super zoom zeroes on the player, but means Smough takes forever to reach the player. You're given plenty of opportunities to punish Ornstein while Smough is still lingering in the back of your mind.
Godskin Duo has no separation, both have unpunishable input reading ranged options, and have overlapping aggression. It also wants you to fight them four times because unlike O&S, they don't stay dead. They could've made them stay permanently dead and it would've worked. They could've instead retooled the ai to make one less aggressive than the other at a given moment, and it would've worked. This does not.

It's because there's no way to tell what order you're "supposed" to progress through the game in. The other Souls games never had this problem because they were more linear. Elden Ring clearly expects you to be certain levels for different areas but there's no way to tell what order they're supposed to be in

Nothing made O&S good except your nostalgia and you not knowing any better. Fight sucks.

Another comparison is Priscilla and the shitty invisible assassin boss in ER.

>input reading
stopped reading

This explains a lot..

Attached: Untitled.png (264x434, 143.47K)

I have nothing against input reading. Sekiro does it all the time. The problem is that input reading in Sekiro can still be deflected, and in Dark Souls it can't.

You have nothing against it because it doesn't happen at all. It just doesn't.
>duh he shoot when I sip
retard